Hydra, Ophidian, 5 headed

(Generated 242 times)
Namelist None
High mountains
High plateau
Monster island
Rank Veteran
Race Hydra, Ophidian
Cult rank None
Notes Abilities: +4 Action Points. MI pg 224.Any detrimental effect due to serious or major wound only affects that head. Each head has its own willpower resistance roll. Spits corrosive acid once per head every 1d3 hours. Killing the beast will create a storm of acidic blood that can burn off the feet of opponents. Poison POT 70 in liquid form Agony and Acid, in gas form Asphyxiation. Duration half the hydras CON in rounds as liquid, minutes as miasma. Acid = strong Acid 1d4 damage to all it touches. When touching flesh causes Agony if not resisted with endurance. In gas form coughing prevents action if not resisted.
STR 2d6+9
CON 2d6+9
SIZ 2d6+27
DEX 2d6+9
INT 2d6+5
POW 2d6
D20Hit locationArmor
01-06 Tail 6
07-14 Body 6
14-20 Heads 6
Movement 6
Natural armor Yes

Non-random features

Ability ***Multi-Headed*** An additional Combat Action per extra head possessed beyond the first. These are lost as each individual head is incapacitated or severed. Provided one head remains active, the creature can still control its shared body. When a multi-headed crea- ture resists spells which affect emotions or intellect, it rolls individual saves for each still intact head.
Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Ability ***Area Attack*** Creature or plant of suitable size can sweep or stomp multiple foes, its attack roll being simultaneously applied to everyone within reach of the body part used to make the attack.
Ability ***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic.
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death
Exotic Poison ***Hydra Venom*** Application: Contact or Inhaled Potency: 70 Resistance: Endurance. Onset time: Liquid form: both the Agony condition and acidic effects are instant. As a gaseous miasma, Asphyxiation begins immediately upon inhalation. Duration: Half the hydra’s CON in rounds as liquid, or minutes as an inhaled miasma Conditions: Initially acts as Strong Acid which causes 1d4 damage to whatever it touches, either to the Armour Points of an object or the Hit Points of a location. If the venom touches flesh it will inflict Agony for the remainder of the duration, if not resisted . In confined circumstances the acrid miasma causes a victim to cough and choke if they fail to resist, incapacitating them as per Asphyxia as their lungs begin to burn. Such damage is only temporary however, recovering after 10 minutes of breathing clean air. If the accumulated asphyxiation damage to the chest causes the victim to pass unconscious, there is a risk they will choke to death. MI pg 225

Standard skills

Athletics STR+DEX+20+2D10 Brawn STR+SIZ+20+2D10 Endurance CON+CON+20+2D10
Evade DEX+DEX+30+2D10 Perception INT+POW+30+2D10 Stealth DEX+INT+2D10+15
Willpower POW+POW+30+2D10

Combat styles

Writhing Dance of DeathSTR+DEX+40+2D10

Weapon options

1-handed weapons

Amount: 4
Bite (1)
Constrict (1)
Tail Lash (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0
Spit (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d6 M L - N N 3 8
Constrict 1h-melee 1d6 L T - N N 3 8
Spit ranged 1 S - - N N 3 8
Tail Lash 1h-melee 1d8 L L - N N 3 8