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Younger False Hydras start with a single head, but once they have gained a zoetic food source, they bide their time, subtly influencing the minds of those close by and living off the less fortunate. False Hydras have long necks that can snake around the sub-surface tunnels they make. As they age, they grow new heads and their range extends, allowing them to reach long-distance in multiple directions.
In the same way, mermaids entrance their victims, the False Hydra sings a beautiful song that lets them control nearby victims. They can use this control to lure villagers to their doom. Left unchecked, the False Hydra wipes entire settlements from its inhabitants, leaving a slew of ghost towns behind. Every great adventure starts with a good setup, and this is even more important when running a False Hydra campaign.
The hook you use to grab the attention of the party will set the tone for adventure and should play to their strengths and weaknesses. A town in trouble may have sent a representative from the City Watch, hoping to find a team of specialists who can help solve a mystery. Alternatively, the party might find a bounty placed on a job board, for the head of a mythical beast or information on family members lost in a nearby village.
If DMing a regular group, try building up intrigue over several adventures by dropping subtle hints about something bigger looming on the horizon. Regardless of their entry point, your adventurers have a mystery to solve - Scooby-Doo style. The False Hydra scenario is essentially a murder mystery with an ensemble cast of monsters, villagers, witnesses, and more, all culminating with a last encounter with the False Hydra.
Adventures like this can feel contrived if not run carefully. The early stages of the campaign are story-driven, so allow players some leeway for failed rolls. You can always revisit ideas later on in the adventure. Let the players have fun.
There are plenty of opportunities for them to explore their characters and the environment in greater depth. Religious buildings and town libraries are great locations to include, as they give plenty of places for the players to search for clues. Books are an excellent information source. Census information, news scrolls, and notebooks are obvious choices, but including handwritten notes from previous adventurers gives greater depth.
This is perhaps the hardest part of the campaign. The False Hydra has several abilities that, if not carefully managed, could weigh against the players. Planning a strategy and sticking to it is key to success. Dividing the False Hydras actions and abilities in a repeatable sequence of turns will let you and the players manage combat, an example of which follows.
False hydra наркотики гашиш марихуанаDad DM Runs The Orphan Village, A False Hydra Story - Narrated D\u0026D Story
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His friends. Not at all. Until one by one they fell. The False Hydra has gained a lot of popularity over recent years, greatly aided by being featured on some YouTube channels, which makes it all the more confusing. The most popular statblock available for the False Hydra is on GMBinder , however, a version is also available on other sites and its prominence seems to come from this blog post.
So what is it? The False Hydra is a creature which dwells under the earth, growing from seemingly nothing at first but becoming larger and more powerful through the consumption of intelligent creatures. At first, it has only a single head, which it uses to sing a terrible song that grants the aberration its greatest power: being unnoticeable.
As the False Hydra drags people underground to devour, the song causes the remaining populace to simply forget they existed, explaining away empty homes, vacancies at places of work, and even the belongings of spouses people forgot they even married.
As the False Hydra consumes more people, it becomes larger and is able to sprout more heads, allowing it to reach further across communities to consume even more people, in a horrific cycle. Talk about a peeping Tom, huh? Afterall, most people can see as well as hear, and humanoids have brains with two hemispheres.
As the song overpowers the consciousness of the characters, the side of their brain that controls sight may try to raise the alarm, with disturbing consequences. The constant pressure of the song on a mind can lead to headaches, paranoia, and other symptoms of growing insanity if the truth is not discovered by the conscious characters.
If you enjoyed reading about this creepy monster and want to use it in a campaign , then read this article for tips on how to get started. Let us know your thoughts in the comments below. Good luck, adventurers, and keep those ear plugs to hand!
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The hydra has eaten the man, who is now known to the hydra. The song erases the memories from their soft heads. They will not notice his absence, nor remember him. And in this way, the hydra grows. The body fattens, swells, its necks stretch long And with it, its influence. People will notice that no one has lit the street lanterns these last few nights. Churches suddenly find themselves without a bell ringer.
By and large, these gaps close themselves up. The wife will forget about the clothes as soon as she stops looking at them. Or she will conveniently remember how her brother left them there the last time he visited. Or she will, on some level, recognize the wrongness implicit in the clothes, and throw them away one moonless night.
She will confabulate a narrative to explain and correct these disparities, powerfully and constantly. But part of her mind is cognizant of the disturbance. That part of her mind is distrusted, and sealed away. But that primordial cluster of neurons still fires. A syphilitic madman who has been locked in the attic by his family, but whose mutters can sometimes be heard during the lulls in the dinner party downstairs. This creates pressure.
In the early stages, this feels like paranoia, especially the sense that someone is watching you and the hydra is watching you, pressing its moony face up against the window and fogging up the glass. More severe symptoms develop. Reminiscing becomes a stressful and uneasy experience, and so is avoided. Distortions of memory. The confabulations pile up, identities become muddled. Human brains were not meant to bear this weight. Mundane insanities sprout like mushrooms.
Nervous disorders. Psychotic breaks. Proliferation As the false hydra matures, it grows more heads. The process accelerates exponentially. More blood on the cobblestones. More incongruities festering in heads like gangrenous limbs. The false hydra gets careless. With every meal, it becomes more powerful, more able to smother mankind. The heads stretch up higher. Their gracile necks sway above the rooftops.
Their heads have grown feral. The skull bulges with masses of bone. The lower jaw juts out, low-slung, like a dagger in a fist. Soon, it will finish devouring this city. When a false hydra is mature some texts localize this event to the day when it has grown seven heads it begins to sing a new song.
This song mentally enslaves everyone within hearing range. The false hydra orders its servants to exhume its body, now grown swollen and fat. And while they dig, it eats. And then the false hydra orders that it should be transported to a new city, where there is new flesh to be eaten. It will be borne there atop the backs of its slaves, grateful legs staggering under its cold tonnage. When it gets too large to carry they will lash it with chains and drag it behind them like a wailing, blubbery siege engine.
Which it is. Of course, this is unsustainable. Unless it raids other food stores, it will starve. It cannot farm or hunt sufficient food without spreading its servants across an unacceptably broad area. The uncommon adulthood of false hydras is marked by desperate aggression. An animal convulsing as it dies, crushing people and cities under its hungry bulk. It usually heads for the largest cities, seeking the largest food source.
Sometimes it succeeds long enough to grow larger and move on to the next city. A tour of death. The "traditional" tactic is to set fire to the granaries and evacuate the city. The false hydra will starve to death in a few weeks, while everyone visits their relatives in the countryside.
Many of them choose to mutilate their own ear canals, in order to deafen themselves. These tactics failed spectacularly in the summer of TFM, when there were multiple false hydras colluding with each other.
False hydra обезьяны употребляют наркотикиDungeons and Dragons Lore: False Hydra
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