Prismhydra

Level 16
Creature· beastRareHugeRemaster
AC
30
HP
290
Speed
35 ft.
Perception
+28
Fort
+28
Ref
+26
Will
+24
Senses scent 60 ft. (imprecise)
Skills athletics +33, survival +29, stealth +27
Other Speeds swim 35 ft.
Recall Knowledge DC 40 (nature)

Attacks

Melee Fangs +31 (reach 15 ft.), Damage 3d12+14 piercing
Melee Spittle +28 (acid), Damage 1d12 acid

Abilities

All-Around Vision
Hydra Regeneration

The hydra has regeneration equal to 3 × the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 39 fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra's regeneration only fully deact

Prismatic Backlash

Trigger A creature successfully cauterizes one of the prismhydra's stumps


Effect The unstable prismatic energies in the prismhydra's body surge forth. Each creature adjacent to the prismhydra is exposed to its chromatic explosion.

Prismatic Head Regrowth

A prismhydra ordinarily has eight 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 is not completely severed returns to full Hit Points at the end of any creature's turn. A hydra can regrow a severed head using hydra regeneration.

Each head requires a different type of damage to cauterize; typically, two heads each are vulnerable to acid, cold, electricity, and fire damage, but other comb

Prismhydra Heads

HP (head) 36, prismatic head regrowth

Immunities area damage

Weaknesses slashing 15

Reactive Heads

A 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 hydra's heads is severed, the hydra loses 1 of its extra reactions per round.

Reactive Strike
Chromatic Explosion

A prismhydra's heads are replete with arcane energy. Whenever the prismhydra successfully Strikes an opponent with its spittle, or when an opponent cauterizes one of the prismhydra's heads, the opponent takes 6d6 damage of the type matching the head's vulnerability (typically 6d6 acid, 6d6 cold, 6d6 fire, or 6d6 electricity), with a DC 37 reflex save.

The most commonly seen hydra famously has five heads that it uses in unison to attack prey or assailants. Scattered across the Inner Sea region are more fantastical breeds of the beast, each with their own curious evolution and hunting behavior.


Prismhydras, yet another inexplicable byproduct of the Mana Wastes' tumultuous magical properties, wander the land between Nex and Geb feasting on megafauna, mutants, and whatever else happens to cross their path. Their scales cascade in various colors, shifting in beautiful patterns that belie the threat of their powerful jaws. Only the most prepared adventurers can slay a prismhydra, for the means of stopping its regeneration is like a single card in an explosive deck.