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.
I know that I haven’t posted much for Traveller lately. Have no fear my gamer friends, JBE is still very much creating material for this fun game. Take today’s blog post for example. I was trying to think of something really out there for a Traveller vehicle when it came to me, a mining vehicle that swims lava seas. Setting it near the Solomani Worlds means that calling it the Io Swimmer would make sense. With that, we present to you a new Traveller vehicle for your game.
|Speed (Cruise)||Medium (Slow)|
|Range (Cruise)||200 (300)|
|Autopilot (skill level)||3|
|Communications (range)||1000 km|
|Navigation (Navigation DM)||+4|
|Sensors (Electronics (sensors) DM)||+2, 2.5 km|
|Camouflage (Recon DM)||—|
|Stealth (Electronics (sensors) DM)||—|
Safe Depth 2,000 m, Crush Depth 6,000 m, Life Support 400 days, Communication System (Advanced, Satellite Uplink), Computer/5, Control Systems (Advanced), Fire Extinguishers, Fresher, General Purpose Laboratory, Insidious Environment, Manipulator Arm (Advanced), Navigation System (Advanced), Sensors (Advanced, Magma)
I had a conversation this past weekend about secure shelter and how I think a paladin should have this on their spell list. Short of the long, paladins should be able to provide respite to those in need and defend the vulnerable by shoving the weak inside and fighting the monsters outside, knowing the defenseless are safe.
After thinking about it, I felt that what it really needs is a reflavoring so it is ideal for such a divine caster. This is the originals of tiny chapel.
Before we get to the spell, let me post our obligatory link to our PDFs at DriveThruRPG, Paizo and the Open Gaming Store. Ordering our books and downloading our PDFs helps us to keep making products and blog posts for you.
School conjunction (creation); Level cleric/oracle/warpriest 5, paladin 4
Casting Time 10 minutes
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels
Effect 20-ft.-radius sphere centered on your location
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You conjure a sturdy chapel made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. The chapel resembles a normal worship building for the caster’s deity, with a sturdy door, two shuttered windows, and a small alter with a fire going on it.
The chapel is warmed by the alter fire and does not harm the occupants not affect the building. The dwelling does provide considerable security—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).
The door, shutters, and even chimney are secure against intrusion, the former two being secured with arcane lock and the latter by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.
The tiny chapel contains crude furnishings—eight bunks, a trestle table, eight stools, and other furnishings in keeping with the deity’s theme.
Just wanted to share that earlier this week the Pathfinder 2e Book of Beasts: Monsters of the Forbidden Woods sold it’s 20th copy in it’s first month. That’s the magic number. This was a test product to see if there’s enough of a market there to make continued work worth it.
The question from here is: where do we go from here. More monsters seems like a good option, as well as NPCs. Converting over some of our Pathfinder 1e adventures is another good idea. We are going to focus on GM-focused products for a while.
Proving to GM’s the quality of our products is important before we roll out more player focused products. We always aim to have high quality and well-balanced products and GM’s are the gatekeepers of new products at the table. So we want to show we’re exceptional so they feel comfortable allowing our products at their tables.
Now before anyone panics, Pathfinder 1e and Traveller are games we are still focused on and we will not be leaving these games any time soon. We’re working on solid products that GM’s and players will absolutely love. Stay tuned.
Options for Every Hero
Every Pathfinder Second Edition Hero needs General Feats. Now the best ones are no longer limited to Level 1 options. Grab yourself these 10 new choices for your higher-level character today.
This supplement includes the following feats:
- Accustomed to the Dark
- Armor Expertise
- All-Around Senses
- Greater Fleet
- Hardened Mind
- Sense Thy Enemy
- Shield Deflection
- Stone Step
- Uncanny Acumen
- Weapon Expertise
Be the Hero You’ve Always Known You Are With These Awesome Character Options Today.