Skip to content

Fungal Hydra

Adversaries Designed by Calvin Patten Jr.

Adversary overview

A quadrupedal fungal beast with multiple long-necked heads, ending in fanged mushroom caps

A quadrupedal fungal beast with multiple long-necked heads, ending in fanged mushroom caps

Stat block

Tier
3
Type
Solo
Difficulty
18
HP
10
Stress
5
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
19
Major Damage — Mark 2 HP Major
Mark 2 HP
35
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Bite
Range: Close
Damage: 3d8+3
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Many-Headed Menace

    The Hydra begins with three heads and can have up to five. When the Hydra takes Major or greater damage, they lose a head.

  • Relentless (X)

    The Hydra can be spotlighted X times per GM turn, where X is the Hydra’s number of heads. Spend Fear as usual to spotlight them.

    Note: Automation is not added so manually spend fear as per text.

Actions

  • Regeneration
    fear 1

    If the Hydra has any marked HP, spend a Fear to clear a HP and grow two heads.

  • Terrifying Spores
    fear 1

    The Fungal Hydra releases a blast of spores that cause fear and despair in all who breath them. All creatures within close range of the Hydra must make a Knowledge Reaction Roll. On a failure they take 6d6 magical damage and loose 2 hope.

Reactions

  • Magical Weakness

    When the Hydra takes magic damage, they become Dazed until the next roll with Fear. While Dazed, they can’t use their Regeneration action but are immune to magic damage.

Motives & tactics

Devour Regenerate Terrify

Experiences

Fungal Hydra

Tier 3 solo

A quadrupedal fungal beast with multiple long-necked heads, ending in fanged mushroom caps

Motives & Tactics: Devour, Regenerate, Terrify

Difficulty: 18 | Thresholds: 19/35 | HP: 10 | Stress: 5

ATK: +3 | Bite: Close | 3d8+3 Physical

Experience:

HP:

STRESS:

Features

Many-Headed Menace - Passive: The Hydra begins with three heads and can have up to five. When the Hydra takes Major or greater damage, they lose a head.
Relentless (X) - Passive: The Hydra can be spotlighted X times per GM turn, where X is the Hydra’s number of heads. Spend Fear as usual to spotlight them.

Note: Automation is not added so manually spend fear as per text.
Regeneration - Action: If the Hydra has any marked HP, spend a Fear to clear a HP and grow two heads.
Terrifying Spores - Action: The Fungal Hydra releases a blast of spores that cause fear and despair in all who breath them. All creatures within close range of the Hydra must make a Knowledge Reaction Roll. On a failure they take 6d6 magical damage and loose 2 hope.
Magical Weakness - Reaction: When the Hydra takes magic damage, they become Dazed until the next roll with Fear. While Dazed, they can’t use their Regeneration action but are immune to magic damage.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.