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HydraCore

Adversary

Solo — Tier 3

A quadrupedal scaled beast with multiple long-necked heads, each filled with menacing fangs.

Motives and Tactics: Devour, regenerate, terrify

Difficulty

18

Damage Thresholds

19 / 35

Hit Points

10

Stress

5

Attack Bonus

+3

Weapon

Bite (Close)

Damage

2d12 +2 Physical

Features

Many-Headed Menace - Passive

The Hydra begins with three heads and can have up to five. When the Hydra takes Major or greater damage, they lose a head.

Relentless (X) - Passive

The Hydra can be spotlighted X times per GM turn, where X is the Hydra’s number of heads. Spend Fear as usual to spotlight them.

Regeneration - Action

If the Hydra has any marked HP, spend a Fear to clear a HP and grow two heads.

Terrifying Chorus - Action

All PCs within Far range lose 2 Hope.

Magical Weakness - Reaction

When the Hydra takes magic damage, they become Dazed until the next roll with Fear. While Dazed, they can’t use their Regeneration action but are immune to magic damage.

Cards

Adversary
Hydra

Solo — Tier 3

Hit Points 10 · Difficulty 18

A quadrupedal scaled beast with multiple long-necked heads, each filled with menacing fangs.

Core

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