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Hellfire HydraCreature 19


HugeElementalFireUnholy
Source Pathfinder Adventure Path: Hell's Destiny
Perception +33 (darkvision, smoke vision)
Languages Diabolic, Pyric
Skills Acrobatics +37, Athletics +33
Str +6, Dex +10, Con +5, Int +0, Wis +3, Cha +0

AC 42 all-around vision; Fort +32; Reflex +35; Will +30;
HP 350 (hellfire regeneration)
Speed 50 feet
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses Cold 20, Holy 15, Water 15

Fiery Fangs One Action +34 (+29, +24) to hit (reach 10, unholy) 2d8 Fire + 2d10+14 Piercing + 2d10 Fire

Smoke Vision

The hellfire hydra ignores the Concealed condition from smoke.

All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

Hellfire Regeneration

The hellfire hydra has regeneration equal to 5 × the number of heads it has. If a hellfire hydra's body is missing any heads and the remaining stumps haven't been snuffed out, the hydra attempts a DC 42 fortitude save after it regains Hit Points from regeneration. On a success, one non-snuffed stump regrows two heads; on a critical success, two nonsnuffed stumps regrow into two heads each. The hellfire hydra can never grow more than 10 heads. The hellfire hydra's regeneration only fully deactivates if all its heads are destroyed and all stumps are snuffed out, at which point it dies.


This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Head Regrowth

A hellfire hydra has five heads. A creature can attempt to sever one of the hydra's heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that isn't completely severed returns to full Hit Points at the end of any creature's turn.

A hellfire hydra can regrow a severed head using hellfire regeneration. A creature can prevent this regrowth by dealing damage to the stump with a cold or water effect, snuffing out its flames. Single-target cold or water effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hellfire hydra's whole space snuff out all stumps if they deal damage and have the cold or water trait. If the attack that destroys a head deals any damage with the cold or water trait, the stump is snuffed out instantly. If all five heads are snuffed out, the hydra dies.


Hydra Head

Effect: Hellfire Hydra Heads

Reactive Heads

A hellfire hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Reactive Strikes. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Reactive Strike it makes. Whenever one of the hellfire hydra's heads is destroyed, the hydra loses 1 of its extra reactions per round.

Reactive Strike (See Reactive Heads) Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Unholy Heat (aura, fire, unholy)

10 feet, 9d6 fire damage, DC 38 reflex save

Conflagration of Jaws Two Actions (attack, fire)

The hellfire hydra slams each of its heads into the ground, where they explode before quickly reforming. The hellfire hydra creates a number of 5-foot bursts within 10 feet equal to its current number of heads. These bursts can't overlap. Each creature in a burst takes 6d6 fire damage (DC 40 reflex save). This counts as a number of attacks equal to the number of heads the hellfire hydra has toward the hydra's multiple attack penalty.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.