The concept for this is the direct result of this tweet from the creator of the solid model, but please visit the creator’s patreon. Not being able to let this pass, I had to create a variant of the OSE hydra that was specific for this beautiful creation. So here is what I generated, with heavy influences from the Todd Lebeck BX Advanced Bestiary (I’m really enjoying the early PDF that he has made available of volume 1).
This many headed avian abomination can be a seasonally delicious triumph for some adventurers, and a humiliating defeat for others. It is unclear if it is the misbegotten offspring of an arcane mind bent on optimizing their desire for more drumsticks, or some divine jest that has existed well past the point of mortal humor. Either way, there is enough meat on this beast for a village feast.
AC 5 , HD 5 to 12 (8 hp per HD), Att 5 to 12 x bite (1d10), 2 x claw (1d4), THAC0 by HD (15 [+4] to 10 [+9]), MV 90’ (30’) / 120’ (40’) flying, SV By HD, ML 9, AL Neutral, XP By HD, NA 1 (1), TT B
⮞ Heads: 1d8+4 heads; 1 HD per head. Above 8 HD the bite damage increases to 2d6 and claw attacks are lost if fighting on the ground.
⮞ Flying: Capable of flying for short distances of up to ½ mile.
⮞ Disabling Heads: For every 8hp damage taken, one head is disabled (cannot attack).
⮞ Variants: Special turkey hydras sometimes found with the ability to generate clouds of gas, exploding eggs, or other fantastic surprises.
⮞ Wishbone: It is believed that the wishbone from a turkey hydra can magnify the ability of a luckstone, increasing the bonus of the luckstone to +2 (or to +10%, as applicable). It is also believed by some, that the destruction of a turkey hydra wishbone during a particular ritual can grant a wish.
There are many different variants that have been found to exist of the turkey hydra. Below is a list of some possible variants that can exist.
- Sleep Gas: The creature can generate a noxious cloud in a 30 ft. radius that a failed save versus breath weapon causes victims to fall into a deep slumber for 4d4 turns. This can be done no more than once every 1d4 rounds, and limited to a number of times per day equal to the creature’s HD.
- Paralytic Gas: The creature can generate a noxious cloud in a 30 ft. radius that a failed save versus breath weapon causes the victims to be paralyzed for 2d4 turns. This can be done no more than once every 1d4 rounds, and limited to a number of times per day equal to the creature’s HD.
- Exploding Projectile Eggs: The creature can launch eggs (range: 10 ft./ 30 ft./ 50 ft.) that explode doing 1d4 per HD damage to those within 10 ft. of the explosion. This can only be done three times per day.
- Spawning Projectile Eggs: The creature can launch eggs (range: 10 ft./ 30 ft./ 50 ft.) that break open on impact to reveal a miniature version of itself. This miniature version has ¼ the HD of the original, and its attacks do ½ the damage. This can only be done three times per day.
- Spell-Like Ability: The creature can have a spell-like ability that takes the form of a gas, a projectile egg, an eye beam, or some other form as determined by the referee.
- Regeneration: 3 rounds after being damaged, start regaining 3hp per round. Severed appendages are regrown or can be reattached. Fire and acid will prevent regeneration.
The party is sent to retrieve a beast fit for a royal feast. They proceed to hunt the elusive turkey hydra and eventually find a trail leading them to a young tom. They get the drop on the tom, which responds by excreting a potent sleep gas cloud, which disrupts the party’s attack long enough for it to fly off.
Undeterred, the party manages to eventually track the tom down again. Facing off against the party, the magic-user makes the mistake of making eye contact with the young tom. Feeling challenged by the spellcaster, the tom focuses all of his attacks on the unfortunate party member. Once the tom feels the challenger is appropriately dispatched, it generates another cloud of the sleeping gas, but this time proceeds to attack the few remaining party members until none are left to challenge it.
The Great Gobbler
In a remote village, there is the recurring legend of the Great Gobbler that is said to be a twelve headed turkey hydra monstrosity that has all of the powers listed in the variations above. This great beast is larger than any other turkey hydra, and many believe it may even be the first, or original one of its kind. Many adventurers have fallen to this fell and wily beast. With survivors providing disjointed, and contradictory accounts of its many powers. The only thing that is known for certain, is that it continues to stalk the hinterlands, at the edge of civilization, and remains an unobtainable prize for many aspiring adventurers.
Goose Hydra Variant
If the turkey hydra isn’t for you, there is always the goose hydra, as provided by the same artist. I do recommend decreasing the bite damage to 1d8 and removing the claw damage, but otherwise most everything could probably work for it.
I provide this here as OGL with the requirement of attribution. Game on!