Gulguthhydra

A rock-skinned cross between a filth-eating otyugh and a hydra, the gulguthhydra snares prey with two ridged tentacles and feeds it to a ring of six snapping heads.

Setting: Core Rules · Sources: City of Splendors; Monstrous Compendium, 1995 Annual, Volume 2

Appearance

This hybrid merges otyugh and hydra: six misshapen hydra heads ring the top of a hulking body that walks on three stubby legs and sprouts two ridged tentacles. Its stony hide, colored dull gray to dusky brown, blends into the swamps, caves and dungeons it haunts, and it stinks of rot. It is so rare that nobody knows if it can communicate.

Combat

The tentacles sweep ceaselessly over floors, walls and trees, lifting anything edible to a mouth. Resisting prey is lashed for 2d6 points of damage per tentacle, and a tentacle hit that beats the needed roll by 4 or more grabs the victim, squeezing for 1d6+1 points each round while raising it toward a head. A captive may attempt a bend bars/lift gates roll each round after the first to escape.

Beginning the round after a grab, up to two heads may bite a held victim at +4 for 1d8+4 points of damage each. Free heads fight independently, so one gulguthhydra can attack up to eight targets per round.

Ecology

A solitary, ultimate scavenger, it wanders its territory devouring any animal or plant matter, living, dead or rotten, and ignores fleeing prey if 50 to 100 lbs. of easier food is available. It rarely needs to retreat, which is fortunate given how slow it is. How it reproduces, if at all, is unknown.

More: Monsters starting with G · Core Rules monsters · All monsters A-Z

Statistics

Climate/TerrainSwamp or subterranean
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietOmnivore
IntelligenceLow (5-7)
TreasureNil(B)
AlignmentNeutral
No. Appearing1
Armor Class0
Movement6
Hit Dice15
THAC05
No. of Attacks2 tentacles, 6 heads
Damage/Attack2d6/2d6/1d8+4 (×6)
Special AttacksGrab, constriction
Special DefensesNil
Magic ResistanceNil
SizeH (20')
MoraleChampion (16)
XP Value10,000