Page 79 - Serpent Kingdoms
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MONSTERS
dra itself because its heads writhe and whip about in combat. An example, area effects deal damage to a nagahydra’s body, not to
opponent can ready an action to attempt to sunder a nagahydra’s its heads. Targeted magical effects cannot sever a nagahydra’s
head when the creature bites at him. heads (and thus must be directed at the body) unless they deal
Each of a nagahydra’s heads has hit points equal to the crea- slashing damage and could be used to make sunder attempts.
ture’s full normal hit point total, divided by 5. Since a normal Poison (Ex): Bite, injury, Fortitude DC 24, initial and second-
nagahydra has 174 hit points, 34 or more points of damage ary damage 1d12 Con. The save DC is Constitution-based.
severs a head (174 ÷ 5 = 34.8, rounded down to 34). A natu- Spells: Nagahydras cast spells as 15th-level sorcerers, and
ral refl ex seals the neck shut to prevent further blood loss. A can also cast spells from the cleric list and from the Destruc-
nagahydra can no longer attack with a severed head but takes tion and Scalykind domains. A nagahydra can cast one spell per
no other penalties. A severed nagahydra head grows back from round per head, but all spells come from the common pool of
a stump in 1d4 rounds. The application of at least 5 points of spells available.
acid or fi re damage to a stump (touch attack required to hit) Typical Sorcerer Spells Known (6/8/7/7/7/7/6/4; save DC
prevents a stump from regrowing for 24 hours. A fl aming 15 + spell level): 0—detect magic, detect poison, light, mage
weapon (or similar effect) deals its energy damage to the stump hand, open/close, prestidigitation, ray of frost, read magic,
in the same blow in which a head is severed. Fire or acid dam- resistance; 1st—alarm, burning hands, mage armor, ray of en-
age from an area effect (such as a fi reball or dragon breath) feeblement, Tenser’s fl oating disk; 2nd—bull’s strength, eagle’s
may burn multiple stumps in addition to dealing damage to splendor, fog cloud, scorching ray, see invisibility; 3rd—blink,
the nagahydra’s body. A nagahydra does not die from losing dispel magic, fi reball, fl y; 4th—confusion, fi re shield, stoneskin,
its heads until all of them have been cut off and the stumps wall of fi re; 5th—cone of cold, dominate humanoid, summon
seared by fi re or acid. monster V, teleport; 6th—chain lightning, globe of invulnerabil-
A nagahydra’s body can be slain just like any other crea- ity, mass hold person; 7th—forcecage, limited wish.
ture’s, but nagahydras possess fast healing and thus are
diffi cult to defeat in this fashion. Any attack that is not (or checks, thanks to its multiple heads.
cannot be) an attempt to sunder a head affects the body. For Skills: A nagahydra has a +2 racial bonus on Listen and Spot Illustration by Thomas Baxa
Nagahydra
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