Elemental Hydra
AdversaryDH ARCH · p.52 · 3p
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!dh-import --name|Elemental Hydra --HP|10 --Stress|6 --Difficulty|19 --Thresholds|Major 33 / Severe 66 --Attack_Dice|1d20+6 --Damage|4d8+6 --Special_1|**Many–Headed Menace (Passives):** The Hydra can have up to four heads, one for air, earth, fire, and water. When the Hydra takes Major or greater damage, they lose a head. --Special_2|**Relentless (X) (Passives):** The Hydra can be spotlighted X times per GM turn, where X is the Hydra's number of heads. Each turn must be a different head. Spend Fear as usual to spotlight them. --Special_3|**Water Jet (Water Head) (Actions):** Make an attack against a target within Close range. On a success, the target is knocked back to Far range and becomes temporarily Wet. --Special_4|**Lightning Breath (Air Head) (Actions):** Mark a Stress and make an attack against all targets in a line up to Far range. Targets the Hydra succeeds against take 3d10+3 magic damage. If the target is Wet, they take double damage and you gain a Fear. --Special_5|**Fire Breath (Fire Head) (Actions):** Mark a Stress and make an attack against all targets within Very Close range in front of the Hydra. Targets the Hydra succeeds against take 4d6+8 magic damage. Wet targets take half damage and are no longer Wet. --Special_6|**Petrifying Gaze (Earth Head) (Actions):** Spend a Fear to force a target within Close range to make an Instinct Reaction Roll. On a failure, they begin to turn to stone, marking a HP and starting a Petrification Countdown (4). This countdown ticks down on a roll with Fear. When it triggers, the target must make a death move. If the Hydra is defeated, all petrification countdowns end. --Special_7|**Regeneration (Actions):** /f the Hydra has less than four heads, spend a Fear to clear a HP and a Stress and regrow a head.
Tier 4 · Solo
A huge quadrupedal beast with four elemental heads.
ATK ·Bite: Very Close| phy(+6 to hit)
Motives & Tactics: Devour, regenerate, terrify
Many-Headed Menace Passive The Hydra can have up to four heads, one for air, earth, fire, and water. When the Hydra takes Major or greater damage, they lose a head.
Relentless (X) Passive The Hydra can be spotlighted X times per GM turn, where X is the Hydra's number of heads. Each turn must be a different head. Spend Fear as usual to spotlight them.
Water Jet (Water Head) Action Make an attack against a target within Close range. On a success, the target is knocked back to Far range and becomes temporarily Wet.
Lightning Breath (Air Head) Action Mark a Stress and make an attack against all targets in a line up to Far range. Targets the Hydra succeeds against take magic damage. If the target is Wet, they take double damage and you gain a Fear.
Fire Breath (Fire Head) Action Mark a Stress and make an attack against all targets within Very Close range in front of the Hydra. Targets the Hydra succeeds against take magic damage. Wet targets take half damage and are no longer Wet.
Petrifying Gaze (Earth Head) Action Spend a Fear to force a target within Close range to make an Instinct Reaction Roll. On a failure, they begin to turn to stone, marking a HP and starting a Petrification Countdown (4). This countdown ticks down on a roll with Fear. When it triggers, the target must make a death move. If the Hydra is defeated, all petrification countdowns end.
Regeneration Action |f the Hydra has less than four heads, spend a Fear to clear a HP and a Stress and regrow a head.
Elemental Hydra
Tier 4 Solo
A huge quadrupedal beast with four elemental heads.
Motives & Tactics: Devour, regenerate, terrify
Difficulty: 19 | Thresholds: 33/66 | HP: 10 | Stress: 6
ATK: | Bite: Very Close | phy
Features
Passives
Many-Headed Menace: The Hydra can have up to four heads, one for air, earth, fire, and water. When the Hydra takes Major or greater damage, they lose a head.
Relentless (X): The Hydra can be spotlighted X times per GM turn, where X is the Hydra's number of heads. Each turn must be a different head. Spend Fear as usual to spotlight them.
Actions
Water Jet (Water Head): Make an attack against a target within Close range. On a success, the target is knocked back to Far range and becomes temporarily Wet.
Lightning Breath (Air Head): Mark a Stress and make an attack against all targets in a line up to Far range. Targets the Hydra succeeds against take magic damage. If the target is Wet, they take double damage and you gain a Fear.
Fire Breath (Fire Head): Mark a Stress and make an attack against all targets within Very Close range in front of the Hydra. Targets the Hydra succeeds against take magic damage. Wet targets take half damage and are no longer Wet.
Petrifying Gaze (Earth Head): Spend a Fear to force a target within Close range to make an Instinct Reaction Roll. On a failure, they begin to turn to stone, marking a HP and starting a Petrification Countdown (4). This countdown ticks down on a roll with Fear. When it triggers, the target must make a death move. If the Hydra is defeated, all petrification countdowns end.
Regeneration: |f the Hydra has less than four heads, spend a Fear to clear a HP and a Stress and regrow a head.