Chroma Hydra
Monstrosity · no Crown (Meridian)
T5d12Sovereign
A seven-headed serpentine monstrosity, each head burning with a distinct spectral color, capable of fire, acid, poison, cold, confusion, and disintegration attacks depending on the head.
Tier 5 · Role Sovereign · Pool Vigor 7 / Vitality 30 · AC 14 · ATK +7 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 6 | -2 | -d3 |
| Sense | 16 | +3 | d6 |
| Heart | 14 | +2 | d4 |
| Cunning | 16 | +3 | d6 |
| Fate | 16 | +3 | d6 |
Passives
Seven Regrowing Heads
Each head burns a different spectral color. When a wound severs a head, two regrow next round unless the stump is seared with fire. The hydra regains 1 Vigor at the start of its turn unless it took fire damage since its last turn.
Maneuvers
Writhing Heads
Its heads strike in all directions: the hydra makes its attack against two different creatures within reach.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Prismatic Storm
All seven heads rear back and breathe together, washing a 30 ft cone in ruinous color. Each creature inside makes a Body save (DC 19): on a failure it takes 5 damage and one color takes hold (blinded, poisoned, slowed, or frightened for 1 round, by head); on a success it takes 1 Vigor damage.
Reactions
Snap Back
When a creature severs one of its heads, an adjacent head instantly bites the attacker.
Tactics
GM tactics
The chroma hydra uses Writhing Heads to bite two enemies at once. Prismatic Storm is devastating against groups, and each victim takes a different color. The variety of effects makes preparation nearly impossible. Cauterize severed heads or face a growing number of threats.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 17+ (Cunning 16).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.