Hydra (Hydor udras monstrum)

This Hydra was designed long before I obtained the Elder Secrets box, which also contains details of a Hydra. Later on, I also noticed that the Monster Coliseum box has different statistics for a Hydra as well as the Glorantha Bestiary. This one is quite different to the others however, which I hope will mean that it is quite fun to come up against. It also gives any owner of a d30 an opportunity to use it.

This article assumes a quadruped creature and not the alternative serpentine bodied version.

Hydras are extremely rare terrestrial dragonoid creatures with many heads, that prefer to inhabit swamps and salt marshes (mangroves). Some hydras have however been encountered in river estuaries, shallows of lakes and jungle rivers. The most common ones have three heads but there have been tales of ones with seven heads. They are relatively intelligent and have the ability to breath fire and/or noxious gas. Hydras are solitary by nature and only converge for their infrequent mating.

he smaller wild hydras prefer to avoid confrontation with anything unknown and are likely to withdraw and hide if approached. They will fight however if they feel threatened or are attacked. Larger, intelligent hydras are more often than not in the employ of dragon kind or powerful sorcerers, drawing on their employers vast sources of knowledge in return for services rendered.

No one really knows where hydras come from. Some cults believe that they are the offspring between the dragon god and an unknown partner while sorcerer generally believe them to be the result of an arcane experiment. Shamans on the other hand know full well that hydras are manifestations of spirits, bonded together and trapped in the body of a serpent by a powerful shaman, centuries ago. The statistics below are for fully grown hydras.

These hydra statistics were first defined on MMVI July MMII.


STR18D663Move 5
CON9D632Hit Points 48
SIZ20D670Fatigue 95
INT1D6 + 1D46
POW2D6 + 613

3 Headed Hydra

Hit LocationMelee (D20)Missile (D20)Points
RH Leg03-040218/17
LH Leg05-060318/17
Hind Q07-0804-0718/20
Fore Q09-1008-1218/20
RF Leg11-121318/17
LF Leg13-141418/17
Head 115-16 15-16 18/17
Head 217-18 17-18 18/17
Head 319-2019-2018/17

7 headed Hydra

Hit LocationMelee (D30)Missile (D30)Points
RH Leg03-040218/17
LH Leg05-060318/17
Hind Q07-0904-0818/20
Fore Q10-1209-1418/20
RF Leg13-141518/17
LF Leg15-161618/17
Head 117-1817-1818/17
Head 219-2019-2018/17
Head 321-2221-2218/17
Head 423-2423-2418/17
Head 525-2625-2618/17
Head 627-2827-2818/17
Head 729-3029-3018/17

A note about d30: A d30 roll may be achieved by rolling 1d12 + 2d10 and subtracting 2 from the result. Or (1d20 + 2d6) -2.

Breath355 – 5*Flame/Poison
Claw6201D6 + 4D4
Bite940 – 5*3D6 + 7D4

Notes: A hydra may make an attack with each of its heads (breath or bite, not both) every round and may attack with either its tail or claws in the same round. The same head that breathes may not bite during the same round. It may either breathe fire or poisonous vapours per round and not a combination of the two. The hydras flame is more a ball of fire which can affect a target area of one square meter. The range of this fire ball is equal to the hydras POW.

The flame does 4D6 damage to each of the targets hit locations. 4D6 is rolled once and the damage rolled is applied to all hit locations simultaneously. Armour does protect against this damage. The hydra must expend 1D4 fatigue points each time it breathes fire. Poison can be breathed as an alternate to fire. The cloud can take up an area of one square meter and has potency equal to the hydras POW.

Each head may breath at the same time, thus a 7 headed hydra could conceivably blanket a seven square meter area with fire or poisonous vapours. Tail damage is an area sweep effect.

* The hydra will lose 5% on its bite and breath attacks per head that is severed or incapacitated.

Armour: 18 point skin.
Magic: Intelligent hydras will have learned sorcery and/or spirit magic. These will have an INT of 3D6.
Skills: Scan 25 + 5 (per head).

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