Hydra

From Deez Nuts' Sword Coast Campaign
Revision as of 15:04, 3 September 2026 by Wvaske (talk | contribs) (Carcass-first manifest (4 R + 5 UC + 6 C) with recovered/left status; Undying Heartblood VR prize from the retro pass)
Jump to navigation Jump to search
Hercules and the Lernaean Hydra, Gustave Moreau, c. 1876 (public domain via Wikimedia Commons)
Hydra
Harper Field Dossier
Combat reference
Type Many-headed reptilian horror; a writhing knot of necks and teeth
Vulnerabilities Fire — only flame will keep a severed neck from sprouting anew
Resistances
Immunities
Condition Immunities
Strong Saves A brute of flesh and stamina more than mind
Senses Watches every quarter at once; near impossible to take unawares
Movement Lumbers on land and swims well; will board a ship or wade ashore after prey
Notable Abilities Strikes with every head at once, each a biting maw on a long neck, and snaps at any foe who slips past its guard. Cut off a head and two more may take its place unless the stump is seared shut
Provenance
Knowledge Partial
First Encountered Session 50, boarding a longship in the Sea of Moving Ice
Filed by Agent Wren, of the Tellstone circle

The Harpers' Read

The hydra's terror is its heads — count them, for each one bites on its own, and woe to the warrior who tries to walk past that thicket of necks, for every head will snap at him as he goes. Hacking them off feels like progress and is a trap: a severed neck regrows, and worse, sprouts double, so that a careless butcher only makes the monster deadlier. The only honest way to take a head for good is to burn the stump shut — a torch, a flask of oil, a pixie of hellfire, anything that cauterises. Better still, forget the heads entirely and pour fire and raw destructive magic into the body until the whole thrashing mass goes still. Keep it off your decks if you can; in close quarters it will chew through your crew before you fell it.

Encounters of Record

  • Session 50 — A six-headed hydra heaved itself aboard Deez Nuts' longship and killed a sailor before the company learned to cauterise its stumps with hellfire; Shade finished it with a chromatic orb.

Harvest Profile

CR 8 — rarity ceiling Rare. Full manifest: 4 Rare + 5 Uncommon + 6 Common. One harvest check per character; see Monster Harvesting for the rules.

Component Tool column Rarity Status (S50 + 2026-09 retro pass)
Undying Heartblood Poisoner's / Alchemist's Very Rare (above ceiling — nat 20 or ceiling DC +10 only) Recovered (Shade, 26)
Regrowing Hydra Flesh (signature) Cook's / Herbalism / Poisoner's (toxic tissue) Rare Recovered
Regenerative Marrow Herbalism Rare Recovered
Neck-Sinew Bundles Leatherworker's Rare Recovered (Keyleth, 15)
Hydra Heart-Cluster Alchemist's Rare Left on the carcass
Hydra Bile Alchemist's / Poisoner's Uncommon Recovered ×2
Many-layered Hide Leatherworker's Uncommon Recovered
Regrowth Nodules Herbalism Uncommon Recovered (Karma)
Swamp-Oil Glands Alchemist's Uncommon Recovered (Xanphina)
Skull-Plates Smith's Uncommon Left on the carcass
Vital Ichor Alchemist's Common Recovered
Hydra Blood Alchemist's / Poisoner's Common Recovered
Hydra Fangs Smith's Common Recovered
Neck Vertebrae Smith's Common Recovered (Baelgrum)
Hydra Meat Cook's Common Left on the carcass
Hide Scraps Leatherworker's Common Recovered

The regrowing flesh, marrow, and heartblood are restorative reagents prized for healing draughts; because the tissue regenerates, more than one viable Rare sample can be cut from a single corpse.

Recovered by the company in Session 50, with additional recoveries on the 2026-09 retro pass — see the Harvested Materials ledger.