Stycotl
2009-03-23, 01:05 AM
Nagahydra
Aberration
Even dragons are cautious around nagahydras, and for good reason. These serpentine creatures have thick, viper-like bodies that branch off into seven humanoid heads capable of terrible venom and a firestorm of spells.
Racial Traits
Size: Small
Ability Score Adjustments: +2 Con, +2 Cha
Speed: 20 feet, swim 30 feet
Darkvision (60 feet)
Scent
Skills: +2 racial bonus to Listen and Spot checks, thanks to its multiple heads.
A nagahydra has a +8 racial bonus on any Swim check to perform some special action or avoid a hasard, and can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Favored Class: Nagahydra and Sorcerer; Sorcerer and Nagahydra levels do not count for the purpose of determining penalties for multiclassing.
Class Skills: Bluff (Cha), Concentrate (Con), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str)
{table="head"]Level|HD|BAB|Fort|Ref|Will|Skill-points|CR|Special
1st|1d8|+0|+0|+0|+2|2+Int modifier|1|Feat, Sorcerer 1st, Bite 1d4, Actions per round: one
2nd|2d8|+1|+0|+0|+3|2+Int Modifier|2|Sorcerer 2nd, Poison (1d4 Con), (B) Combat Reflexes, +2 Str, +1 Cha
3rd|3d8|+2|+1|+1|+3|2+Int modifier|3|Feat, Fast Healing 1, +2 Str, +1 Str, +1 Con, +1 Wis
4th|3d8|+2|+1|+1|+3|-|4|Sorcerer 3rd, natural armor +2, +1 Str, +1 Int, +1 Cha
5th|4d8|+3|+1|+1|+4|2+Int modifier|4|(B) Eschew Materials, Actions per round: two heads, +1 Str
6th|5d8|+3|+1|+1|+4|2+Int modifier|5|Sorcerer 4th, Fast Healing 2, +1 Dex, +1 Con
7th|6d8|+4|+2|+2|+5|2+Int modifier|6|Feat, Sorcerer 5th, Medium, Bite 1d6, +1 Str, +1 Wis, +1 Cha
8th|6d8|+4|+2|+2|+5|-|7|Poison (1d6 Con), +1 Str, +1 Int
9th|7d8|+5|+2|+2|+5|2+Int modifier|8|Sorcerer 6th, Fast Healing 3, +1 Str, +1 Con, +1 Cha
10th|8d8|+6|+2|+2|+6|2+Int modifier|8|Actions per round: three heads, +1 Str
11th|9d8|+6|+3|+3|+6|2+Int modifier|9|Feat, Sorcerer 7th, natural armor +5, +1 Str, +1 Wis
12th|9d8|+6|+3|+3|+6|-|10|Sorcerer 8th, Fast Healing 5, +1 Dex, +1 Con, +1 Int, +1 Cha
13th|10d8|+7|+3|+3|+7|2+Int modifier|11|Actions per round: five heads, Large, Bite 1d8, +1 Str
14th|11d8|+8|+3|+3|+7|2+Int modifier|12|Sorcerer 9th, Poison (1d8 Con), +1 Str, +1 Cha
15th|12d8|+9|+4|+4|+8|2+Int modifier|12|Feat, Fast Healing 6, +1 Str, +1 Con, +1 Wis
16th|12d8|+9|+4|+4|+8|-|13|Sorcerer 10th, natural armor +7, Actions per round: all heads, +1 Str, +1 Int
17th|13d8|+9|+4|+4|+8|2+Int modifier|14|Sorcerer 11th, +1 Str, +1 Cha
18th|14d8|+10|+4|+4|+9|2+Int modifier|14|Fast Healing 9, +1 Dex, +1 Con
19th|15d8|+11|+5|+5|+9|2+Int modifier|15|Feat, Sorcerer 12th, Huge, Bite 2d6, +1 Str, +1 Wis, +1 Cha
20th|15d8|+11|+5|+5|+9|-|16|Poison (1d12 Con), +1 Str, +1 Int
21st|16d8|+12|+5|+5|+10|2+Int modifier|16|Sorcerer 13th, Fast Healing 12, natural armor +10, +1 Str, +1 Con
22nd|17d8|+12|+5|+5|+10|2+Int modifier|17|Sorcerer 14th, +1 Str, +1 Cha
23rd|18d8|+13|+6|+6|+11|2+Int modifier|17|Feat, +1 Str +1 Wis
24th|18d8|+13|+6|+6|+11|-|18|Sorcerer 15th, Fast Healing 15, +1 Dex, +1 Con, +1 Int, +1 Cha
[/table]
Class Features
The following are class features of the Nagahydra Monster Class
Weapon and Armor proficiencies: Nagahydras are not proficient with any kind of weapon or armor except for their natural weapons.
Feats: A nagahydra recieves one feat at first level and additional feats at 3rd, 7th, 11th, 15th, 19th and 23rd. After 23rd level, it gains feats normally according to class levels and HD (which requires epic level advancement rules; see Epic Level Handbook for more information).
Sorcerer: Nagahydras are born with innate arcane ability, and at 1st level, they cast spells as if they were 1st-level Sorcerers. Their spellcasting ability improves as they gain levels, though slowly compared with other classes. At 2nd, 4th, 6th, 7th, 9th, 11th, 12th, 14th, 16th, 17th, 19th, 21st, 22nd, and 24th levels, the nagahydra's spellcasting ability improves as if it had gained another level in the Sorcerer class. The nagahydra does not gain any other abilities that a Sorcerer would have gained.
Bite (Ex): A nagahydra has strong jaws and sharp fangs. At 1st level, each head is capable of inflicting bites as a primary natural weapon, doing 1d4 damage. At 7th level, when the nagahydra grows to Medium size, its bites do 1d6 damage; at 13th level, when it grows to Large size, the nagahydra's bites do 1d8 damage; and at 19th level, when the nagahydra grows to Huge size, its bites inflict 2d6 points of damage.
Actions per round (Ex): A newborn nagahydra is still a threat to others, though it lacks the reflexes and coordination that combat and life experience bring. Therefore, though they still have all seven heads, juvenile nagahydras does not have the motor control necessary to attack with all of them at the same time. At 1st level, a nagahydra is capable only of acting with one of its heads at the same, whether for casting spells, attacking, or taking other actions. At 5th level, a nagahydra can coordinate two of its heads at the same time. At 10th level, a nagahydra can take separate actions with three of its heads at the same time. At 13th level, a nagahydra can act with five of its heads at the same time. At 16th level, a young nagahydra has learned to coordinate its movements and reflexes to the point where all seven of its heads can act independently at the same time.
A nagahydra is capable of attacking with as many heads per round as indicated by its level, with no penalty, even if moving or charging. Further, a nagahydra is capable of casting one spell per round per usable head (as indicated by level), though all spells come from the same pool.
Poison (Ex): Bite, injury, Fortitude save (DC is Con-based), initial and secondary damage 1d4 Con damage. At 14th level, the initial and secondary damage are 1d8 Con damage, and at 20th level, the initial and secondary damage are 1d12 Con damage.
Combat Reflexes: At 2nd level, a nagahydra gains Combat Reflexes as a bonus feat.
Fast Healing (Ex): At 3rd level, a nagahydra gains Fast Healing 1. At 6th level, this becomes Fast Healing 2; at 9th level, it becomes Fast Healing 3; at 12th level, it becomes Fast Healing 5; at 15th level, it becomes Fast Healing 6; at 18th level, it becomes Fast Healing 9; at 22nd level, it becomes Fast Healing 12; and at 24th level, it becomes Fast Healing 15.
Eschew Materials: At 5th level, a nagahydra gains Eschew Materials as a bonus feat.
Playing a nagahydra
Nagahydras are strange, alien beasts, and though they understand the mortal, humanoid mindset, their own is vastly different. Thus, they cannot be trusted to empathize with mortal problems and mortal ambitions. A normal nagahydra is concerned primarily for its own well-being. Survival comes first obviously, and after that need is secures, most nagahydras will seek out magic, both magical treasure, and knowledge and training in the magical arts. After that, each nagahydra is different, and where one would use its newfound power in order to enslave mortals and set itself up as a godking, another nagahydra would begin monastic training in order to discipline its mind and heart into Nirvana.
Strategies and tactics
Newborn nagahydras are fairly vulnerable–clumsy and soft as they are. They do carry a talent for magic that cannot be ignored, but that talent is rough and very limited to begin with. As they age, however, nagahydras become exceedingly stronger, tougher, and more coordinated. An adult nagahydra has the reflexes of a snake–as can be imagined–and is more than capable of tearing foes limb from limb in less than a heartbeat's span. Even more devastating, an adult nagahydra can unleash a torrent of magical energy at once, each head summoning forth different arcane spells, as only a whole squad of wizards could at once.
Aberration
Even dragons are cautious around nagahydras, and for good reason. These serpentine creatures have thick, viper-like bodies that branch off into seven humanoid heads capable of terrible venom and a firestorm of spells.
Racial Traits
Size: Small
Ability Score Adjustments: +2 Con, +2 Cha
Speed: 20 feet, swim 30 feet
Darkvision (60 feet)
Scent
Skills: +2 racial bonus to Listen and Spot checks, thanks to its multiple heads.
A nagahydra has a +8 racial bonus on any Swim check to perform some special action or avoid a hasard, and can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Favored Class: Nagahydra and Sorcerer; Sorcerer and Nagahydra levels do not count for the purpose of determining penalties for multiclassing.
Class Skills: Bluff (Cha), Concentrate (Con), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str)
{table="head"]Level|HD|BAB|Fort|Ref|Will|Skill-points|CR|Special
1st|1d8|+0|+0|+0|+2|2+Int modifier|1|Feat, Sorcerer 1st, Bite 1d4, Actions per round: one
2nd|2d8|+1|+0|+0|+3|2+Int Modifier|2|Sorcerer 2nd, Poison (1d4 Con), (B) Combat Reflexes, +2 Str, +1 Cha
3rd|3d8|+2|+1|+1|+3|2+Int modifier|3|Feat, Fast Healing 1, +2 Str, +1 Str, +1 Con, +1 Wis
4th|3d8|+2|+1|+1|+3|-|4|Sorcerer 3rd, natural armor +2, +1 Str, +1 Int, +1 Cha
5th|4d8|+3|+1|+1|+4|2+Int modifier|4|(B) Eschew Materials, Actions per round: two heads, +1 Str
6th|5d8|+3|+1|+1|+4|2+Int modifier|5|Sorcerer 4th, Fast Healing 2, +1 Dex, +1 Con
7th|6d8|+4|+2|+2|+5|2+Int modifier|6|Feat, Sorcerer 5th, Medium, Bite 1d6, +1 Str, +1 Wis, +1 Cha
8th|6d8|+4|+2|+2|+5|-|7|Poison (1d6 Con), +1 Str, +1 Int
9th|7d8|+5|+2|+2|+5|2+Int modifier|8|Sorcerer 6th, Fast Healing 3, +1 Str, +1 Con, +1 Cha
10th|8d8|+6|+2|+2|+6|2+Int modifier|8|Actions per round: three heads, +1 Str
11th|9d8|+6|+3|+3|+6|2+Int modifier|9|Feat, Sorcerer 7th, natural armor +5, +1 Str, +1 Wis
12th|9d8|+6|+3|+3|+6|-|10|Sorcerer 8th, Fast Healing 5, +1 Dex, +1 Con, +1 Int, +1 Cha
13th|10d8|+7|+3|+3|+7|2+Int modifier|11|Actions per round: five heads, Large, Bite 1d8, +1 Str
14th|11d8|+8|+3|+3|+7|2+Int modifier|12|Sorcerer 9th, Poison (1d8 Con), +1 Str, +1 Cha
15th|12d8|+9|+4|+4|+8|2+Int modifier|12|Feat, Fast Healing 6, +1 Str, +1 Con, +1 Wis
16th|12d8|+9|+4|+4|+8|-|13|Sorcerer 10th, natural armor +7, Actions per round: all heads, +1 Str, +1 Int
17th|13d8|+9|+4|+4|+8|2+Int modifier|14|Sorcerer 11th, +1 Str, +1 Cha
18th|14d8|+10|+4|+4|+9|2+Int modifier|14|Fast Healing 9, +1 Dex, +1 Con
19th|15d8|+11|+5|+5|+9|2+Int modifier|15|Feat, Sorcerer 12th, Huge, Bite 2d6, +1 Str, +1 Wis, +1 Cha
20th|15d8|+11|+5|+5|+9|-|16|Poison (1d12 Con), +1 Str, +1 Int
21st|16d8|+12|+5|+5|+10|2+Int modifier|16|Sorcerer 13th, Fast Healing 12, natural armor +10, +1 Str, +1 Con
22nd|17d8|+12|+5|+5|+10|2+Int modifier|17|Sorcerer 14th, +1 Str, +1 Cha
23rd|18d8|+13|+6|+6|+11|2+Int modifier|17|Feat, +1 Str +1 Wis
24th|18d8|+13|+6|+6|+11|-|18|Sorcerer 15th, Fast Healing 15, +1 Dex, +1 Con, +1 Int, +1 Cha
[/table]
Class Features
The following are class features of the Nagahydra Monster Class
Weapon and Armor proficiencies: Nagahydras are not proficient with any kind of weapon or armor except for their natural weapons.
Feats: A nagahydra recieves one feat at first level and additional feats at 3rd, 7th, 11th, 15th, 19th and 23rd. After 23rd level, it gains feats normally according to class levels and HD (which requires epic level advancement rules; see Epic Level Handbook for more information).
Sorcerer: Nagahydras are born with innate arcane ability, and at 1st level, they cast spells as if they were 1st-level Sorcerers. Their spellcasting ability improves as they gain levels, though slowly compared with other classes. At 2nd, 4th, 6th, 7th, 9th, 11th, 12th, 14th, 16th, 17th, 19th, 21st, 22nd, and 24th levels, the nagahydra's spellcasting ability improves as if it had gained another level in the Sorcerer class. The nagahydra does not gain any other abilities that a Sorcerer would have gained.
Bite (Ex): A nagahydra has strong jaws and sharp fangs. At 1st level, each head is capable of inflicting bites as a primary natural weapon, doing 1d4 damage. At 7th level, when the nagahydra grows to Medium size, its bites do 1d6 damage; at 13th level, when it grows to Large size, the nagahydra's bites do 1d8 damage; and at 19th level, when the nagahydra grows to Huge size, its bites inflict 2d6 points of damage.
Actions per round (Ex): A newborn nagahydra is still a threat to others, though it lacks the reflexes and coordination that combat and life experience bring. Therefore, though they still have all seven heads, juvenile nagahydras does not have the motor control necessary to attack with all of them at the same time. At 1st level, a nagahydra is capable only of acting with one of its heads at the same, whether for casting spells, attacking, or taking other actions. At 5th level, a nagahydra can coordinate two of its heads at the same time. At 10th level, a nagahydra can take separate actions with three of its heads at the same time. At 13th level, a nagahydra can act with five of its heads at the same time. At 16th level, a young nagahydra has learned to coordinate its movements and reflexes to the point where all seven of its heads can act independently at the same time.
A nagahydra is capable of attacking with as many heads per round as indicated by its level, with no penalty, even if moving or charging. Further, a nagahydra is capable of casting one spell per round per usable head (as indicated by level), though all spells come from the same pool.
Poison (Ex): Bite, injury, Fortitude save (DC is Con-based), initial and secondary damage 1d4 Con damage. At 14th level, the initial and secondary damage are 1d8 Con damage, and at 20th level, the initial and secondary damage are 1d12 Con damage.
Combat Reflexes: At 2nd level, a nagahydra gains Combat Reflexes as a bonus feat.
Fast Healing (Ex): At 3rd level, a nagahydra gains Fast Healing 1. At 6th level, this becomes Fast Healing 2; at 9th level, it becomes Fast Healing 3; at 12th level, it becomes Fast Healing 5; at 15th level, it becomes Fast Healing 6; at 18th level, it becomes Fast Healing 9; at 22nd level, it becomes Fast Healing 12; and at 24th level, it becomes Fast Healing 15.
Eschew Materials: At 5th level, a nagahydra gains Eschew Materials as a bonus feat.
Playing a nagahydra
Nagahydras are strange, alien beasts, and though they understand the mortal, humanoid mindset, their own is vastly different. Thus, they cannot be trusted to empathize with mortal problems and mortal ambitions. A normal nagahydra is concerned primarily for its own well-being. Survival comes first obviously, and after that need is secures, most nagahydras will seek out magic, both magical treasure, and knowledge and training in the magical arts. After that, each nagahydra is different, and where one would use its newfound power in order to enslave mortals and set itself up as a godking, another nagahydra would begin monastic training in order to discipline its mind and heart into Nirvana.
Strategies and tactics
Newborn nagahydras are fairly vulnerable–clumsy and soft as they are. They do carry a talent for magic that cannot be ignored, but that talent is rough and very limited to begin with. As they age, however, nagahydras become exceedingly stronger, tougher, and more coordinated. An adult nagahydra has the reflexes of a snake–as can be imagined–and is more than capable of tearing foes limb from limb in less than a heartbeat's span. Even more devastating, an adult nagahydra can unleash a torrent of magical energy at once, each head summoning forth different arcane spells, as only a whole squad of wizards could at once.