Tyrafdir

Level 11
Creature· beastUncommonHugeRemaster
AC
30
HP
190
Speed
25 ft.
Perception
+21
Fort
+24
Ref
+21
Will
+18
Immunities mental
Weaknesses cold-iron 10
Senses scent 60 ft. (imprecise)
Skills athletics +23, survival +22, deception +21
Recall Knowledge DC 30 (nature)

Attacks

Melee Jaws +24 (reach 15 ft., unarmed), Damage 2d10+9 piercing

Abilities

All-Around Vision
Hydra Regeneration

On a failure the tyrafdir grows two illusory heads.

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 31 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 ord

Deceptive Heads

A tyrafdir is cunning, if unintelligent, using illusions of regrown heads to confuse and harry opponents. When a tyrafdir fails, but does not critically fail, its Fortitude save to regrow a head, a phantasm materializes to mimic the regrowth. This creates two deceptive heads that function differently than real heads. The tyrafdir gains a deceptive jaws Strike as long as it has at least one deceptive head. Any creature that attacks a deceptive head or uses the Seek action to examine it can attemp

Deceptive Regrowth

A tyrafdir ordinarily has six heads. A creature can attempt to sever one of the tyrafdir'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 tyrafdir can regrow a severed head using Hydra Regeneration. A creature can prevent this regrowth by dealing fire damage to the stump, cauterizing it. Single-target fire effects need to be targeted at a specific stump, bu

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
Tyrafdir Heads

HP (head) 30, deceptive regrowth

Immunities area damage

Weakness cold iron 10, slashing 10

Noxious Exhalation◆◆

The tyrafdir breathes out a noxious mist from all of its mouths, spreading in a 20-foot area that deals 4d10 poison damage to creatures within the area (DC 24 reflex save). Any creature that fails its save must attempt a DC 24 will save or gain weakness to mental 10 and a –1 status penalty to Will saves for 24 hours. The tyrafdir can't use Noxious Exhalation again for .

Effect: Noxious Exhalation

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.


The process of sapient species finding kinship with those who are less self-aware can be observed easily throughout the natural world. Humanoids keep dogs, kobolds care for reptiles, and so on. More terrifying, as it is on a grander scale, linnorms with a strong attachment to the First World sometimes keep mutated hydras as pets and guards. Known to Ulfens as tyrafdirs, these beasts have the unique ability to create illusory doubles from the ruined stumps of their necks. These serpentine guardians serve as strong protectors in the Land of the Linnorm Kings, where their fey-warped physiology deters many a would-be monarch from claiming their master's head. The domestication of tyrafdirs by especially powerful spellcasters to serve as guardians has been known to take place, often combined with magical traps that attack the intruder's mind.