Advertisement
JackOfSparks

Hydra Body

Feb 4th, 2014
47
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.41 KB | None | 0 0
  1. Hydra Body
  2. Large natural magical beast (aquatic) Level 5 Elite Soldier
  3. 400 XP
  4. HP 120; Bloodied 60 Initiative +6
  5. AC 21; Fort 17; Ref 17; Will 17 Perception +4
  6. Speed 4, swim 8 All-around Vision, Darkvision
  7. Immune mind-affecting
  8. Saving Throws +2 Action Points 1
  9. Traits
  10. All-Around Vision
  11. As long as it has at least two conscious Hydra Heads, enemies can't gain combat advantage by flanking Hydra Body.
  12. Joined at the Hip
  13. Hydra Body can spend its Action Point on behalf of one of its Hydra Heads. Hydra Body cannot make opportunity attacks. If Hydra Body ever has no Hydra Heads with more than 0 hit points remaining, it and all heads die immediately.
  14. Minds of their Own
  15. Hydra Body is considered to be the same creature as all of its Hydra Heads for any effects that target an individual creature, except mind-affecting abilities, which must target each head individually.
  16. Regeneration
  17. Hydra Body has Regeneration X, where X is 11 minus its current number of Hydra Heads.
  18. Standard Actions
  19. Slam ♦ At-Will
  20. Attack: Melee 1; +8 vs AC
  21. Hit: 1d8+6 and target is pushed 1 square.
  22. Skills Stealth +9
  23. Str: 18 (+6)
  24. Con: 15 (+4) Dex: 15 (+4)
  25. Int: 2 (-2) Wis: 14 (+4)
  26. Cha: 8 (+1)
  27. Alignment unaligned
  28. Languages -
  29. Tactics Hydra Body will stay out of melee range as much as possible, preferring to let its regenerating heads do the fighting. It will not hesitate to Slam if potential prey is getting too close for comfort, however.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement