Hydra

Hydra

Gigantic semi-sentient fey reptile (11d6)
STR 45 (9d6) AGI 10 (4d6) END 55 (10d6)INT 10 (4d6) LOG 1 (1d6) WIL 21 (6d6) CHA 10 (4d6) LUC 3 (2d6) REP 21 (6d6)MAG 10 (4d6)
MELEE DEFENCE 36RANGED DEFENCE 10MENTAL DEFENCE 22VITAL DEFENCE 50
HEALTH 220SOAK 27 ; VULN 1d6 coldIMMUNE none
INITIATIVE 6d6PERCEPTION 6d6; all-around sight SPEED 6; CLIMB 3; JUMP 20'/20'CARRY 1000lb (max lift 2250lb)
REACH 15-ftACTIONS 7 (1 for each head) (2 in its turn; 1 every 5 INIT points later) 
🅜 Bite 11d6 melee (6d6+9 piercing/poison damage)
Skills hardy 120 (15d6), combat 10 (4d6), perception 3 (2d6), reactions 3 (2d6)

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Reptile. Reptiles are cold-blooded and are vulnerable (1d6) to cold damage. 
CALLED SHOT. A hydra starts with 7 heads. A called shot with a slashing weapon can remove a single head.  The number of actions a hydra has available is equal to its number of heads; it may use its bite attack as many times as it has heads, although no more than three attacks can be directed at any given target in one turn. The hydra's high perception score is based on its many heads; each time a head is removed, its perception check is reduced by 1d6. 
Venomous blood.  The hydra's blood is venomous, and makes an excellent poison. A hydra's corpse provides 2d6 doses of this poison, which causes 3d6 poison damage when ingested. 
All-round sight. The hyrda is not affected by crossfire or flanking as long as it has two or more heads.
Regenerate heads. The hydra can use all of its actions in a round to regenerate a lost head. It grows two heads in the place of one (with a corresponding increase in actions. although it cannot have more than 7 heads) and regains +2d6 HEALTH. It cannot regenerate a head which has been cauterized, however. A stump can be cauterized by making a called shot (-2d6) and doing at least 5 fire damage. The hydra's SOAK does not apply to cauterization attempts, but it does not lose any HEALTH: all damage simply goes to cauterize the stump.