Hydra

Level 6 / Huge / beast

Level6
Armor Class23
Hit Points90
Perception+17
Speed25 feet, Swim 25 feet
STR+7modifier
DEX+4modifier
CON+5modifier
INT-3modifier
WIS+2modifier
CHA-1modifier
Saving Throws

Fortitude +15, Reflex +12, Will +10

Skills

Athletics +17, Stealth +12

Senses

Low Light Vision, Scent 30 feet Imprecise

Actions & Abilities

Fangs

Attack +16

Damage: 2d6+7 Piercing

All-Around Vision

Passive

Hydra Regeneration

Passive

The hydra has regeneration equal to 3 x the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies.

Head Regrowth

Passive

A hydra ordinarily 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 is not completely severed returns to full Hit Points at the end of any creature's turn.

A hydra can regrow a severed head using hydra regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all five heads are cauterized, the hydra dies.

Hydra Head

  • Hit Points 15
  • Immunities Area Damage
  • Weaknesses Slashing 5

Reactive Heads

Passive

A 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 hydra's heads is severed, the hydra loses 1 of its extra reactions per round.

Reactive Strike (See Reactive Heads)

Reaction

Focused Assault

2 actions

The hydra attacks a single target with its heads, overwhelming its foe with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes with its fangs. On a successful attack, the hydra deals damage from its fangs Strike to the target, plus an additional 1d6 damage for every head it has beyond the first. On a failure (but not a critical failure), the hydra deals the damage from one fangs Strike to the target creature. This Strike counts as a number of attacks equal to the number of heads the hydra has toward the hydra's multiple attack penalty.

Storm of Jaws

2 actions

The hydra makes a number of Strikes up to its number of heads, each against a different target. These attacks count toward the hydra's multiple attack penalty, but the multiple attack penalty doesn't increase until after the hydra makes all its attacks.

Creature Abilities

Hydra Regeneration. The hydra has regeneration equal to 3 x the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies.

Head Regrowth. A hydra ordinarily 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 is not completely severed returns to full Hit Points at the end of any creature's turn.

A hydra can regrow a severed head using hydra regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all five heads are cauterized, the hydra dies.

Hydra Head

  • Hit Points 15
  • Immunities Area Damage
  • Weaknesses Slashing 5

Reactive Heads. A 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 hydra's heads is severed, the hydra loses 1 of its extra reactions per round.

Focused Assault. The hydra attacks a single target with its heads, overwhelming its foe with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes with its fangs. On a successful attack, the hydra deals damage from its fangs Strike to the target, plus an additional 1d6 damage for every head it has beyond the first. On a failure (but not a critical failure), the hydra deals the damage from one fangs Strike to the target creature. This Strike counts as a number of attacks equal to the number of heads the hydra has toward the hydra's multiple attack penalty.

Storm of Jaws. The hydra makes a number of Strikes up to its number of heads, each against a different target. These attacks count toward the hydra's multiple attack penalty, but the multiple attack penalty doesn't increase until after the hydra makes all its attacks.

Source, license, and attribution

Source: Pathfinder Monster Core (remaster-core-2026-08-10)

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations. All warranties are disclaimed as set forth therein. Attribution: Pathfinder Monster Core (c) 2024, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Kate Baker, Joshua Birdsong, Joseph Blomquist, Logan Bonner, Jason Bulmahn, James Case, John Compton, Paris Crenshaw, Adam Daigle, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Leo Glass, Matthew Goodall, BJ Hensley, Thurston Hillman, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Miko Kallio, Jason Keeley, Jeff Lee, Lyz Liddell, Luis Loza, Ron Lundeen, Robert G. McCreary, Philippe-Antoine Menard, Jacob W. Michaels, Dave Nelson, Jason Nelson, Tim Nightengale, Stephen Radney-MacFarland, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Amber Stewart, Jeffrey Swank, William Thompson, Jason Tondro, Clark Valentine, Landon Winkler, Tonya Woldridge, and Linda Zayas-Palmer. Adaptation: Myth Meister PF2e Remaster Compendium, 2026. If you use this Adapted Licensed Material, please credit Myth Meister. The normalized rules records and rules-reference text in the Myth Meister PF2e Remaster Compendium are Adapted Licensed Material offered under the ORC License. Reserved Material in this product includes the Myth Meister name and logos, application source code, visual design and trade dress, and original campaign content. Pathfinder, Paizo, product logos, artwork, maps, trade dress, setting lore, characters, deities, locations, organizations, events, plots, and other Paizo Reserved Material are not included. Myth Meister is not affiliated with or endorsed by Paizo Inc. Expressly Designated Licensed Material: None.

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