From the trials of Heracles, we get a classical monster which is instantly recognisable, and a dangerous opponent. Tough and strong, with enough heads to attack everyone at once, the Hydra is a good “monster-y” monster: it’s only purpose is to kill and be killed.
Hydras have a few things going for them, as far as use in D&D goes. They’re hard to kill, which is always good. Also, they can attack with all their heads. How much of a big deal this is varies based on whether you’re using 4th Edition or 3.5, but it means the Hydra can be an active threat for the entire party by itself.
Usage is fairly simple: there are basically two ways. The first is thus: the Hydra is simply a random monster that happens to be in the wrong place at the wrong time. Heh. The other is a little more interesting, and allows a Hydra to be placed just about anywhere: it has been trapped and enslaved by other creatures. Not tamed, no, such a thing would likely be impossible (imagine taming a whole pack of dogs at the same time), but caging it, and releasing it when pesky adventurers try to kill them.
If you use the latter option (caged Hydra), encourage problem-solving amongst the players. If they can work out how to release the beast and turn it upon its captors, so much the better. Besides, it’d be funny.
If the player characters do engage the Hydra, then you need to consider its tactics. Yes, it’s a stupid monster, but that doesn’t mean it can’t fight cleverly. It knows what it can and cannot do. You should too. However, the specific tactics vary a lot depending on whether you’re using 3.5 or 4E.
A side note before I continue: both the 3.5 and 4E Hydras can swim. This is of variable use, because if you attack players who themselves are swimming, they’re basically completely screwed. However, you can attack them if they’re on a boat, or something, so if you need a monster for a river trip or some such, a Hydra is perfect.
3.5 Edition
Warning: 3.5 Hydras are more powerful than their CR suggests, especially against smaller and less powerful parties.
The first step is to work our which Hydra you want. The n-head system allows you to get any CR from 4 to 11, even without going Cryo- or Pyro-. Handy. Write down the number of HP per head, which is Total HP divided by the number of heads.
Note that if someone tries to Sunder a head, the actual Hydra only takes damage if the head is totally removed, and even then, it’s only half the HPs that the head had.
If you want the Hydra to have a bit more kick, make it Pyro- or Cryo-. Pyro- is good because it’s immune to Fire (a common attack element), but its breath is also Fire (a commonly resisted element). Also, Fire can’t be used to cauterise the wounds. On the flip side, Cryo- is more likely to injure its targets with cold breath, but it is Vulnerable to Fire. If you really want cheese, a Hydra qualifies for the Meta-Breath Feats in the Draconomicon, which could be interesting (Maximize Breath?).
Now, tactics. The Hydra has exactly one advantage over the player characters: it can basically make a Full Attack (1 attack per head) even if it moves. So keep mobile. Try to avoid having the PCs make a Full Attack on it. If the PCs have to repeatedly move into melee, remember that the Hydra’s reach allows Attacks of Opportunity. Particularly, all Hydras have 12 Dex and Combat Reflexes, so they can make 2 AoOs per round, even while Flat Footed. It’ll still go down to a good Wizard (lousy Will save), but hey, you work with what you’re given.
If you’re playing with a Pyro- or Cryohydra, then, well, you’ve got more to play with. A Pyrohydra will have more survivability, and they both have those breath weapons. If the party has a decent Wizard, then, to give the Hydra any chance of surviving past the first few rounds, blast the Wizard with all the breath weapons at once. With a poor Reflex save, it just might work. Otherwise, just don’t blast anyone with a decent Reflex save, and definately no-one with Evasion. Each 3d6 packet of damage gets a Reflex save for half separately.
Just remember: focus attacks. Each attack doesn’t do huge amounts by itself, but if you attack the same character with 5 to 12 attacks, they start to feel it. Also, don’t forget that Hydras have Fast Healing, so they recover a bit of damage each round.
4th Edition
IMPORTANT: This information is hopelessly out of date, ever since the Monster Manual 2 was released. The original MM simply didn’t do Hydras right. If you really want to use MM1 Hydras, keep reading, but honestly if you want to use Hydras you should get hold of the MM2. For more information about the MM2, see our MM2 In-Depth Review.
Hydras are a bit different in 4E: gone are Pyro- and Cryohydras, but there’s acidic ones. Oh, alright, the 3rd Hydra is flaming as well. Anyway, you don’t have such a range of CRs as in 3.5, but you do have decent coverage: Solo Brutes of levels 12, 18, and 25.
The actual difference between the Hydras is not much. Apart from normal/acid/acid+fire, the general trend is thus: bigger, stronger, tougher, more heads. That’s it. The bigger ones have more HP, do more damage, have more reach, and attack more times with Hydra Fury.
Mobility is not so important as in 3.5 (no Full Attacks), but still handy: they have Threatening Reach, so they can attack everyone who tries to close with them. In fact, tactics in general are not so important: the Hydras really are just big, tough monsters. As Solo Brutes, they really are designed to fight by themselves, but they can handle it.
4E Hydras have a lot better survivability than 3.5 Hydras, mainly because they’ve got a ton more hitpoints. Really, lots. The level 12 Fen Hydra has twice the HP of the level 12 Flesh Golem. In addition, they are resistant to Daze and Stun, which is very handy. They also have +5 Saving Throws. Unusually, thy don’t seem to have any form of Regeneration… quite odd, especially considering the myth they came from. It would make them a bit too tough, perhaps.
From an offensive perspective, Hydras are dangerous. In a game where almost nothing has multiple attacks, Hydras do, and the acidic ones can use those multiple attacks at range, and targetting Reflex. A focused attack is pretty nasty… and all Hydras have 2 Action Points. They can attack a lot. With Reach, they often hit squishier targets. Whilst Hydras do have a weak Will defence, they are resistant to Stun and Daze, so Wizards aren’t actually the primary target. No, as any wild animal knows, those stupid things poking it with sharp objects are the danger. Go for the Strikers. The Rogue, the Ranger, the Warlock, perhaps, if he’s silly enough to get close enough. If the main damage-dealers are down, then the Hydra’s huge hitpoint total starts mattering more and more.
For players fighting the 4E Hydra, disabling it is good… but remember Daze and Stun don’t work. Knocking it prone is alright, Weakness is good, Immobilizing is… good on Fen Hydra, not good on more powerful ones, which have Ranged attacks. If you Push it into a corner, you can negate its Opportunity Attack and Reach advantages, but you’re not going to get any Sneak Attacks on in. With the Hydra’s damage potential, you really don’t want it messing with your backline of casters. A Fighter is the most useful Defender, here: you can pin it down with your mark. Even another Defender is alright: the -2 penalty for not targetting you is even more important since the Hydra attacks multiple times.
That’s about it, then. Come back next week for another monster, and keep reading Dice of Doom Blog!
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