Young HydraEdit

(large draconic animal)
(Level 1 Solo Brute - 400 XP)


At-Will Actions

Tail Thrash
(standard action)

+9 vs. Armor (reach 1); 1d8 +5 bashing damage, and you are knocked prone and flung1d4 paces.

(automatic reaction)

At end of turn, regain 2 hit points per hydra headremainingon this hydra, even if at 0 hit points.

Per-Encounter Feats

Regenerate HeadsEdit

(per-encounter automatic reaction ✦ [[healing feat]])

young hydra


The young hydra losesa head.


The Young Hydra expends one healing reserve to regain 20 hit points, and spawns two hydra heads in adjacent spaces.


Each turn after expending this power, roll 1d6 if the hydra has any healing reservesremaining. On a '6', this power is regained. If the Hydra is bloodied, this power is regained on a '5' or '6'.


(per-encounter Standard Action ✦ [[attack feat]])

young hydra


Charge attack (8 paces, +5 vs. Armor)


1d8 +6 bashing damage, and the target is pushed one space. Each hydra head then shifts to any space adjacent to the hydra, and may make a bite attack against the target as a free reaction.

Hydra HeadEdit

(small draconic reptile part)
(Level 1 Minion - 25 XP)


  • Str 18, Con 18, Dex 15, Wis 12, Cha 8, Int 8
  • Minion (no hit points, group Initiative and actions)
  • Initiative +2, Speed 2. The hydra head must be within 2 paces of the young hydra's body; whenever the hydra moves or shifts, each head moves or shifts along with it. Any effect that would push, pull, slide or fling a head more than 2 paces away from its body moves the entire body (including all heads) half that distance instead.
  • Armor 16 (natural Hide), Fortitude 13, Reflex 13, Will 11, Spot 11, Sense 11

At-Will Actions

(standard action)

+5 vs. Armor; 6 piercing damage, and you become grabbed. On a critical hit, you are bleeding ongoing 5 damage until you shrug it off.

  • If already grabbed by another hydra head, this deals 9 damage and achieves a critical hit on an 18-20.

Dragging Thrash
(move action)

Grabbed target only; shift two paces, then pull the target into the nearest adjacent space and deal 6 bashing damage to it. The target becomes dazed until the end of the hydra head's next turn.

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