Multiple angry fiery snake-like heads rise from the sleek, serpentine red body of this terrifying monster.
Pyrohydra (CR 6)
N Huge Dragon (Fire)
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 Fire 10; Strong Ice
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 fire)
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, Pyric Bulwark, Fast Healing
Fast Healing (Ex)
A pyrohydra’s fast healing ability is double to its current number of heads. A pyrohydra 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 pyrohydra loses its fast healing if they only have one head remaining. A pyrohydra can’t attack with a severed head, but takes no other penalties. A pyrohydra also loses one of its breath weapons per head lost.
Pyric Bulwark (Su)
Once per day, a pyrohydra 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 pyrohydra makes a charge, it can make a full attack.