Hydras are CR4?!? WTF?!?

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Has anyone actually looked at these monstrosities?

--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley
 
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On Sat, 11 Jun 2005 17:21:08 -0700, "Malachias Invictus"
<capt_malachias@hotmail.com> scribed into the ether:

>Has anyone actually looked at these monstrosities?

Pretty bad if you aren't expecting one, but lots of monsters fall into that
category.

AC is unimpressive, their AB doesn't exactly light the world on fire,
horrendous Will saves,

A Fighter or Barbarian with a beefy 2-H weapon can rip heads off super
quickly, which not only goes a long way towards killing the thing, but puts
a severe crimp in its offense. A level 4 rogue is getting ~6 points in
sneak attack damage, which also is a good head-cutter.

They are impressive, to be sure..and if one gets into the rear ranks and
starts munchking on your squishie characters, it would be...unfortunate.
But they are also pretty stupid.

Tough, but not grotesquely so.
 
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"Matt Frisch" <matuse73@yahoo.spam.me.not.com> wrote in message
news:6v6na1psm0c5i924jjebdnke12kca9frho@4ax.com...
> On Sat, 11 Jun 2005 17:21:08 -0700, "Malachias Invictus"
> <capt_malachias@hotmail.com> scribed into the ether:
>
>>Has anyone actually looked at these monstrosities?
>
> Pretty bad if you aren't expecting one, but lots of monsters fall into
> that
> category.

The more heads it has, the more I agree with the CR. I am mainly bitching
about the 5-headed version, which is only CR 4 (?!?).

> AC is unimpressive, their AB doesn't exactly light the world on fire,
> horrendous Will saves,

Sure. Then again, think about what a 4th-level party brings to bear, and
think about one of these things using only 20% of that party's resources.

> A Fighter or Barbarian with a beefy 2-H weapon can rip heads off super
> quickly, which not only goes a long way towards killing the thing,

Not with fast healing 15+, it doesn't.

> but puts a severe crimp in its offense.

....as long as you can apply 5 points of fire or acid damage to its stumps
within 1D4 rounds. That is by no means guaranteed with a 4th-level party,
even if they are fairly prepared. If you fail, you have just given the
hydra an extra attack, and the ability to make an additional AoO.

> A level 4 rogue is getting ~6 points in
> sneak attack damage, which also is a good head-cutter.

Possibly. Even with an average 5-header, each head takes 11 points to take
out, and it pretty much has to be in one shot, given the fast healing. Also
take into account that this takes a Sunder attempt to accomplish, which for
most folks means provoking an AoO from the hydra, which has Combat Reflexes
(and can make 5 attacks of opportunity per round). A 4th level Rogue does
not have the best of chances in this attempt, either, given that it is
competing against a +6 attack bonus.

> They are impressive, to be sure..and if one gets into the rear ranks and
> starts munchking on your squishie characters, it would be...unfortunate.
> But they are also pretty stupid.

True.

> Tough, but not grotesquely so.

For CR 4, they certainly are. Compare one to a Tiger (yes, a regular
tiger), which is also CR 4.

--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley
 
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Malachias Invictus wrote:
> Has anyone actually looked at these monstrosities?

Yeah. Let's see. Poor AC, poor Will save, 20' move, no ranged attacks,
generally found in temperate marshes (in other words, outside).

Wow, _I_ sure can't see any potentially trivial ways to kill one. No
indeed, no sir.

Laszlo
 
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On Sun, 12 Jun 2005 00:58:05 -0700, "Malachias Invictus"
<capt_malachias@hotmail.com> scribed into the ether:

>
>"Matt Frisch" <matuse73@yahoo.spam.me.not.com> wrote in message
>news:6v6na1psm0c5i924jjebdnke12kca9frho@4ax.com...
>> On Sat, 11 Jun 2005 17:21:08 -0700, "Malachias Invictus"
>> <capt_malachias@hotmail.com> scribed into the ether:
>>
>>>Has anyone actually looked at these monstrosities?
>>
>> AC is unimpressive, their AB doesn't exactly light the world on fire,
>> horrendous Will saves,
>
>Sure. Then again, think about what a 4th-level party brings to bear, and
>think about one of these things using only 20% of that party's resources.

Well, perhaps belatedly, but I looked at the 3.5 SRD version...wow what a
difference a half an edition makes. I figured that the two would be fairly
similar, but they are really not.

>> A Fighter or Barbarian with a beefy 2-H weapon can rip heads off super
>> quickly, which not only goes a long way towards killing the thing,
>
>Not with fast healing 15+, it doesn't.

I think they made a mistake in the SRD (and the MM too?). It should not
have that.

The sunder attempt is also a change, particularly with the AoO in return.
3.0 has it as a declared attack with no penalty. The ability to launch 5
AoOs (with reach!) is also a bit overwhelming.

>> but puts a severe crimp in its offense.
>
>...as long as you can apply 5 points of fire or acid damage to its stumps
>within 1D4 rounds. That is by no means guaranteed with a 4th-level party,
>even if they are fairly prepared. If you fail, you have just given the
>hydra an extra attack, and the ability to make an additional AoO.

They seem to have folded the "Lernaean" trait into the default monster.
Normal hydras do not regenerate heads.

>> Tough, but not grotesquely so.
>
>For CR 4, they certainly are. Compare one to a Tiger (yes, a regular
>tiger), which is also CR 4.

The CR4 version of the Hydra I was looking at was the 3.0 version, which
has no fast healing, and where Lernaean was a seperate trait, making a 5
header into a CR7 instead of a CR4. Fast healing would probably bump that
to CR8. My CR4 Hydra is also only +1 on Will saves, not +3.

With built-in fast healing and head regeneration, I'm totally with you on
them being way way too strong. Is your source the SRD or the MM? Cause that
is just not right at all.
 
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laszlo_spamhole@freemail.hu wrote:

> Wow, _I_ sure can't see any potentially trivial ways to kill one. No
> indeed, no sir.

Name them instead of grandstanding then.
 
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Malachias Invictus wrote:
> Has anyone actually looked at these monstrosities?


The typical lvl 4 party will contain a fighter-type, cleric-type,
rogue-type, and wizard-type. The fighter will most likely have Power
Attack, which leads into Improved Sunder. You can sunder any of the
hydra's heads and not provoke an AoO thanks to your feat. The cleric
can heal the fighter if he does not have Improvecd Sunder. The rogue
can move to flank, beat its low AC, and deal extra d6's thanks to Sneak
Attack. And the wizard can stop a stump from regrowing or just fire
magic missiles into the bulk of the creature. They're not easy by any
means, but neither is the tiger, as was pointed out earlier.
 
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In article <1118584419.280936.319260@g14g2000cwa.googlegroups.com>,
laszlo_spamhole@freemail.hu says...

> > Has anyone actually looked at these monstrosities?
>
> Yeah. Let's see. Poor AC, poor Will save, 20' move, no ranged attacks,
> generally found in temperate marshes (in other words, outside).
>
> Wow, _I_ sure can't see any potentially trivial ways to kill one. No
> indeed, no sir.

What are they, taking fast healing 15 into account?


--
Jasin Zujovic
jzujovic@inet.hr
 
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Behold! for laszlo_spamhole@freemail.hu spake unto the multitude thus:

>Malachias Invictus wrote:
>> Has anyone actually looked at these monstrosities?
>
>Yeah. Let's see. Poor AC, poor Will save, 20' move, no ranged attacks,
>generally found in temperate marshes (in other words, outside).
>
>Wow, _I_ sure can't see any potentially trivial ways to kill one. No
>indeed, no sir.

At 4th level, neither can I. This is one of those places where I wish
they'd made it a bit more obvious that something had changed so
enormously from 3.0 to 3.5. I had a 5th level party up against a 3.0
7-header, and they killed it with no damage by retreating with
fireballs and arrows. That would Not Work any more.

It's true that the thing can't kill you without forcing you into a
corner, but you can't kill it easily either.

The Fast Healing is just kooky. It's set at 10+HD, which makes it way
too much at low levels and rather redundant at high levels. I'd change
it to 2xHD.

The CR is generally wrong throughout. As a Hydra with more heads
doesn't get bigger, its damage, armour, HP and attacks don't
improve.enough. The SRD puts CR = HD-1. I'd put it at something more
like HD/2+3. Add 2 for Cryo- or Pyro-.

Alternatively, 5- and 6-headed ones should be Large, and 10+ heads
should be Gigantic.

--
Jim or Sarah Davies, but probably Jim

D&D and Star Fleet Battles stuff on http://www.aaargh.org
 
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"Quiggy" <quiggy@gmail.com> wrote in news:1118616867.621394.89850
@g49g2000cwa.googlegroups.com:

> Malachias Invictus wrote:
>> Has anyone actually looked at these monstrosities?
>
>
> The typical lvl 4 party will contain a fighter-type, cleric-type,
> rogue-type, and wizard-type. The fighter will most likely have Power
> Attack, which leads into Improved Sunder. You can sunder any of the
> hydra's heads and not provoke an AoO thanks to your feat.

Expecting a Ftr4 to have Improved Sunder is funny.

> The cleric
> can heal the fighter if he does not have Improvecd Sunder. The rogue
> can move to flank, beat its low AC, and deal extra d6's thanks to Sneak
> Attack.

When it heals 15 points a round, what good does that do?

> And the wizard can stop a stump from regrowing or just fire
> magic missiles into the bulk of the creature.

Magic missile isn't going to overcome the rapid healing, either.

The fact that the 3.0 hydra doesn't regrow heads or have rapid healing,
for the same CR, suggests to me that the CR really is a mistake.
 
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Malachias Invictus wrote:
> "Matt Frisch" <matuse73@yahoo.spam.me.not.com> wrote in message
> news:6v6na1psm0c5i924jjebdnke12kca9frho@4ax.com...
>
>>On Sat, 11 Jun 2005 17:21:08 -0700, "Malachias Invictus"
>><capt_malachias@hotmail.com> scribed into the ether:
>>
>>
>>>Has anyone actually looked at these monstrosities?
>>
>>Pretty bad if you aren't expecting one, but lots of monsters fall into
>>that
>>category.
>
>
> The more heads it has, the more I agree with the CR. I am mainly bitching
> about the 5-headed version, which is only CR 4 (?!?).
>
>
>>AC is unimpressive, their AB doesn't exactly light the world on fire,
>>horrendous Will saves,
>
>
> Sure. Then again, think about what a 4th-level party brings to bear, and
> think about one of these things using only 20% of that party's resources.

Hydras are meant to be tough, but I don't think they're unbeatable even
at 4th level.

>>A Fighter or Barbarian with a beefy 2-H weapon can rip heads off super
>>quickly, which not only goes a long way towards killing the thing,
>
>
> Not with fast healing 15+, it doesn't.

Well, it'll die when all its heads are severed regardless of how many
hit points its body has
left.

>>but puts a severe crimp in its offense.
>
>
> ...as long as you can apply 5 points of fire or acid damage to its stumps
> within 1D4 rounds. That is by no means guaranteed with a 4th-level party,
> even if they are fairly prepared. If you fail, you have just given the
> hydra an extra attack, and the ability to make an additional AoO.

On average, it'll take 2 rounds for regeneration, giving the party a
couple of
chances to inflict that 5 points of fire or acid damage. Since the
average damage from
an oil flask or alchemist's fire is 3.5, that's 7 points in 2 rounds.
Doesn't seem impossible.
Isn't average damage for Burning Hands at 4th level 5 points, too (don't
have PHB at hand)?

>>A level 4 rogue is getting ~6 points in
>>sneak attack damage, which also is a good head-cutter.
>
>
> Possibly. Even with an average 5-header, each head takes 11 points to take
> out, and it pretty much has to be in one shot, given the fast healing.

I don't think fast healing applies to the heads, just the body, but I
need to look in the MM
(also not at hand). Even so, a 4th level fighter or barbarian can
easily do 11 HP per round
in a number of ways. Also, a 4th level fighter can easily have Cleave,
and possibly Great Cleave,
making a 1-round total decapitation distinctly possible.

>Also
> take into account that this takes a Sunder attempt to accomplish, which for
> most folks means provoking an AoO from the hydra, which has Combat Reflexes
> (and can make 5 attacks of opportunity per round).

It's not impossible to have Improved Sunder at 4th level. Hell, a 1st
level fighter could
have that if they want. And since they've already got Power Attack if
they've got IS, it
makes a successful Sunder more likely.

If a bard or sorceror can get off a "Daze Monster," the hydra gets NO
actions for a round
(remember, it's got a bad Will save) which helps a lot.

>A 4th level Rogue does
> not have the best of chances in this attempt, either, given that it is
> competing against a +6 attack bonus.

But, in conjunction with spellcasters, you can give the rogue sneak
attacks against
the heads if he/she can reach them. "Invisibility" and "Glitterdust,"
among other things,
denies the hydra its DEX bonus to AC. So does Stunning Fist from a
monk, but given its good
Fortitude save I wouldn't hang my star on that.

>>They are impressive, to be sure..and if one gets into the rear ranks and
>>starts munchking on your squishie characters, it would be...unfortunate.
>>But they are also pretty stupid.
>
>
> True.

If DM'ed properly, a Silent Image or Ghost Sound should be able to help
distract it.

>>Tough, but not grotesquely so.
>
>
> For CR 4, they certainly are. Compare one to a Tiger (yes, a regular
> tiger), which is also CR 4.

Without smart AND COORDINATED play from the party, a hydra WILL eat them
alive.
Working together, it's no tougher than a normal CR 4 critter.
 
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Chipacabra wrote:
> Quiggy wrote:
> > Malachias Invictus wrote:
> > >
> > > Has anyone actually looked at these monstrosities?
<snip>
> > And the wizard can stop a stump from regrowing or just fire
> > magic missiles into the bulk of the creature.
>
> Magic missile isn't going to overcome the rapid healing, either.

In my Cauldron Adventure Path game, a 5th-level party encountered a
five- or six-headed (I forget which) cryohydra. The *only* thing that
let them survive was a series of fireballs from the sorcerer (all of
her 3rd-level slots) followed by a critical hit on a charge from the
half-orc maul specialist.

--
Nik
- remove vermin from email address to reply.
 
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Malachias Invictus wrote:
> "Matt Frisch" <matuse73@yahoo.spam.me.not.com> wrote in message
> news:6v6na1psm0c5i924jjebdnke12kca9frho@4ax.com...
>
>>On Sat, 11 Jun 2005 17:21:08 -0700, "Malachias Invictus"
>><capt_malachias@hotmail.com> scribed into the ether:
>>
>>>Has anyone actually looked at these monstrosities?
>>
>>Pretty bad if you aren't expecting one, but lots of monsters fall into
>>that
>>category.
>
> The more heads it has, the more I agree with the CR. I am mainly bitching
> about the 5-headed version, which is only CR 4 (?!?).

How exactly does it challenge a 4th level party? OK, it's a nasty
thing to find in your swimming pool, and it's pretty damn hard to kill;
so you go around it.

>>AC is unimpressive, their AB doesn't exactly light the world on fire,
>>horrendous Will saves,
>
> Sure. Then again, think about what a 4th-level party brings to bear, and
> think about one of these things using only 20% of that party's resources.
<snip>

Move 20. Yawn. It's an outside monster: get on your bike and leave
it alone. By 6th level it's barely even a speedbump, so any higher CR
starts to look silly.
If you _really_ needed to kill it at level 4, you probably have the
tools to do so, even if it would be harder than 20%. A good tank would
help, but even /Burning Hands/ would cover the needed fire damage.

>>Tough, but not grotesquely so.
>
> For CR 4, they certainly are. Compare one to a Tiger (yes, a regular
> tiger), which is also CR 4.

Pounce = dead PC. Big cats are like Trolls for CR, if their special
attack comes off they're pretty likely to score a kill.

--
tussock

Aspie at work, sorry in advance.
 
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"tussock" <scrub@clear.net.nz> wrote in message
news:42ac1bd3@clear.net.nz...
> Malachias Invictus wrote:
>> "Matt Frisch" <matuse73@yahoo.spam.me.not.com> wrote in message
>> news:6v6na1psm0c5i924jjebdnke12kca9frho@4ax.com...
>>
>>>On Sat, 11 Jun 2005 17:21:08 -0700, "Malachias Invictus"
>>><capt_malachias@hotmail.com> scribed into the ether:
>>>
>>>>Has anyone actually looked at these monstrosities?
>>>
>>>Pretty bad if you aren't expecting one, but lots of monsters fall into
>>>that
>>>category.
>>
>> The more heads it has, the more I agree with the CR. I am mainly
>> bitching about the 5-headed version, which is only CR 4 (?!?).
>
> How exactly does it challenge a 4th level party? OK, it's a nasty
> thing to find in your swimming pool, and it's pretty damn hard to kill; so
> you go around it.

If "being able to go around it" is the benchmark for CR, then nothing is a
challenge to a party with teleport.

>>>AC is unimpressive, their AB doesn't exactly light the world on fire,
>>>horrendous Will saves,
>>
>> Sure. Then again, think about what a 4th-level party brings to bear, and
>> think about one of these things using only 20% of that party's resources.
> <snip>
>
> Move 20. Yawn.

Obviously, you have never been in a party with guys who wear medium or heavy
armor, or any parties that include dwarves, gnomes, or halflings.

> It's an outside monster: get on your bike and leave it alone.

....and if you cannot?

> By 6th level it's barely even a speedbump,

I disagree. Even at 6th level, it is likely to use more resources than
other CR 4 encounters.

> so any higher CR starts to look silly.
> If you _really_ needed to kill it at level 4, you probably have the tools
> to do so, even if it would be harder than 20%. A good tank would help, but
> even /Burning Hands/ would cover the needed fire damage.

Can a 4th level party crack out enough Burning Hands spells to get the job
done? I seriously doubt it.

>>>Tough, but not grotesquely so.
>>
>> For CR 4, they certainly are. Compare one to a Tiger (yes, a regular
>> tiger), which is also CR 4.
>
> Pounce = dead PC.

Let's see:

Alpha Strike from Tiger (average damage): 31 (46 if it succeeds in a
grapple).
Alpha Strike from a Hydra (average damage): 42.5

Sorry, that is not much more damage than the Hydra, and the Tiger must
succeed at a grapple check to do it. While grappling, its AC drops to 12
(10 on the round that it charged) and it is subject to sneak attacks. It
can also only pull this trick once on a reasonably intelligent party,
because without Pounce, it cannot Rake the same round that it initiates a
grapple (see the rules on Rake). Furthermore, it is not going to last long
with that AC and its average 45 hit points. On the other hand, the Hydra
can keep that damage up every round, has reach, and can take 5 AoOs per
round. With 55 average hit points and Fast Healing 15, it can last for a
good long time in a fight with 4th level PCs.

> Big cats are like Trolls for CR, if their special attack comes off they're
> pretty likely to score a kill.

The Hydra apparently can inflict almost as much damage without needing a
special attack sequence.

--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley
 
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Matt Frisch wrote:
> Pretty bad if you aren't expecting one, but lots of monsters fall into that
> category.

IIRC, the DMg 3.0 and DMG 3.5 has a specific encounter
category for this type of opposition: "Easy if handled
right, otherwise difficult".

> AC is unimpressive, their AB doesn't exactly light the world on fire,
> horrendous Will saves,
>
> A Fighter or Barbarian with a beefy 2-H weapon can rip heads off super
> quickly, which not only goes a long way towards killing the thing, but puts
> a severe crimp in its offense. A level 4 rogue is getting ~6 points in
> sneak attack damage, which also is a good head-cutter.

Average on 2d6 is 7, on top if which comes the actual damage
of the weapon, and any STR bonus (although a Rogue will have
a modest bonus, or none at all).

> They are impressive, to be sure..and if one gets into the rear ranks and
> starts munchking on your squishie characters, it would be...unfortunate.
> But they are also pretty stupid.

This depends on how good a job the GM does when it comes to
roleplaying the mental capacity of the opposition.

> Tough, but not grotesquely so.

--
Peter Knutsen
sagatafl.org
 
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In article <MPG.1d1662dd6abeee3f9896c5@news.iskon.hr>,
Jasin Zujovic <jzujovic@inet.hr> wrote:

> In article <1118584419.280936.319260@g14g2000cwa.googlegroups.com>,
> laszlo_spamhole@freemail.hu says...
>
> > > Has anyone actually looked at these monstrosities?
> >
> > Yeah. Let's see. Poor AC, poor Will save, 20' move, no ranged attacks,
> > generally found in temperate marshes (in other words, outside).
> >
> > Wow, _I_ sure can't see any potentially trivial ways to kill one. No
> > indeed, no sir.
>
> What are they, taking fast healing 15 into account?

You also have to give a monster some credit for what it can do under
ideal circumstances when you are assigning it a CR. Any monster without
a ranged attack in the open is dead against a flying archer, but that
doesn't make them all CR4 or less.

--
Kevin Lowe,
Tasmania.
 
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"Kevin Lowe" <me@private.net> wrote in message
news:me-A602C6.11292213062005@news01.comindico.com.au...
> In article <MPG.1d1662dd6abeee3f9896c5@news.iskon.hr>,
> Jasin Zujovic <jzujovic@inet.hr> wrote:
>
>> In article <1118584419.280936.319260@g14g2000cwa.googlegroups.com>,
>> laszlo_spamhole@freemail.hu says...
>>
>> > > Has anyone actually looked at these monstrosities?
>> >
>> > Yeah. Let's see. Poor AC, poor Will save, 20' move, no ranged attacks,
>> > generally found in temperate marshes (in other words, outside).
>> >
>> > Wow, _I_ sure can't see any potentially trivial ways to kill one. No
>> > indeed, no sir.
>>
>> What are they, taking fast healing 15 into account?
>
> You also have to give a monster some credit for what it can do under
> ideal circumstances when you are assigning it a CR. Any monster without
> a ranged attack in the open is dead against a flying archer, but that
> doesn't make them all CR4 or less.

That flying archer still would have to be cracking out the damage to defeat
Fast Healing 15. A 4th level character is certainly not going to manage
that easily, even with a strength bow and Rapid Shot.

--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley
 
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Nikolas Landauer wrote:
> Chipacabra wrote:
> > Quiggy wrote:
> > > Malachias Invictus wrote:
> > > >
> > > > Has anyone actually looked at these monstrosities?
> <snip>
> > > And the wizard can stop a stump from regrowing or just fire
> > > magic missiles into the bulk of the creature.
> >
> > Magic missile isn't going to overcome the rapid healing, either.
>
> In my Cauldron Adventure Path game, a 5th-level party encountered a
> five- or six-headed (I forget which) cryohydra. The *only* thing that
> let them survive was a series of fireballs from the sorcerer (all of
> her 3rd-level slots) followed by a critical hit on a charge from the
> half-orc maul specialist.

Neat! A fifth level Sorcerer using all zero of her fireballs....

Are you sure about that party level? It may be the average but
it sure sounds like there is at least one level 6+ member.

DougL
 
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"Some Guy" <someguy@thedoor.gov> wrote in message
news:vy7re.2872$Cr.439@fed1read07...
> Malachias Invictus wrote:
> > "Matt Frisch" <matuse73@yahoo.spam.me.not.com> wrote in message
> > news:6v6na1psm0c5i924jjebdnke12kca9frho@4ax.com...
> >
> >>On Sat, 11 Jun 2005 17:21:08 -0700, "Malachias Invictus"
> >><capt_malachias@hotmail.com> scribed into the ether:
> >>
> >>
> >>>Has anyone actually looked at these monstrosities?
> >>
> >>Pretty bad if you aren't expecting one, but lots of monsters fall into
> >>that
> >>category.
> >
> >
> > The more heads it has, the more I agree with the CR. I am mainly
bitching
> > about the 5-headed version, which is only CR 4 (?!?).
> >
> >
> >>AC is unimpressive, their AB doesn't exactly light the world on fire,
> >>horrendous Will saves,
> >
> >
> > Sure. Then again, think about what a 4th-level party brings to bear,
and
> > think about one of these things using only 20% of that party's
resources.
>
> Hydras are meant to be tough, but I don't think they're unbeatable even
> at 4th level.

An irrelevant point given that "not unbeatable" is a tag suitable,
theoretically, for creatures up to CR11 for a 4th level party. The issue
is whether CR4 is appropriate.

> > ...as long as you can apply 5 points of fire or acid damage to its
stumps
> > within 1D4 rounds. That is by no means guaranteed with a 4th-level
party,
> > even if they are fairly prepared. If you fail, you have just given
the
> > hydra an extra attack, and the ability to make an additional AoO.
>
> On average, it'll take 2 rounds for regeneration, giving the party a
> couple of
> chances to inflict that 5 points of fire or acid damage. Since the
> average damage from
> an oil flask or alchemist's fire is 3.5, that's 7 points in 2 rounds.
> Doesn't seem impossible.

Any character is melee will eat an AoO for using a flask of foo and every
round they are lobbing flasks they aren't severing heads (for which they
are eating AoOs too, a lethal set up). This duty will probably fall on the
rear rankers and if they aren't casting burning hands you are in a
desperate situation.

> Isn't average damage for Burning Hands at 4th level 5 points, too (don't
> have PHB at hand)?

10 actually. 4d4 dmg. It is probably fair to say that 4th level characters
*need* this spell to defeat the Hydra.

> >>A level 4 rogue is getting ~6 points in
> >>sneak attack damage, which also is a good head-cutter.
> >
> >
> > Possibly. Even with an average 5-header, each head takes 11 points to
take
> > out, and it pretty much has to be in one shot, given the fast healing.
>
> I don't think fast healing applies to the heads, just the body, but I
> need to look in the MM
> (also not at hand).

Incorrect. Use the SRDs if you have no manuals to hand.

> > For CR 4, they certainly are. Compare one to a Tiger (yes, a regular
> > tiger), which is also CR 4.
>
> Without smart AND COORDINATED play from the party, a hydra WILL eat them
> alive.
> Working together, it's no tougher than a normal CR 4 critter.

Bullshit Someguy (wow, never had to say that before).

An Owlbear has the same HD, same CR and same AC as the Hydra. Please
compare their abilities and make that statement again with a straight
face.
 
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DougL wrote:
> Nikolas Landauer wrote:
> >
> > In my Cauldron Adventure Path game, a 5th-level party
> > encountered a five- or six-headed (I forget which) cryohydra.
> > The *only* thing that let them survive was a series of
> > fireballs from the sorcerer (all of her 3rd-level slots)
> > followed by a critical hit on a charge from the half-orc maul
> > specialist.
>
> Neat! A fifth level Sorcerer using all zero of her
> fireballs....

Heh.

> Are you sure about that party level? It may be the
> average but it sure sounds like there is at least one
> level 6+ member.

Yeah, I may have misremembered the party level; I knew they started
that adventure at 5th, and that encounter's pretty early on, but they
must have been 6th, as I distinctly remember the fireballs. The
fiendish umber hulk, the RE wyvern, and the dragon must have bumped
them up to 6th.

--
Nik
- remove vermin from email address to reply.
 
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Malachias Invictus wrote:
> "tussock" <scrub@clear.net.nz> wrote in message
> news:42ac1bd3@clear.net.nz...
>>Malachias Invictus wrote:
<snip>
>>>The more heads it has, the more I agree with the CR. I am mainly
>>>bitching about the 5-headed version, which is only CR 4 (?!?).
>>
>> How exactly does it challenge a 4th level party? OK, it's a nasty
>>thing to find in your swimming pool, and it's pretty damn hard to kill; so
>>you go around it.
>
> If "being able to go around it" is the benchmark for CR, then nothing is a
> challenge to a party with teleport.

You'll note that a whole lot of high CR monsters have an impressive
capacity for getting about, there's even quite a few teleporters and
plane-shifters amongst them.
You'll also note that monster whose only gig is to stand and melee
are better at it than comparible PCs. Those that are also *slow* have
ludicrously powerful melee attacks, and/or rediculous defenses.

As to your point: I'm sure you know full well the point of monsters
is to threaten to kill or otherwise disable the party in the course of
an adventure, and to thereby cause them to use resources in overcoming it.

>>>>AC is unimpressive, their AB doesn't exactly light the world on fire,
>>>>horrendous Will saves,
>>>
>>>Sure. Then again, think about what a 4th-level party brings to bear, and
>>>think about one of these things using only 20% of that party's resources.
>>
>><snip>
>>
>> Move 20. Yawn.
>
> Obviously, you have never been in a party with guys who wear medium or heavy
> armor, or any parties that include dwarves, gnomes, or halflings.

Your "adventurers", and I use the term loosely, need to invest in
the ability to move. Horses are a good start, as is light armour for
travelling.
After they've learnt to move, I would highly recommend a scout
capable of spotting uncamoflagued huge creatures at a safe distance.

>>It's an outside monster: get on your bike and leave it alone.
>
> ....and if you cannot?

Darwin comes to mind. The party'll also need a Spot skill, and a
Survival skill, incase you're unaware.

>>By 6th level it's barely even a speedbump,
>
> I disagree. Even at 6th level, it is likely to use more resources than
> other CR 4 encounters.

At 55 hp/AC 15 it won't survive a full round of attacks from a 6th
level party, even ignoring tactical abuse of it's obvious weaknesses.

>>so any higher CR starts to look silly.
>>If you _really_ needed to kill it at level 4, you probably have the tools
>>to do so, even if it would be harder than 20%. A good tank would help, but
>>even /Burning Hands/ would cover the needed fire damage.
>
> Can a 4th level party crack out enough Burning Hands spells to get the job
> done? I seriously doubt it.

So come back when you do, scrolls are cheap. Some /Scorching Ray/
or a big /Fireball/ would have even better effect.

>>>>Tough, but not grotesquely so.
>>>
>>>For CR 4, they certainly are. Compare one to a Tiger (yes, a regular
>>>tiger), which is also CR 4.
>>
>> Pounce = dead PC.
>
> Let's see:
>
> Alpha Strike from Tiger (average damage): 31 (46 if it succeeds in a
> grapple).
>
> Alpha Strike from a Hydra (average damage): 42.5
>
> Sorry, that is not much more damage than the Hydra, and the Tiger must
> succeed at a grapple check to do it. While grappling, its AC drops to 12
> (10 on the round that it charged) and it is subject to sneak attacks. It
> can also only pull this trick once on a reasonably intelligent party,
> because without Pounce, it cannot Rake the same round that it initiates a
> grapple (see the rules on Rake).

<sigh> See the rules on *Pounce*, which allow you to full attack
_and use your rake attacks_ on the round you charge; this does not
require a grapple check.
The differences between the Tiger and the Hydra on attack is 40 vs
20 movement, the Tiger can set an ambush, and has +9/+9/+9/+9/+4 vs five
+6 attacks, which is much better against AC 15-20.

~30 damage from an animal that *will* get an attack, vs ~20 from a
creature that you only fight if you want to.

That 20 damage still being there on round 2 is a pain, until you
realise /you/ don't have to be there to take it. But then, that requires
a "reasonably intelligent party".

> Furthermore,
<snip>
I know, killing the Hydra is much harder, I said that already.

>>Big cats are like Trolls for CR, if their special attack comes off they're
>>pretty likely to score a kill.
>
> The Hydra apparently can inflict almost as much damage without needing a
> special attack sequence.

The hydra /does/ have a special attack sequence, the ability to
move and still get all it's attacks. It doesn't much matter, as it's
average number of attacks against an unprepared party is approximately nil.

--
tussock

Aspie at work, sorry in advance.
 
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In article <42adb1d8@clear.net.nz>, scrub@clear.net.nz says...

> >>It's an outside monster: get on your bike and leave it alone.
> >
> > ....and if you cannot?
>
> Darwin comes to mind. The party'll also need a Spot skill, and a
> Survival skill, incase you're unaware.

What if you cannot leave it alone because the objective is to destroy
it? What if it's in a dungeon, guarding a gateway, so there's no way
around it? &c.

I think it's a good indication of the CR being broken that the best
tactical move against the hydra for a 4th-level party is to "get on your
bike and leave it alone", also known as "retreat", "running away" and
"losing the battle" (PC get XP for defeating the enemy when opponents do
that).


--
Jasin Zujovic
jzujovic@inet.hr
 
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Symbol wrote:
> "Some Guy" <someguy@thedoor.gov> wrote in message
> news:vy7re.2872$Cr.439@fed1read07...
>
>>Malachias Invictus wrote:
>>
>>>"Matt Frisch" <matuse73@yahoo.spam.me.not.com> wrote in message
>>>news:6v6na1psm0c5i924jjebdnke12kca9frho@4ax.com...
>>>
>>>
>>>>On Sat, 11 Jun 2005 17:21:08 -0700, "Malachias Invictus"
>>>><capt_malachias@hotmail.com> scribed into the ether:
>>>>
>>>>
>>>>
>>>>>Has anyone actually looked at these monstrosities?
>>>>
>>>>Pretty bad if you aren't expecting one, but lots of monsters fall into
>>>>that
>>>>category.
>>>
>>>
>>>The more heads it has, the more I agree with the CR. I am mainly
>
> bitching
>
>>>about the 5-headed version, which is only CR 4 (?!?).
>>>
>>>
>>>
>>>>AC is unimpressive, their AB doesn't exactly light the world on fire,
>>>>horrendous Will saves,
>>>
>>>
>>>Sure. Then again, think about what a 4th-level party brings to bear,
>
> and
>
>>>think about one of these things using only 20% of that party's
>
> resources.
>
>>Hydras are meant to be tough, but I don't think they're unbeatable even
>>at 4th level.
>
>
> An irrelevant point given that "not unbeatable" is a tag suitable,
> theoretically, for creatures up to CR11 for a 4th level party. The issue
> is whether CR4 is appropriate.

Like I said. Moron.

>>>...as long as you can apply 5 points of fire or acid damage to its
>
> stumps
>
>>>within 1D4 rounds. That is by no means guaranteed with a 4th-level
>
> party,
>
>>>even if they are fairly prepared. If you fail, you have just given
>
> the
>
>>>hydra an extra attack, and the ability to make an additional AoO.
>>
>>On average, it'll take 2 rounds for regeneration, giving the party a
>>couple of
>>chances to inflict that 5 points of fire or acid damage. Since the
>>average damage from
>>an oil flask or alchemist's fire is 3.5, that's 7 points in 2 rounds.
>>Doesn't seem impossible.
>
>
> Any character is melee will eat an AoO for using a flask of foo and every
> round they are lobbing flasks they aren't severing heads (for which they
> are eating AoOs too, a lethal set up). This duty will probably fall on the
> rear rankers and if they aren't casting burning hands you are in a
> desperate situation.

Uh, you do realize that flasks can be thrown, right? This is what those
characters who
aren't supposed to be fighting it directly (your average cleric, say)
can be doing while
the fighter and/or barbarian are busy lopping. If the rogue thinks he
won't survive melee,
which he could do via Dodge/Mobility/fighting defensively, he can stand
back and do
the flask hurling. Given that rogues usually have better ranged attack
bonuses than
melee, that can be a very wise way for them to use sneak attack (if
they're invisible or
the hydra is blinded, say).

>>Isn't average damage for Burning Hands at 4th level 5 points, too (don't
>>have PHB at hand)?
>
>
> 10 actually. 4d4 dmg. It is probably fair to say that 4th level characters
> *need* this spell to defeat the Hydra.

Well, it HELPS but it's not necessary. There are numerous other ways to
get the
same results, if perhaps less efficiently. BH is the ideal way to sear
a bunch of neck stumps at once.
So, fighter with Great Cleave does multiple sunders to the necks,
getting them all and sorcerer whaps
a Burning Hands across the stumps. There's a 1 round kill of a CR 4
hydra. I don't think that's
out of line.

>>>>A level 4 rogue is getting ~6 points in
>>>>sneak attack damage, which also is a good head-cutter.
>>>
>>>
>>>Possibly. Even with an average 5-header, each head takes 11 points to
>
> take
>
>>>out, and it pretty much has to be in one shot, given the fast healing.
>>
>>I don't think fast healing applies to the heads, just the body, but I
>>need to look in the MM
>>(also not at hand).
>
>
> Incorrect. Use the SRDs if you have no manuals to hand.

The MM's references to Fast Healing all refer to damaging its body, not
its heads, and the way
the hit point model for the heads work suggests (but doesn't state
directly) that they aren't
covered by the fast healing. It's certainly debatable, but I can
outline why I think this is the case
if you're interested.

>>>For CR 4, they certainly are. Compare one to a Tiger (yes, a regular
>>>tiger), which is also CR 4.
>>
>>Without smart AND COORDINATED play from the party, a hydra WILL eat them
>>alive.
>>Working together, it's no tougher than a normal CR 4 critter.
>
>
> Bullshit Someguy (wow, never had to say that before).

Your pacifier must have slipped out. You're whining again.

> An Owlbear has the same HD, same CR and same AC as the Hydra. Please
> compare their abilities and make that statement again with a straight
> face.

An owlbear is stronger, faster, and has a 50% higher attack bonus plus
Improved
Grab. You should really pay more attention before mouthing off about
stuff like that.
 
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DougL wrote:
> Nikolas Landauer wrote:
>
>>Chipacabra wrote:
>>
>>>Quiggy wrote:
>>>
>>>>Malachias Invictus wrote:
>>>>
>>>>>Has anyone actually looked at these monstrosities?
>>
>><snip>
>>
>>>>And the wizard can stop a stump from regrowing or just fire
>>>>magic missiles into the bulk of the creature.
>>>
>>>Magic missile isn't going to overcome the rapid healing, either.
>>
>>In my Cauldron Adventure Path game, a 5th-level party encountered a
>>five- or six-headed (I forget which) cryohydra. The *only* thing that
>>let them survive was a series of fireballs from the sorcerer (all of
>>her 3rd-level slots) followed by a critical hit on a charge from the
>>half-orc maul specialist.
>
>
> Neat! A fifth level Sorcerer using all zero of her fireballs....
>
> Are you sure about that party level? It may be the average but
> it sure sounds like there is at least one level 6+ member.
>
> DougL
>

They were Silent Image fireballs and the hydra failed its Will save...
 
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Malachias Invictus wrote:


> This {SCORCHING RAY} is better, much better. It will almost certainly do the requisite
> damage (4D6, average 14), but costs more (150 gp each). A costly victory
> again.
>

And a fourth level party usually won't have multiple ones, which they'd
need since Scorching
Ray only affects one target in their hands.

Burning Hands, however, is a cone that is 15' at the end (which is the
hydra's space), does 4d4
at fourth level (average 10, or 5 on a save), and can thus sear multiple
stumps all beyond the hydra's
10 foot reach. Heck, you don't even have to cast defensively to use it!

So you COULD get by with just one, but the odds would indicate you'd
better have some backup
alchemist fires for support.