PF2: 13-Headed Pyrohydra
One of my favorite monsters in the Pathfinder 1e adventure Deadly Delves: The Chaosfire Incursion is the 13-Headed Pyrohydra. So when I was looking at the artwork again, I couldn’t help myself but convert it over to PF 2e. So for all the fans of the game, I present this monster to your and your games. Enjoy.
13-Headed Pyrohydra Creature 14
Rare N Gargantuan Beast Fire
Perception +28; low-light vision, scent (imprecise) 30 feet
Skills Athletics +30, Stealth +24 (+26 in lava)
Str +9, Dex +5, Con +8, Int -3, Wis +4, Cha -1
AC 35, all-around vision; Fort +25, Ref +22, Will +19
HP 250 (body), hydra regeneration)
HP 18 (head, head regrowth); Immunities area damage, fire; Weaknesses cold 15, slashing 10
Attack of Opportunity [Reaction]
Head Regrowth A creature can attempt to sever one of the 13-headed pyrohydra’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 13-headed pyrohydra can regrow a severed head using Hydra Regeneration. A creature can prevent this regrowth by dealing cold damage to the stump, freezing it. Single-target cold effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the pyrohydra’s whole space freeze all stumps if they deal cold damage. If the attack that severs a head deals any cold damage, the stump is frozen instantly. If all thirteen heads are frozen, the pyrohydra dies.
Hydra Regeneration The 13-headed pyrohydra has regeneration equal to 3 x the number of heads it has. If a 13-headed pyrohydra’s body is missing any heads and the remaining stumps have not been frozen, the pyrohydra attempts a DC 34 Fortitude save after it regains Hit Points from regeneration. On a success, one unfrozen stump regrows two heads; on a critical success, two unfrozen stumps regrow into two heads each. The pyrohydra can never grow more than double the number of heads it ordinarily has. The pyrohydra’s regeneration only fully deactivates if all its heads are severed and all stumps are frozen, at which point it dies.
Multiple Opportunities A 13-headed pyrohydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Attacks of Opportunity. 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 13-headed pyrohydra must use a different head for each Attack of Opportunity it makes. Whenever one of the 13-headed pyrohydra’s heads is severed, the 13-headed pyrohydra loses 1 of its extra reactions per round.
Speed 25 feet, swim 25 feet (lava only)
Melee [1-Action] fangs +28 (reach 15 feet), Damage 3d8+15 piercing
Breath Weapon [2-Actions] (arcane, evocation, fire) The 13-headed pyrohydra breathes a blast of fire that deals 1d6 fire damage for every head that the pyrohydra currently has in a 50-foot cone (DC 34 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds.
Focused Assault [2-Actions] The 13-headed pyrohydra attacks a single target with its heads, overwhelming its foe with multiple attacks and leaving almost nowhere to dodge. The 13-headed pyrohydra Strikes with its fangs. On a successful attack, the 13-headed pyrohydra deals damage from its fangs Strike to the target, plus an additional 1d8 damage for every head it has beyond the first. Even on a failed attack, the 13-headed pyrohydra deals the damage from one fangs Strike to the target creature, though it still misses completely on a critical failure. This counts toward the pyrohydra’s multiple attack penalty as a number of attacks equal to the number of heads the pyrohydra has.
Storm of Jaws [2-Actions] The 13-headed pyrohydra makes a number of Strikes up to its number of heads, each against a different target. These attacks count toward the pyrohydra’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after the pyrohydra makes all its attacks.