Miasma Hydra

This massive hydra has black and green scales, and caustic purple venom drips from its numerous sets of fangs.

Miasma Hydra CR 13

XP 25,600
Miasma hydra
N Huge magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +12


AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, -2 size)
hp 138 (12d10+72); fast healing 12
Fort +15, Ref +12, Will +7
DR 10/cold Iron; Immune disease, poison


Speed 20 ft., swim 20 ft.
Melee 12 bites +14 (1d8+4 plus poison)
Space 20 ft.; Reach 15 ft.
Special Attacks breath weapon (15-ft. cone, cloudkill, Fort DC 21 partial, usable every 1d4 rounds), pounce


Str 19, Dex 14, Con 20, Int 2, Wis 13, Cha 11
Base Atk +12; CMB +18; CMD 30 (34 vs. trip)
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Iron Will, Lightning Reflexes, ToughnessB, SnatchB
Skills Perception +12, Swim +21; Racial Modifiers +2 Perception
SQ bloodspray, hydra traits, regenerate head


Bloodspray (Ex)

Whenever a creature sunders one of a miasma hydra’s heads, strikes it with a melee attack that does bleed damage, or confirms a successful critical hit against the miasma hydra with a melee piercing or slashing weapon, the creature must succeed at a DC 21 Fortitude save or be affected by the miasma hydra’s poison as though it had been bitten.

Breath Weapon (Ex)

A miasma hydra’s breath weapon is identical in effect to cloudkill, except that it has a duration of instantaneous, covers a 15-foot-cone area, and is usable every 1d4 rounds by each of the miasma hydra’s heads. A creature in the area of multiple breaths in the same round must make multiple saves, but can only be affected by the cloudkill effect once per round.

Fast Healing (Ex)

A miasma hydra’s fast healing ability is equal to its current number of heads (minimum fast healing 12). This fast healing applies only to damage dealt to the miasma hydra’s body.

Hydra Traits (Ex)

A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra’s HD. To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to the hydra’s current HD. A hydra can’t attack with a severed head, but takes no other penalties.

Poison (Ex)

Bite-injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d3 Str damage and sickened for 1 minute; cure 2 consecutive saves.

Regenerate Head (Ex)

When a hydra’s head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn’t die from losing its heads until all are cut off and the stumps seared by acid or fire.


The miasma hydra makes its lair in the vast caverns carved out of the marshy earth beneath seaside villages.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Mythical Monsters Revisited © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jonathan H. Keith, Michael Kenway, Jason Nelson, Anthony Pryor, and Greg A. Vaughan.

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