Monster

Hydra

Resistance (RES)
3
Reluctance to negotiate (RN)
7
Agility (AGI)
0
Strength (dice)
2K6+3
Weapon
–
Spells
–
Treasure
J
Tiles
2
Special ability
each wound: +1 AGI

RES: Resistance, RN: Reluctance to Negotiate, AGI: Agility, Strength: K6 dice rolled in combat, Tiles: monster tile count. Treasure codes refer to the Treasure table.

How it plays

The longer the fight lasts, the deadlier the Hydra: it gains one agility for every wound you deal it, starting from 0. Its first attacks are weak, so strike hard and fast with axes, hammers, Lightning Bolt and Psychic Strike. Strength is 2K6+3 and reluctance 7, so don't count on talking. It guards type J treasure, which is rich.

  • It resists a spell on a 1K6 roll of 1–3, so about 50% of your spells fail against it.
  • Its attacks wound 17% of the time and average 0.2 wounds per attack at maze level 1.
  • Reluctance to negotiate 7: you can try negotiation, then a bribe, before you fight.
  • It lairs in 2 of the 36 resident-monster outcomes and wanders in 1 of the 18 wandering outcomes.
  • Group size on the encounter tables: 1.

Figures are for maze level 1 and come straight from the rulebook tables. Deeper levels add strength, agility and reluctance to negotiate (table 6.7).

Play now

Full rules: 8.0 Monsters, Negotiation, and Bribery· 9.0 Combat· 15.0 Special Abilities of Certain Monsters· Monster stats table (8.2)

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