Multiple angry icy snake-like heads rise from the sleek, serpentine blue body of this terrifying monster.
Cryohydra (CR 6)
N Huge Dragon (Ice)
Init +1; Senses Dragon senses, scent; Perception +13
AC 18, touch 9; flat-footed 17 (+1 dex, +9 natural, -2 size)
hp 106 (8d12+56); Fast Healing 8 [4 heads]
Fort +12, Ref +9, Will +9
Immune Paralysis, Sleep; Resist Ice 10; Strong Wind
Speed 30 ft., Swim 30 ft.
Melee 4 Bites +11 (2d6+7), Tail Slap +6 (1d8+5)
Space 15 ft.; Reach 10 ft.
Special Attacks Pounce, 4 Breath Weapons (15-ft. cone, DC 20, 3d4 ice)
Str 20, Dex 12, Con 22, Int 2, Wis 12, Cha 9
Base Atk +8; CMB +15; CM 26 (can’t be trip)
Feats Combat Reflexes, Iron Will, Lightning Reflexes, Toughness
Skills Perception +13, Swim +12; Racial Modifier +2 Perception
SQ Hydra Traits, Polar Bulwark, Fast Healing
Fast Healing (Ex)
A cryohydra’s fast healing ability is double to its current number of heads. A cryohydra loses all fast healing when it is reduced to a single head.
Hydra Traits (Ex)
Any critical hit has a 75% chance to sever a head also you cannot sever the last head but a cryohydra loses its fast healing if they only have one head remaining. A cryohydra can’t attack with a severed head, but takes no other penalties. A cryohydra also loses one of its breath weapons per head lost.
Polar Bulwark (Su)
Once per day, a cryohydra can become immune to physical damage for one round, must have at least two heads to use this ability and those two heads must channel this effect until the end of the round.
When a cryohydra makes a charge, it can make a full attack.