#nagahydra

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Image © Wizards of the Coast, by Thomas Baxa

[Commissioned by @justicegundam82​. The nagahydra first appeared in the somewhat infamous Serpent Kingdoms for Forgotten Realms in 3.5. Infamous because of the wacky balance issues; it was this book that allowed the exploits of Pun-Pun, a charop build that could become literally immortal by level 6 or so. The nagahydra isn’t that bad, but is pretty close, being originally able to cast one spell per head per round, with no restrictions. That’s a recipe for a TPK, even for a CR 18 monster, but I wanted to capture a certain amount of that flavor. I borrowed a level cap from the spell weaver, which will interact with the number of heads the nagahydra has in what should hopefully be a fun way.]

Nagahydra
CR 18 N Aberration

This immense serpentine creature has scales of multiple colors and textures, and a ridge of spines running down its back. It has five heads, each of which is human-like but scaled and fanged.

Nagahydras are among the most powerful of naga-kind, and perhaps the most monstrous. They have five heads, which are frequently mismatched, with scale colors and facial features characteristic of multiple species of nagas. They have the hydra-like ability to heal quickly and to grow two heads if one is severed, although accessory heads quickly die back, instead of remaining permanently. Whether the transformation into a hydra-like entity was something done by nagas or to nagas remains unclear—different nagahydras have different explanations, if they bother to discuss this history at all.

Much like other nagas, nagahydras are gifted magic users. Due to the flexibility of their spellcasting, no two nagahydras are likely to have the same tactics or the same spells to draw from. However, they can cast multiple spells at once, using multiple heads to intone different verbal components and make arcane gestures simultaneously. A nagahydra that has grown accessory heads can cast even more spells simultaneously, and some nagahydras with minions or summoned allies instruct them to cut off a head or two to allow them to grow more just before a difficult combat is anticipated.

Most nagahydras live in forest environments, particularly tropical rainforests and tropical seasonal forests. They are carnivores and sit comfortably at the top of the food chain, often choosing other monstrous prey to consume for the sport of it. The alignments of nagahydras vary, but the appearance of the heads they have does not necessarily reflect their alignments. Some with the washed out purples and banded reds of dark and spirit nagas are nevertheless good, and some with the golden scales of guardian nagas are of the foulest evil. Nagahydras are skilled liars and clever conversationalists, and even evil ones like to engage in riddles and stories. Nagahydras have a single personality and motivation no matter their number of heads, although they can engage in multiple separate conversations separately.

Nagahydra          CR 18
XP 153,600

N Huge aberration
Init
+9;Sensesdarkvision 60 ft., Perception +26, scent
Defense
AC
30, touch 13, flat-footed 25(-2 size, +5 Dex, +17 natural)
hp
290 (20d8+180); fast healing 15
Fort
+18,Ref+15,Will+18
Offense
Speed
30 ft., swim 40 ft.
Melee
5 bites +24 (2d6+10/19-20 plus poison)
Space
15 ft.; Reach10 ft.
Special Attacks
multicasting, pounce
Spells
CL 15th, concentration +22 (+26 casting defensively)
7th(5/day)—creeping doom (DC 24), prismatic spray (DC 25)
6th(7/day)—chain lightning (DC 24), disintegrate(DC 23), heal(DC 23)
5th(7/day)—cone of cold (DC 23), overland flight, spell resistance, waves of fatigue
4th(7/day)—cure critical wounds (DC 21), dimension door, greater invisibility, wall of fire
3rd(8/day)—fireball(DC 21), greater magic fang, heroism,protection from energy
2nd(8/day)—eagle’s splendor, mirror image, scorching ray, see invisibility, spiritual weapon
1st(8/day)—divine favor, expeditious retreat, mage armor, magic missile, shield of faith
0thacid splash, detect magic,light, mage hand, mending, open/close, read magic, resistance, stabilize
Statistics
Str
30,Dex20,Con30,Int21,Wis23,Cha25
Base Atk
+15;CMB+27;CMD42
Feats
Arcane Strike,Combat Casting, Combat Reflexes (B), Empower Spell, Eschew Materials (B), Extend Spell, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Spell Focus (evocation), Spell Penetration, Weapon Focus (bite)
Skills
Appraise +15,Bluff +22, Fly +16, Diplomacy +22, Intimidate +25, Knowledge (arcana) +23, Knowledge (dungeoneering, religion) +15, Linguistics +15, Perception +26, Sense Motive +21, Spellcraft +23, Stealth +13, Swim +28; Racial Modifiers +2 Perception
Languages
Abyssal, Celestial, Common, Draconic, Infernal, 10 others
SQ
hydra traits, regenerate head
Ecology
Environment
temperate and warm forests
Organization
solitary or nest (2-4)
Treasure
standard
Special Abilities
Fast Healing (Ex)
 A nagahydra’s fast healing ability is equal to 10 plus its current number of heads (minimum fast healing 15). This fast healing applies only to damage inflicted on the hydra’s body.
Hydra Traits (Ex)
 A nagahydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the nagahydra’s HD. To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the nagahydra’s body equal to the hydra’s current HD. A nagahydra can’t attack with a severed head, but takes no other penalties.
Multicasting (Ex)
A nagahydra can choose to cast multiple spells as a standard action, as long as all of those spells have a casting time of one standard action. Each level of spells cast in a single round requires the use of one head (0th level spells count as 1st level spells for this purpose). If it has more or less heads than its normal number (because of severing or the regenerate head ability), it can cast more or less levels of spells when it casts multiple spells. For example, a nagahydra with its normal allotment of heads could cast a 2nd level and 3rd level spell in the same action, or a 4th level spell and a 1nd level spell, or five 1st level spells.
Poison (Ex)
Bite—injury;saveFort DC 30; duration1/round for 4 rounds; effect1d6 Con damage; cure2 saves. The save DC is Constitution based.
Regenerate Head (Ex)
 When a nagahydra’s head is destroyed, two heads regrow in 1d4 rounds. A nagahydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A nagahydra doesn’t die from losing its heads until all are cut off and the stumps seared by acid or fire. Heads beyond its usual allotment of five die and are shed 24 hours after growing.
Spells
A nagahydra can cast spells as a 15th level sorcerer. It can also cast spells from the cleric list, and from the Scalykind domain. A nagahydra does not gain additional benefits from the sorcerer class, such as bloodline spells, unless it takes levels in sorcerer.

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