Flamekiss Hydra
Large natural beast (reptile)
Level 12 Solo Brute XP 3500

HP 496; Bloodied 248Initiative +9
AC 25, Fortitude 26, Reflex 23, Will 22Perception+15
Speed 5
All-around vision, Darkvision
Resist 10 fire
Saving Throws +5; Action Points 2


All-Around Vision

Enemies can’t gain combat advantage by flanking the hydra.

Many Headed

While stunned or dominated, the hydra can take free actions.

Regenerating Heads

The hydra starts an encounter with four heads. When the hydra’s hit points first go below 372, 248, and 124, one of its heads is destroyed. Whenever a head is destroyed, the hydra grows two heads at the start of its next turn unless it takes cold or acid damage before then.

Threatening Reach

The hydra can make opportunity attacks against enemies within 2 squares of it.

Standard Actions

Bite At-Will

Attack: Melee 2 (one creature); +17 vs. AC

Hit: 3d12 damage.

Flame Kiss (fire) Recharge when the hydra loses a head

Attack: Close blast 3 (creatures in the blast); +13 vs. Reflex

Hit: 2d8 + 5 fire damage, and ongoing 10 fire damage (save ends). The hydra pushes the target up to 3 squares.

Hydra Fury At-Will

Effect: The hydra attacks a number of times equal to the number of heads it currently has, using either bite or flame kiss for each attack. If it has only two heads, it gains a +5 bonus to damage rolls with the attacks. If it has only one head, it gains a +15 bonus to damage rolls with the attack.

Triggered Actions

Snapping Jaws At-Will

Trigger: An enemy ends its turn within 2 squares of the hydra.

Effect (Free Action): The hydra uses bite twice against the triggering enemy.

Str 22 (+12)                Dex 17 (+9)                Wis 18 (+10)
Con 20 (+11)                Int 2 (+2)                Cha 8 (+5)

Alignment unaligned        Languages -

Published in Monster Vault, page(s) 176, Dungeon Magazine 196.