The Snyggdra
Posted: Thu Jun 26, 2014 1:01 pm
Here's my attempt at designing a hydra-like creature that's a good boss monster for a lower level party. What do you think? Is this an okay foe for level 2 characters? Is 5 hp per head too easy? I'm debating if I should make it impossible to cut off a head with a blunt weapon, but currently I'm not convinced it's such a good idea. As always, I'm grateful for your feedback!
Snyggdra: Init +3; Atk bite +4 melee (1d8 + poison); AC 14; HD 1d8 (5 hp) per head; MV 30’; Act 1d20 per head; SP 6 heads, instant regeneration of hp, regeneration of double heads after 3 rounds, poison DC 14 or 1d4 attribute loss (each head drains a different attribute, use Fort save for physical, Will save for mental attributes); SV Fort +5, Ref +3, Will +2; AL C.
The snyggdra is a giant snake with 6 heads. Each head has 5 hp and can attack independently. 5 damage from a single attack is needed to sever a head, with excess damage being lost (exception: area damage can sever multiple heads). If the snyggdra receives less than 5 damage from a single attack, this damage heals immediately. A severed head is replaced by two new heads after 3 rounds. New heads cannot attack in the round they are regrowing. Regrowing of heads can be prevented by sealing the wound with fire or acid or using fire or acid based attacks in the first place.
Each head's poison causes temporary loss of a different attribute (regenerate normally at 1 single attribute point per day). This can be resisted with a DC 14 Fort save for Strength, Agility or Stamina loss or a DC 14 Will save for Intelligence, Personality or Luck loss. If any attribute is reduced to 0 by the snyggdra, the character dies. (If saved from bleeding out or if successfully recovering the body, the character recovers with 1 point in the attribute.) On a critical hit, a head does normal damage, but the poison requires a DC 18 save or one attribute point is lost permanently.
The 6 original heads contain 6 unpolished gems inside their skulls that are worth 30gp to a regular merchant. They are infused with great magic however, and each will give a permanent +1 on one of the 6 attributes if swallowed.
A character whose attributes falls below 3 is severely hampered:
Strength < 3: Cannot wield a weapon or tool heavier than a dagger. Cannot do more than damage per melee attack than their Strength value. Automatically fails all Strength checks.
Agility < 3: Misses all ranged attacks. Cannot use two tools at once (e.g. weapon and shield). Fumble range 1-3. Automatically fails all Agility checks and Reflex saves.
Stamina < 3: Needs to recover for one round after acting in the previous round. Automatically fails all Stamina checks.
Intelligence < 3: No spellcasting or use of magic items possible. Cannot read and can only barely speak in mother tongue. Automatically fails all Intelligence checks.
Personality < 3: No cleric abilities or cleric spellcasting possible. Automatically fails all Personality checks. Any attempted social interaction is a disaster. Trying to give orders to henchmen results in an immediate morale check at -5.
Luck < 3: Fumble range 1-3. Crit range of attackers is extended by 1. All kinds of mishaps occur.
Snyggdra: Init +3; Atk bite +4 melee (1d8 + poison); AC 14; HD 1d8 (5 hp) per head; MV 30’; Act 1d20 per head; SP 6 heads, instant regeneration of hp, regeneration of double heads after 3 rounds, poison DC 14 or 1d4 attribute loss (each head drains a different attribute, use Fort save for physical, Will save for mental attributes); SV Fort +5, Ref +3, Will +2; AL C.
The snyggdra is a giant snake with 6 heads. Each head has 5 hp and can attack independently. 5 damage from a single attack is needed to sever a head, with excess damage being lost (exception: area damage can sever multiple heads). If the snyggdra receives less than 5 damage from a single attack, this damage heals immediately. A severed head is replaced by two new heads after 3 rounds. New heads cannot attack in the round they are regrowing. Regrowing of heads can be prevented by sealing the wound with fire or acid or using fire or acid based attacks in the first place.
Each head's poison causes temporary loss of a different attribute (regenerate normally at 1 single attribute point per day). This can be resisted with a DC 14 Fort save for Strength, Agility or Stamina loss or a DC 14 Will save for Intelligence, Personality or Luck loss. If any attribute is reduced to 0 by the snyggdra, the character dies. (If saved from bleeding out or if successfully recovering the body, the character recovers with 1 point in the attribute.) On a critical hit, a head does normal damage, but the poison requires a DC 18 save or one attribute point is lost permanently.
The 6 original heads contain 6 unpolished gems inside their skulls that are worth 30gp to a regular merchant. They are infused with great magic however, and each will give a permanent +1 on one of the 6 attributes if swallowed.
A character whose attributes falls below 3 is severely hampered:
Strength < 3: Cannot wield a weapon or tool heavier than a dagger. Cannot do more than damage per melee attack than their Strength value. Automatically fails all Strength checks.
Agility < 3: Misses all ranged attacks. Cannot use two tools at once (e.g. weapon and shield). Fumble range 1-3. Automatically fails all Agility checks and Reflex saves.
Stamina < 3: Needs to recover for one round after acting in the previous round. Automatically fails all Stamina checks.
Intelligence < 3: No spellcasting or use of magic items possible. Cannot read and can only barely speak in mother tongue. Automatically fails all Intelligence checks.
Personality < 3: No cleric abilities or cleric spellcasting possible. Automatically fails all Personality checks. Any attempted social interaction is a disaster. Trying to give orders to henchmen results in an immediate morale check at -5.
Luck < 3: Fumble range 1-3. Crit range of attackers is extended by 1. All kinds of mishaps occur.