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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             620_96566_SerpentKing54-91.indd   78                                                               5/12/04, 3:30:27 PM
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