Shipcrasher Hydra

LE Huge undead

Init +12; Senses Darkvision (60 ft.), Low-Light Vision, Perception +36,  Scent,

DEFENSE 

AC 39, touch 17, flat-footed 30 (+8 Dex, +1 dodge, +22 natural, -2 size, )

hp 299 (13d8)+195, Fast Healing 6

Fort +22, Ref +18, Will +12

Defensive Abilities Channel Resistance +4,

DR 10/magic and silver

Immunities Ability Drain, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,

Resistances Cold 10, Electricity 10,

Weaknesses Vampire Weaknesses,

OFFENSE 

Speed 20 ft. Swim 20 ft., Spider Climb

Melee slam +23/+23/+23/+23/+23/+23/+23/+23/+23 (2d6+12)

Special Attacks Blood Drain, Children of the Night, Create Spawn, Dominate, Energy Drain, Pounce,

STATISTICS 

Str 35, Dex 26, Con *, Int 14, Wis 23, Cha 38

Base Atk +13; CMB +27; CMD 46 (can't be tripped)

Feats Alertness, Cleave, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (Slam), Iron Will, Lightning Reflexes, Nimble Moves, Power Attack, Toughness

Skills Acrobatics +8, Appraise +2, Bluff +22, Climb +27, Craft (Untrained) +2, Diplomacy +14, Disguise +14, Escape Artist +8, Fly +4, Heal +6, Intimidate +14, Linguistics(Aquan) +3, Perception +36, Perform (Untrained) +14, Ride +8, Sense Motive +31, Stealth +8, Survival +6, Swim +36,

Languages Aquan

SQ Can't Be Tripped, Change Shape (dire bat or wolf, beast shape II), Darkvision, Fast Healing 18, Fast Healing 18, Gaseous Form, Hydra Traits (13 heads), Low-Light Vision, Regenerate Head, Scent, Shadowless, Spider Climb,

SPECIAL ABILITIES 

Blood Drain (Su)  A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Can't Be Tripped (Ex)  A creature with this ability cannot be tripped.

Change Shape (Su)  A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Channel Resistance (Ex)  You are less easily affected by clerics or paladins.

Children of the Night (Su)  Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su)  A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Dominate (Su)  A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save DC 30 or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su)  A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Fast Healing (Ex)  A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra's body.

Gaseous Form (Su)  As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Hydra Traits (Ex)  A hydra can be killed by severing all of its heads or slaying its body.

Low-Light Vision (Ex)  You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Pounce (Ex)  When you make a charge, you can make a full attack (including rake attacks if you also have the rake ability).

Regenerate Head (Ex)  When a hydra's head is destroyed, two heads regrow in 1d4 rounds.

Resistance to Cold (Ex)  You may ignore 10 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex)  You may ignore 10 points of Electricity damage each time you take electricity damage.

Scent (Ex)  You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Shadowless (Ex)  A vampire casts no shadows and shows no ref lection in a mirror.

Spider Climb (Ex)  A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Vampire Weaknesses  Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire--they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to onethird of its maximum hit points--a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.