A ghidra is a greater hydra with more heads, stronger bites, and stronger breath weapon.
Ghidra (CR 10)
N Huge Dragon (Fire)
Init +6; Senses Dragon senses, scent; Perception +17
AC 22, touch 10; flat-footed 20(+2 Dex, +12 natural, -2 size)
hp 168 (12d12+96); Fast Healing 10 [5 heads]
Fort +17, Ref +12, Will +11
Immune Paralysis, Sleep; Resist Earth 5, Fire 5, Ice 5, Lightning 5, Water 5
Speed 30 ft., Swim 30 ft.
Melee 5 Bites +16 (2d6+9), Tail Slap +11 (1d8+6)
Space 15 ft.; Reach 10 ft.
Special Attacks Pounce, 5 Breath Weapons (15-ft. cone, DC 20, 4d4 earth, fire, ice, lightning, or water)
Str 22, Dex 14, Con 24, Int 2, Wis 13, Cha 11
Base Atk +12; CMB +20; CM 32 (can’t be trip)
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Iron Will, Lightning Reflexes, Snatch, Toughness
Skills Perception +17, Swim +16; Racial Modifier +2 Perception
SQ Hydra Traits, Polar Bulwark, Pyric Bulwark, Fast Healing
Fast Healing (Ex)
A ghidra’s fast healing ability is double to its current number of heads. A ghidra 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 ghidra loses its fast healing if they only have one head remaining. A ghidra can’t attack with a severed head, but takes no other penalties. A ghidra also loses one of its breath weapons per head lost.
Polar Bulwark (Su)
Once per day, a ghidra 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.
Pyric Bulwark (Su)
Once per day, a ghidra can become immune to magical 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 ghidra makes a charge, it can make a full attack.