Greater Hydra, 5 headed

(Generated 202 times)
Namelist None
Tags
Chaos
Glorantha
Off the beaten path
Sartar
Rank Master
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. Killing the beast will create a storm of acidic blood that can burn off the feet of opponents. Acid = strong Acid 1d100 damage to all it touches. When touching flesh causes Agony if not resisted with endurance. In gas form coughing prevents action if not resisted.
Creatorhkokko
Stats
STR 450
CON 610
SIZ 450
DEX 19
INT 6
POW 280
CHA
D20Hit locationArmor
01-06 Tail 220
07-14 Body 220
14-20 Heads 220
Attributes
Movement 2
Natural armor Yes

Non-random features

ListFeature
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 ***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
Ability ***Faerie Stealth*** Faeries with this ability blend into their surroundings, becoming nearly invisible to regular observation. However, Faerie Stealth is only effective when the faerie is in a suitable environment. For example, a gwarchell (page 6), which shuns light and lives underground, could only use it in darkness. As long as the faerie affected by this power remains motionless, crouched, or pressed against the ground, they cannot be detected by standard visual Perception checks. If they move, an attentive observer might notice the constant changing patterns on their body. Under these circumstances, when an observer tries to interact with the faerie — whether to locate, attack, defend against, etc. — the difficulty of their tests increases by one level. Creatures with other primary senses or magical perception are unaffected by this power.

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)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Bite 1h-melee 5d100 M L - Y Y 3 8 Head