Stargut Hydra

Level 9
Creature· beastLargeRemaster
AC
27
HP
150
Speed
25 ft.
Perception
+19
Fort
+21
Ref
+18
Will
+14
Senses scent 60 ft. (imprecise)
Skills athletics +20, stealth +18, survival +18
Other Speeds burrow 25 ft.
Recall Knowledge DC 26 (nature)

Attacks

Melee Jaws +21 (reach 15 ft., unarmed), Damage 2d8+8 piercing

Abilities

Skymetal Metamorphosisinteraction

Each stargut hydra has at least one metamorphosis resulting from consuming a specific skymetal and internalizing its properties. If you give a stargut hydra more than one metamorphosis, you should consider increasing its level and changing its statistics.

Adamantine The stargut hydra's Strikes bypass Hardness and are treated as adamantine. The stargut hydra gains resistance 10 to physical damage (except adamantine).

Abysium (aura, poison) The stargut hydra emits an aura of nauseating radiati

All-Around Vision
Hydra Regeneration

The stargut 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 29 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 ful

Head Regrowth

A stargut hydra ordinarily 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 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. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a sp

Reactive Heads

A stargut 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
Stargut Hydra Heads

HP (head) 22, head regrowth

Immunities area damage

Weaknesses slashing 10

Vomit Meteorites◆◆

The stargut hydra lurches its entire body, spewing forth chunks of meteorite in a 30-foot area that deal 5d6 bludgeoning damage to all creatures in the area (DC 25 reflex). The area becomes difficult terrain for 1 minute, though a creature can use an Interact action to clear one square of the rubble. The stargut hydra can't Vomit Meteorites for .

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.


While naturally carnivorous, the adaptable nature of hydras has led to an interesting divergence in the species and its preferred diet. The hydra population of Numeria, where organic prey is scarce, has developed the ability to digest stones and metal alloys. Those that strike upon a vein of skymetal for a meal can be forever changed by its properties, leading to a wide range of potential variations. As skymetal is a cornerstone of Numerian society, stargut hydras are treated in much the same way farmers view a swarm of corn weevils. The Black Sovereign Kevoth Kul offers a substantial standing bounty for the deaths of these creatures, in addition to purchasing whatever ore can be retrieved from their stomachs before it is digested.