Hellfire Hydra

Level 19
Creature· elementalHugeRemaster
AC
42
HP
350
Speed
25 ft.
Perception
+33
Fort
+32
Ref
+35
Will
+30
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses cold 20, holy 15, water 15
Languages diabolic, pyric
Senses darkvision
Skills acrobatics +37, athletics +33
Recall Knowledge DC 39 (nature, religion)

Attacks

Melee Fiery Fangs +34 (reach 10 ft., unholy), Damage 2d8 fire plus 2d10+14 piercing plus 2d10 fire

Abilities

Smoke Visioninteraction

The hellfire hydra ignores the Concealed condition from smoke.

All-Around Vision
Hellfire Regeneration

The hellfire hydra has regeneration equal to 5 × the number of heads it has. If a hellfire hydra's body is missing any heads and the remaining stumps haven't been snuffed out, the hydra attempts a DC 42 fortitude save after it regains Hit Points from regeneration. On a success, one non-snuffed stump regrows two heads; on a critical success, two nonsnuffed stumps regrow into two heads each. The hellfire hydra can never grow more than 10 heads. The hellfire hydra's regeneration only fully deactiva

Head Regrowth

A hellfire hydra has five heads. A creature can attempt to sever one of the hydra's heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that isn't completely severed returns to full Hit Points at the end of any creature's turn.

A hellfire hydra can regrow a severed head using hellfire regeneration. A creature can prevent this regrowth by dealing damage to the stump with a cold or water effect, snuffing out its flames. Single-target cold or water effects

Reactive Heads

A hellfire 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 hydra must use a different head for each Reactive Strike it makes. Whenever one of the hellfire hydra's heads is destroyed, the hydra loses 1 of its extra reactions per round.

Reactive Strike (See Reactive Heads)
Unholy Heat

10 feet, 9d6 fire damage, DC 38 reflex save

Conflagration of Jaws◆◆

The hellfire hydra slams each of its heads into the ground, where they explode before quickly reforming. The hellfire hydra creates a number of 5-foot bursts within 10 feet equal to its current number of heads. These bursts can't overlap. Each creature in a burst takes 6d6 fire damage (DC 40 reflex save). This counts as a number of attacks equal to the number of heads the hellfire hydra has toward the hydra's multiple attack penalty.