Summon Hydra (4e Power)

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Summon Hydra Wizard Attack 9
You summon a fabulous serpent with many heads; it hisses, ready to attack multiple foes.
Daily Star.gif Arcane, Implement, Summoning
Minor Action Ranged 5
Effect: You summon a Large hydra in an unoccupied square within range.

Summoned Creature
Large natural beast (reptile, water)
HP your bloodied value; Healing Surges none, but you can lose a healing surge for the creature if an effect allows it to spend one.
Defenses your defenses, not including any temporary bonuses or penalties.
Speed 5, swim 8
All-Around Vision
Enemies can't gain combat advantage by flanking the hydra.
The hydra has a number of heads equal to 1 + your Strength modifier (minimum 2). For each head after the second, the hydra can re-roll a missed attack roll once per attack. For each 10 points of damage the hydra takes, it looses one head.
Basicmelee.png Standard Action ♦ At-Will
Attack: Melee 2 (one or two creatures); your level + 6 vs. AC
Hit: 1d10 + your Intelligence modifier damage.
Minor Action ♦ At-Will (1/round)
Effect: The hydra either walks, swims, shifts, runs, stands up, squeezes or crawls.
Opportunity Action ♦ At-Will
Trigger: An enemy ends its turn within 2 squares of the hydra
Effect: The hydra uses its standard action attack twice against the triggering enemy.

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