Draco-Hydra

Draco-Hydra

Draco-Hydras are bizarre creatures, typically spawned from the blood of three rival dragons, they represent the most primal force in nature, conflict. Looked down upon by other dragons, the draco-hydra is an almalgamation of three dragons in the body of a hydra. Its heads inherit the animosity each held against the other in a previous life. Resulting in an uncoordinated creature, too busy fighting against itself rather than focusing on other matters, that said this creature prioritizes its own survival, fleeing if need be.

Little is known about why this occurs, although some say it's a punishment from the gods against dragons that spend their lives hating each other. Draco-Hydras possess three heads, each head being of a different color, typically each head has the color of one of the dragons that spawned it. Their body is that of a hydra, much to each of the head’s disgust. Though draco-hydra are born from pettiness and rivalry, there are cases in which the heads eventually tolerate and even accept one another.

Draco-Hydra

Creature 16


raregargantuancolddragonelectricityfireprimal

Recall Knowledge DC 40 (includes +5 from Rare) • Beast (Arcana, Nature) • Dragon (Arcana)
Perception +26; darkvision, scent (imprecise) 60 feet
Languages Common, Draconic, Pyric, Jotun, Talican
Skills Athletics +33, Diplomacy +25, Intimidation +30, Stealth +27, Survival +29
Str +6, Dex +5, Con +7, Int +4, Wis +5, Cha +6


AC 35 all-around vision; Fort +28, Ref +23, Will +28
HP 310 (body, draco-hydra regeneration), Regeneration draco-hydra
HP 53 (head), draco-hydra head regrowth; Immunities area damage; Weaknesses slashing 15

Draco-Hydra Head Regrowth A draco-hydra ordinarily has three heads. A creature can attempt to sever one of the dragon's heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature's turn. A draco-hydra can regrow a severed head using draco-hydra regeneration. A creature can prevent this regrowth by dealing certain types of damage to the stump, cauterizing it. Single-target effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the dragon's whole space cauterize all stumps if they deal the appropriate type of damage. If the attack that severs a head deals the appropriate type of damage, the stump is cauterized instantly. If all three heads are cauterized, the dragon dies. Typically, each head of the dragon has different vulnerabilities, the white head is vulnerable to fire, the red head is vulnerable to cold, and the blue head is vulnerable to acid. When a draco-hydra successfully regrows heads, all the heads regrown have the same vulnerability, as the weakness the original head had.

Draco-Hydra Regeneration The draco-hydra has regeneration equal to 5 × the number of heads it has. If a draco-hydra's body is missing any heads and it is still alive, the dragon attempts a DC 39 Fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows one head; on a critical success, as success and one cauterized stumps regrow into one head. The draco-hydra can never grow more than the number of heads it ordinarily has. The draco-hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies.

Retributive Heads A draco-hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Reactive Strikes. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the dragon must use a different head for each Reactive Strike it makes. Whenever one of the dragon's heads is severed, the dragon loses 1 of its extra reactions per round
Reactive Strike r (see retributive heads)


Speed 30 feet, swim 20 feet, fly 80 feet
Melee a jaws +27 [+22/+17] (cold, magical, reach 15 feet), Damage 2d10+8 piercing plus 2d6 cold and Grab
Melee a horn +29 [+24/+19] (fire, magical, reach 15 feet), Damage 3d12+11 piercing plus 1d8 persistent fire and Push
Melee a antler +32 [+25/+20] (electricity, magical, reach 15 feet), Damage 2d6+6 piercing plus 2d12 electricity and Knockdown
Ranged a storm bolt +27 [+22/+17] (electricity, magical, range increment 60 feet), Damage 3d12+8 electricity

Draconic Frenzy aa The dragon makes one horn Strike, one jaw strike and one antler Strike in any order.

Draconic Heads Whenever a head is lost, its associated strikes and draconic breath weapon can not be used until the head is regrown. The jaw strike belongs to the white head, the horn strike belongs to the red head, and the antler strike belongs to the blue head.

Draconic Barrage The draco-hydra’s heads, share their breath weapons. The dragon can use three actions instead of two, to use two of its breath weapons at the same time. The areas of the breath weapon can not overlap. Once a breath weapon is used, in any manner, the dragon can’t use any breath weapon for 1d4 rounds.

Flaming Breath aa (fire, primal) The dragon breathes a blast of flame that deals 14d6 fire damage in a 50-foot cone (DC 34 basic Reflex save). Creatures that critically fail their save catch fire, taking 2d6 persistent fire damage.

Lightning Discharge aa (electricity, primal) The dragon exhales a massive bolt of lightning dealing 9d12 electricity damage in a 100-foot line (DC 36 basic Reflex save)

Frost Storm aa (cold, primal) The dragon breathes out a gust of frost and ice that deals 10d8 cold damage in a 30-foot burst within 60 feet (DC 34 basic Reflex save).

You must be logged in to vote.