Aqua-Hydra

Aqua-Hydra

The Aqua-Hydra is something of an enigma. It is more than an animal, but less than human and certainly less than a dragon. It is an aquatic serpent with a long, slashing tail, four short legs with webbed feet, a pair of long arms with clawed, webbed fingers, and fish-like fins strategically located along its body. As the name suggests, the Aqua-Hydra has many heads – five to be exact. 
Each able to function and attack independent of the others. This sea serpent is considered by some to be a dragon. Indeed, it may be a very primitive cousin to true dragons, but it has a low intelligence, is driven by instinct, and has a temperament that can be summed up as brutish, mean and murderous. 
The Aqua-Hydra is very territorial, always spoiling for a fight, and enjoys killing. Although it is a hunter that feeds primarily on fish, mammals and other sea creatures, its favorite prey are humans and D-Bees. The Aqua-Hydra often hunts and attacks people for the sheer sport of it. Killing them for pleasure more often than for food. 
The aquatic beast delights in sinking and capsizing ships and drowning and/or capturing sailors who it toys with or tortures over a period of time. The horrid beast has been known to stalk and play cat and mouse games with lone sea vessels for hours, sometimes days, snatching victims from the deck, one or two at a time, before finally leaving them alone or deciding to sink the ship and plunge everyone into the drink. Vessels found at sea without crews are often assumed to have fallen victim to the likes of the Aqua-Hydra, Dragonfish or a Devilsaurus.
Humans and D-Bees are not its only targets. The creature does not hesitate to lash out at power armor troops, cyborgs, small groups of demons, a lone dragon or other sea monsters. Such is the surly and aggressive nature of this murderous creature. Moreover, it is ready to fight with little or no provocation. Look at the Aqua-Hydra the wrong way and it may attack.
While those unfamiliar with dragons may mistake the Aqua-Hydra as one, it is not a True Dragon. Rather it is a wicked and distant cousin of dragons at best, or perhaps something alien and reminiscent of dragons. This is evident by its shockingly low I.Q., aggressive nature and extremely limited range of innate magic abilities like those of a Mystic. And though the Aqua-Hydra can perform metamorphosis, it is limited to one aquatic form. While true dragons can metamorph into any animal, including people, this beast cannot.
Aqua-Hydras do gather and keep a treasure trove in their lair at the bottom of the sea or lake (typically worth 6D6x1,000 credits), have breath weapons, bio-regenerate, and speak a crude dialect of Dragonese, all of which seem to suggest a connection of some sort with dragons. Or does it mean these brutish beasts emulate dragons in an effort to fool people or because they admire them? Whatever the case may be, dragons regard them as beasts to be pitied and ignored.
Moreover, true dragons insist there is no common lineage between them and these sad plunderers of the deep.
Aqua-Hydras exhibit cunning and can be skillful and resourceful hunters when they put their heart into it. However, they are lazy in the extreme, happy to eat carrion and are always in search of easy prey. As scavengers, Aqua-Hydras consider eating just about anything that looks edible. One Coalition report tells of witnessing an Aqua-Hydra dig up and try to eat an anti-tank mine – blowing one of its heads to smithereens in the process. After a few minutes of shock, the monster’s other heads began eating the pieces of the exploded head. 
The animal is suited for life in water or on land, but it is most powerful in water. The Aqua-Hydra has both gills and lungs, so it can live underwater or on dry land indefinitely. It doesn’t matter the type of water either. Fresh or salt water, toxic/polluted water, deep or comparatively shallow water are all just fine. It does, however, become uncomfortable if forced to go long periods (more than a week) without immersing itself in water at all. For this reason, Aqua-Hydras prefer to live in or near swamps, lakes and other bodies of water. The more daring or foolish Aqua-Hydra establish their lairs in the sewer systems of the Chi-Town ‘Burbs and other cities, or even Chi-Town itself, to hunt and scavenge for food, coming out at night to pick off unsuspecting citizens.

Aqua-Hydra – Carnivorous Predator

Also Known As: Lake Hydra or Sea Hydra or just Sea Serpent.
Alignment: Anarchist (20%), Miscreant (50%) or Diabolic (30%).
  Attributes
I.Q. 1D4+4 (6) (low human intelligence, but driven by the instincts and cunning of a predator), M.E. 1D6+9 (13), M.A. 1D6 (4), P.S. 1D6+24 (28) (Supernatural), P.P. 1D6+15 (19), P.E. 1D6+18 (22) (Supernatural), P.B. 1D6+3 (7), Spd 1D6+32 (36), or 25 mph (40 km) running on dry land. Running at full speed can be maintained for 40 minutes before it needs to slow down or stop and rest. A trotting speed of 8-10 mph (12.8 to 16 km) can be maintained for up to six hours before. Walking speed is 4-5 mph (6.4 to 8 km).
Swimming speed is 50 mph (80 km or 43 knots) and the serpent is able to swim at full speed for up to 8-10 hours before needing to slow down or rest for awhile. At 30 mph (48 km or 26 knots) or slower, the serpent can swim indefinitely. Maximum depth tolerance is 2 miles (3.2 km).
  M.D.C. by Location:
  • *Heads (5) – 290 each
  • *Tail – 320
  • *Neck (5) – 250 each
  • *Legs (4, short) – 160 each
  • Main Body – 1D6x100+500 (900)
* A single asterisk indicates a small or difficult target to strike. The attacker must make a Called Shot to hit, but does so with a penalty of -3 to strike.
  Horror Factor: 15
Size: 15-20 feet (4.6 to 6.1 m) tall, 40-70 feet (12.2 to 21.3 m) long.
Weight: 6-10 tons.
Average Life Span: 900-1,200 years.
P.P.E.: 1D6x10+120 (160) base P.P.E., plus an additional 2D6 P.P.E. per level of experience.
Disposition: Brutal, cruel, vindictive and murderous, but also lazy and slothful. The Aqua-Hydra is a murderous fiend driven by emotion and instinct. It enjoys the suffering of others and may engage in cruel cat and mouse games, torture and bullying. Territorial and possessive of anything they perceive to belong to them, including stolen goods.
Average Level of Experience: 1D4+2. Since Aqua-Hydras lack ambition, adults and even ancient serpents are not usually very high level.
Equivalent Skill Abilities: Climbing 55%/10%, Camouflage 35% (+20% underwater), Land Navigation 45%, Prowl 40% (+10% underwater), Swimming 98% (swims like an eel), and Tailing 45%. All skills improve at a rate of +5% per additional level of experience starting at 4th level of experience.
Natural Abilities: Natural swimmers who breathe both air and water, and can live underwater or on dry land indefinitely. Those serpents that prefer dry land still live near a swamp or other body of water, and their lair and treasure are almost always kept underwater, where most humanoids are ill-equipped to easily gain access.
The serpent is resistant to M.D. cold, heat and fire (half damage), impervious to poisons, disease and radiation, has nightvision 300 feet (91.4 m), can see in murky waters 300 feet (91.4 m), has excellent normal vision, sees the invisible, magically understands all languages 80%, and is able to eat almost anything, from the remains of the dead to bones, rubber and toxic waste.
Bio-Regeneration (special): This strange serpent regenerates 1D6 M.D. per melee round, but only when submerged in water. Regeneration is not possible on dry land! Entire severed limbs (tail, fins, legs, feet, eyes, etc.) regenerate within 2D4 hours.
Only the entire head cannot be regrown. If destroyed, that particular head is gone forever (and so are its two attacks).
Chemoreceptors (special): Similar to a shark, the sea monster has chemical sensitive receptors in the mouth that enables the Aqua-Hydra to detect minute changes in the salinity and chemical components of the water. Identify chemicals by taste: 65%. Track by Taste Alone: 55% (+20% to follow blood trail), Range: 2 mile (3.2 km) radius.
Chameleon Color Change (special): Can instantly change color at will; primarily blotchy browns, tans, grays, white and reds. +20% to Prowl when trying to hide or wait in ambush. 
Metamorphosis (special): Can transform into a giant (20 foot/6.1 m long) eel with a single head. Duration: One hour per level of experience. It can also reduce its true size as a Hydra or eel by half for two hours per level of experience. This is the full range of its metamorphosis abilities.
Water Affinity (special): Knows the time of day and location scanning the heavens and feeling the tides, 60% +3% per level of experience. It is also able to sense the direction and speed of water currents and tides, changes in the currents and tides, and dramatic underwater disturbances within 10 miles (16 km) at a skill proficiency of 60% +3% per level.
Also see Mega-Damage, below, for special Breath Weapons of the five heads, as well as Magic for spell casting abilities.
  Attacks per Melee: Ten! Two per each head. When it loses a head, it loses its attacks and the head does not regenerate.
Mega-Damage: Fights tooth and claw, and via breath weapons or magic.
  • Bite, Restrained – 1D4 M.D.
  • Bite, Full Strength – 4D6 M.D.
  • Bite, Power Bite – 1D4x10 M.D., but counts as two melee attacks.
  • Head Butt, Restrained – 2D6 M.D.
  • Head Butt, Full Strength – 4D6 M.D.
  • Body Block – 3D6 M.D.
  • Swimming or Running Body Block/Ram – 6D6 M.D., but counts as two melee attacks. Has an 80% chance of knocking down an opponent under 15 feet (4.6 m) tall or weighing less than three tons; 30% chance against larger foes up to 30 feet (9.1 m) tall. Victims of knockdown lose initiative and two melee attacks.
  • Tail Strike, Restrained – 2D6 M.D.
  • Tail Strike, Full Strength – 5D6 M.D. with a 75% chance of knocking down an opponent under 15 feet (4.6 m) tall or weighing under two tons. Victims of knockdown lose initiative and two melee attacks.
  • Stomp – 2D6 M.D.
Breath Attacks (special): All Aqua-Hydras are immune to the effects of their own or a fellow Hydra’s breath attacks. 
Saving Throw: 16 or higher to save vs non-lethal toxin. 
Note: Underwater, the vapors create an opaque cloud that covers a 20 foot (6 m) diameter, but range is reduced by half.
1. Acid Spray: Typically one head spits acid.
  • Range: 50 feet (15.2 m) distance, and six foot (1.8 m) wide spray.
  • Damage from Acid: 1D4x10 M.D. per spray attack.
  • Duration: The acid droplets continue to eat at the target, inflicting 1D6 M.D. per melee round for 1D4 melee rounds after the initial attack and damage.
  • Saving Throw: 14 or higher. A successful save means half damage.
2. Breathe Fire: Typically one or two heads can breathe fire.
  • Range: 120 feet (36.6 m), six feet (1.8 m) wide; 20 feet (6.1 m) underwater and does half damage.
  • Damage: 1D6 M.D. per level of experience.
  • Duration: Instant. Each fire blast counts as one attack.
  • Saving Throw: Dodge.
3. Toxic Vapors. One or two heads can breathe forth a highly irritating chemical similar to tear gas. It reacts with the eyes, nose, throat and skin of everyone who is sprayed. The vapor causes eyes to sting and water, impairing vision. It also burns the throat and nasal passages, making breathing difficult. Characters dressed in environmental body armor or wearing gas masks are immune to this attack.
  • Range: 100 feet (30.5 m). Six foot (1.8 m) wide spray.
  • Damage/Effects of Toxic Spray: Mild corrosive inflicts 2D6 S.D.C. damage per melee round. Victims are temporarily blind and -10 on initiative, -10 to strike, parry, dodge, disarm, -2 attacks/actions per melee round and reduce speed by 25%.
  • Duration of Penalties: 1D6+1 melee rounds in air 1D6+3 rounds underwater.
  • Saving Throw: 16 or higher vs Non-Lethal for half effect or immune with evironmental body armor or Gas mask.
  Bonuses (in addition to possible attribute bonuses): In ALL cases, reduce by half on dry land (round down). 
+4 on Perception Rolls to recognize easy prey and valuables, +3 on initiative underwater, +4 to strike underwater, +4 to dodge underwater, +2 to roll with impact on land or underwater, +1 on all saving throws, and +4 to save vs Horror Factor. Remember, impervious to poisons, disease and radiation, and resistant to M.D. cold, fire and heat (they inflict half damage).
Vulnerabilities: Reduce bonuses by half on dry land or the deck of a ship. Cannot regenerate unless submerged in water (salt or fresh) giving it a huge disadvantage on dry land. Its foul temper and vile nature also tend to work against the serpent. Weapons made from the branch of a Millennium Tree inflicts double damage.
Magic: Has a limited number of Ocean Magic spells, including
Change Current (15), Grow Tentacles (30), Sense Direction Underwater (4), Sonar Hearing (10), Speak Underwater (10), Water Envelope (10), and Water Pulse (2). See Rifts Underseas or Rifts Book of Magic for spell descriptions.
Plus these spell invocations: 
Call Lightning (15), Float in Air (5), Repel Animals (7), Sense Magic (4), Spoil (30, in this case, water only), Tongues (12), and Water to Wine (40)
Base P.P.E.: 1D6x10+120 P.P.E. (160), plus an additional 2D6 P.P.E. points per each level of experience.
Psionics: None.
Habitat: The Aqua-Hydra seems to prefer cool, freshwater lakes, large rivers and marshlands and infest the Great Lakes, particularly Superior, Michigan and Huron, as well as the Hudson River, Ohio River, Mississippi River, Lake Nipigon, Lake Winnipegosis, Lake Winnipeg, Lake Manitoba, and the Saint Lawrence Seaway. They are also found, to a lesser degree, in the Gulf of Saint Lawrence, Chesapeake Bay, and Albemarle Sound. A few have even been reported in the icy waters of the Hudson Bay, James Bay, and along the Atlantic coast/eastern seaboard from Labrador to the coast of Georgia. They are rarely seen in warm waters like the Pacific Ocean, Caribbean, or Gulf of Mexico, nor extremely cold waters. However, 3,000-4,000 are estimated to inhabit Lake Superior alone! 
  Enemies: The only instinctive enemies of the Aqua-Hydra on Earth are the Horn Whale, Demon Fish, Devil Kraken and similar large, predatory sea serpents. Of course, the monster frequently clashes with people, particularly the CS Navy who feel it is their unofficial duty to exterminate them. As well as with true dragons of whom they are jealous. Hatchlings are favored targets – adults are too powerful and deadly. Other enemies include Water Serpents, Dragonfish, and Crab Warriors.
Allies: They sometimes associate with other powerful, evil beings, including Horune Pirates, Minions of Splugorth, and especially demons, pirates and evil sorcerers operating in and around the Great Lakes. As long as the serpent has plenty of opportunities to hunt, kill, and torture, it is a happy and willing “partner.”
Value: None, alive. They are too mean, stupid and willful to be enslaved without becoming a serious problem. Necromancers might pay anywhere from 1D6x10 to 1D6x1000 credits for various pieces of an Aqua-Hydra’s body. Teeth and claws get the least amount, while a whole skull is worth the most. It is interesting to note that the serpent’s blood is often used in the process to create or help maintain the infamous Dragon Juicers, though harvesting their blood is a dangerous prospect as it must be fresh from a captive beast or from a recent kill.