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Alchemical hydra
Alchemical hydra













alchemical hydra

This restores an amount of Hit Points equal to the zombie's level. In either case, adjacent creatures are hit with vile fluid, causing them to become sickened 1 unless they succeed at a Fortitude save.įeast ( manipulate) If the zombie is adjacent to a helpless or unconscious creature, or a deceased creature that died in the past hour, the zombie can feast upon its flesh to heal itself. The DCs use the zombie's level from the Spell DC and Spell Attack Bonus table.ĭisgusting Pustules ( disease, necromancy) The zombie is covered in pustules that rupture when it takes any piercing damage or any critical hit. Most zombies have one of these abilities If you give a zombie more, you might want to increase its level and adjust its statistics. Zombie Abilities You can modify zombies with the following zombie abilities. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed. Saving Throw DC 18 Fortitude Stage 1 carrier with no ill effect (1 day) Stage 2 1d6 negative damage (1 day) Stage 3 1d6 negative damage (1 day) Stage 4 1d6 negative damage (1 day) Stage 5 dead, rising as a plague zombie immediately All Monsters in " Zombie" NameĪ zombie's only desire is to consume the living. Zombie Rot ( disease, necromancy) An infected creature can’t heal damage it takes from zombie rot until it has been cured of the disease. A creature damaged by the jaws is exposed to zombie rot. Effect The plague zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +9 that deals 1d12+4 piercing damage.

#Alchemical hydra plus#

Melee fist +9, Damage 1d8+4 bludgeoning plus Grab and zombie rot Jaws ( attack) Requirement The plague zombie has a creature grabbed or restrained. HP 50 ( negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10 Slow A zombie is permanently slowed 1 and can’t use reactions. Proficiency without Level Plague Zombie Creature 1 NE Medium Mindless Undead Zombie Specific Lore: DC 10 Elite | Normal | Weak Recall Knowledge - Undead ( Religion): DC 15 Plague ZombiePlague zombies are infested with hideous contagions. The (u) standing for 'untradable'.A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z The Alchemical Hydra collection log consists of 7 different items.Īfter obtaining all items on the collection log as a drop, the player is rewarded with 10 collection log points and 3x Mystery Tickets (u). Spell Book -> Boss Teleports -> Alchemical Hydra (Boots of Stone/Brimstone Boots needed) When the Hydra is killed, it will not respawn.

alchemical hydra

These special attacks can be avoided, but they can be devastating if dealt with carelessly. It also has special attacks for each phase: poison pools when green and black, electricity when blue and fire when red. The damage reduction is reapplied, and so it should be lured over the next vent. When the Alchemical Hydra reaches 75%, 50% or 25% of its health (that is, at 825, 550, and 275 Hitpoints), it will lose one of its heads and change phase. when it is green, red will weaken it), otherwise the Hydra's damage is increased by up to 50%. However, the vent must be the correct one, corresponding to the combat triangle (e.g. At the start of each phase, it has a 75% damage reduction, which can be removed if it is lured over a vent on the floor which spews chemical liquid. It attacks with Ranged and Magic, alternating between them every three attacks for the first three phases. Alchemical Hydra has four phases throughout the fight, depending on its remaining health.















Alchemical hydra