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New Monster – Tornado Hydra

21 May, 2010

Tornado Hydra
These creatures are the embodiment of the wrath of the elemental winds, the living vengeance of the Lords of the Winds.

Tornado Hydra CR 14 (38,400 XP)
N gargantuan outsider (air, elemental, extraplanar)
Init +10; Senses Darkvision 60′, Perception +23
DEFENSE
AC 23, touch 13, flat-footed 16; (+6 Dex, +1 dodge, +10 natural,-4 size)
hp 225 (18d10+126)
Fort +18, Ref +17, Will +10
Defensive Abilities DR10/-, wind shield Immune elemental traits
OFFENSE
Spd fly 80 ft. (average)
Melee 1d3+2 funnel slams +27 (6d6+12 plus toss)
Missile 1d3+1 thrown debris +20 (300′ range, 2d12+6 plus entangle)
Space 20 ft.; Reach 15 ft.
Special Attacks deafening roar, whirlwind (3/day, 10–60 ft. high, 6d6+12 damage, DC 31)
STATISTICS
Str 34, Dex 22, Con 25, Int 6, Wis 14, Cha 8
Base Atk +18; CMB +34; CMD 50
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative[B], Improved Iron Will, Iron Will, Power Attack, Weapon Focus (funnel slam)
Skills Fly +21, Intimidate +20, Perception +23, Survival +23
SQ mutable form
Organization single
Treasure Value incidental
SPECIAL ABILITIES
Deafening Roar (Ex): The sound of the tornado hydra is deafening, anyone within 50′ of the tornado hydra is considered deafened.  This lasts for 1d4+1 round after moving outside of that area.

Entangle (Ex): the debris thrown by the tornado hydra hampers and slows those hit by it. Targets are entangled unless they make a Reflex save (DC 31).  A full-round action is required to fully extricate oneself from the entangle.  The save DC is Strength based.

Mutable Form (Su): The tornado hydra, being made of air and wind, can move though an opening as small as 5′ wide should it wish to.

Toss (Ex): When the tornado hydra hits with a funnel slam, the force of the blow can toss the victim.  Treat this as an automatic bull’s rush attack using the same roll as the attack roll.

Wind Shield (Su): The tornado hydra is protected by a swirling and shifting shield of wind and debris.  All physical missile weapons suffer a -4 penalty to attack and a -1 penalty to damage, while purely magical ranged attacks suffer a -1 attack penalty.

The tornado hydra is a creature of elemental air, its “body” is a swirling mass of air currents and debris with multiple “heads” formed of tornado funnels that appear as needed and are then absorbed back into its body.  It is summoned by the Lords of the Air to punish those that have offended them.  Rarely one will be loaned out to powerful allies of the air elemental nobles.  It is only useful for causing destruction.

What you may know about the tornado hydra:

Knowledge (Planes)
DC 20.  This is a particularly large and dangerous air elemental.

Knowledge (Arcana) DC 30 or Knowledge (Planes) DC 28.  This a a tornado hydra, a being summoned into existence by the royalty of the air elementals to punish those that have offended them.

Elemental-bloodline Sorcerers and Conjurers receive a +2 bonus on this knowledge check.

TACTICS

Before Combat: Tornado hydras are not much in the planning department, they are usually given a goal or target and they head towards it causing ask much damage as possible along the way.

During Combat: Tornado hydras enjoy destruction for its own sake, drifting from the straight line to their target -but not too far- to smash interesting things.  They usually stick to melee attacks unless its attackers stay out of range, in which case it was happily start to fling debris as them as it continues along its way.

Morale
: The tornado hydra is a being animated simply to destroy, it will not retreat or flee, but it can be called off.

Notes: This creature popped into my mind when I was watching video of the multiple tornadoes that appeared in the mid-west, they made me think of hydra head and there you go, a new elemental monster.

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