Pyrohydra, Aquatic Hydra and The Common Hydra
Pyrohydra, Aquatic Hydra and The Common Hydra
Pyrohydra, Aquatic Hydra and The Common Hydra
a better
vand higher evolved species arrived. The dragon essences left the bodies and let the species evolve on its own.
The First was the winged Nightgleet around 230.000.000 years ago and the Feywing followed soon thereafter (225.000.000
years ago) as being the first of the multi-headed dragon kin. Soon more multi-headed arrived (29.000.000 years ago) like two
stems of Hydrae, which later (20.000.000 years ago) merged and split anew (10.000.000 years ago) in the Cryohydra,
Pyrohydra, Aquatic Hydra and the common Hydra.
After the birth of the Hydrae, the Wyvern arrived around 26.000.000 years ago, soon followed by the Thunderhead around
25.000.000 years ago. The Wyvern was mixed of Feathered and non-feathered background and until today, the creature can be
found with either partially feathered wings or bare skin wings (like those of a bat). It did rarely have feathers elsewhere.
The fire Dragonet could not fly but arrived around 21.000.000 years ago.
The Gray Dragon arrived around 10.000.000 years ago, but was still low in number and not widespread, accounting for the
later evolvings of less developed dragonkin.
The Xytar was the first dragonkin that had 6 limbs, but it did not have any wings. It arrived around 10.000.000 years ago.
The Flapsail from 7.500.000 years ago was clearly an improvement on the theme and resembled more the dragons we know
today.
The first Treu Dragon was the red Hawk Dragon, a fully feathered creature, unlike the other species, came into existence
around 6.000.000 years ago.
The Red, Blue, Black, Green, Sea and White Dragon races evolved almost simultaneously due to adaptation to
environmental differences, between 5.000.000 and 4.500.000 years ago.
At about the same time the Three-headed Feywing evolved (due to enclosure and adaptation to a different environment) into the
Gorynch.
The last Dragonkin born from the root of the gray dragons was the Whitefang, which came into existence almost
simultanuously with the other treu dragons.
When Ordana created the Eldar near 1.500.000 BC, the Hydra had their own genetic jump, they spawned the Lernean Hydra.
Around 1.900.000 BC the Eldar merged with the Dragons and spawned the Drakes. Within a century or so, the Eldar
succeeded to merge and become true Dragons; Gold, Silver, Bronze and Copper.
This origin of the Gold Dragons from the mating of former Eldars and Ancestral Dragons could also be used to explain the origin
of some metallic Dragon species introduced by AD&D® supplements for the Mystara campaign setting, like Bronze and Silver
Dragons mentioned in Glantri: Kingdom of Magic boxed set, or the Copper Dragon featured in Poor Wizard’s Almanac & Book
of Facts III. These other metallic breeds apart from Gold should however be extremely rare on Mystara. (other than these four
metallic dragons don’t exist on Mystara.).
One group of Drakes travelled into the Elemental Planes and slowly adapted and became the Elemental Drakes in about
1.770.000 BC, but the true and fully adaptation succeeeded almost simultaneously for all four species between 4000 BC and
3500 BC.
About 40.000 years BC their natural incline forced several drakes to live anew in the woods and with the use of magic they
rapidly adapted to its new environment and became Woodrakes.
Some unknown sorcerers fused Black Dragons, Goats and Lions, but the experiment failed. The new creatures rapidly spread
around the world as Chimerae just after 4000 BC.
Around 3500 BC some dragons searched a new way to become all powerful and even immortal, and became Gemstone
Dragons.
Around 3100 BC the Gemstone dragons which moved to Veydra after being banished by the Great One and became further
infused with the gemstone magic.
Somewhere after 3000 BC, but far before 500 BC the Night dragon was created by immortals of Entropy.
About 500 BC the Frelon was created by the Dragons as a way to attack the Araneans.
Just after 200 BC some Red Dragons discovered the magic of Cinnabryl and rapidly (magically) adapted and became the
Crimson Dragon.
Dragon-Kins
Dragon-Kins, instead, are beings related (by ancestry or descendance or magical mingling) to true Dragons. They’re not
Dragons at all, but they have in their veins some draconic blood. Dragon-Kins can be the most different species, each with its
evolutionary process. Dragon-Kins don’t share any of the characteristics of Dragonkind, don’t partecipate in the draconic
metempsychosis, cannot perform the Cerimony of sublimation and generally take no part in the cosmic cycles of Dragons.
Hydra (Hydrae draconis species)
The hydra is evolved from the draconic ancestors and diverged long ago. The hydra lacks the wings of the dragon and is
significant smaller than all known dragon subspecies (pocket dragon not counting). Beyond an obvious reptilian ancestry, the
greatest link between dragons and hydras are the breath weapons employed by pyrohydras and cryohydras.
Contrary to popular belief, a hydra’s heads are not lined up in a row at the front of the creature’s body. Rather, they are
staggered, as shown in the picture. The Lernaean hydra is an exception to this; while its original number of heads determines its
beginning configuration, any additional heads grown (as a result of having a head severe without subsequent burning of the
neck stump) sprout from the remaining neck. Thus, some necks might sport more than one head, or they might split into a “Y”
halfway up their lengths.
Though it has as many sets of nostrils as it has heads, a hydra has but a single set of lungs. As long as at least one head
remains clear of breathing hazards at all times, it can ignore the effects of poisonous gases, that must be inhaled to take effect.
This ability also allows swamp dwelling hydras to walk along the bottom of a lake or similr body of water if they keep at least one
set of nostrils above the water line. This also counts for burrying hydras.
It has one Hit Die for each head, with 1d8 hp/HD for the body, and each head has its own individual 8 hit points.These hitpoints
don’t add to those of the body. If the body is brought to 0 hp , the creature is immobilized if it is brought to -10 hp or all its head
are slain it dies. Its saving throws are as a fighter level equal to the number of heads.
Combat:
A hydra can bring up to four heads into action against a single foe, biting once with each of them.
The hydra will attack with all of its heads every round. For every 8 points of damage a hydra takes, one head is disabled (it will
heal naturally as anynnormal wound. For example, if a 7- headed hydra took 18 points of damage, it would only attack with 5
heads in the next round. The necks are fully healed after 18 days at 1 hp per day. Damage brought to the neck is not counred
towards that of the body. Hydrae always have 8 points on each of their Necks and all heads must be severed before the hydra
dies, or the body must be fully damaged to -10 hp.
Hydrae attack according to the number of heads they have. Therefore, a 10-headed hydra continues to attack as a 10 HD
monster even after several heads have been slain.
A hydra has as many Hit Dice as it has heads and attacks once wirth each head each round (pyrohydras and cryohydra can use
their breath weapons instead of biting). The hydra’s backward-jutting horns are not used in combat. A hydra can bring up to four
biting heads the same round to bear against a single man-sized opponent.
A hydra’s bite damage is determined by the number of heads it has. Hydras with 5 or 6 heads bite for 1d6 points of damage,
those with 7 to 10 heads bite for 1d8 points of damage, and hydras with 11 or 12 inflict 1d10 points of damage. This number is
fixed at birth and does not change. Even if the hydra loses or gains one or more of its heads, those remaining still bite for
regular damage.
A hydra can be killed by either slaying its body or severing all of its heads. To slay its body, a hydra’s hit point total must be
reduced to -10.
To sever a head, an opponent must use a slashing weapon and must inflict a minimum damage (adjusted by AV) equal to the
hydra’s original number of heads in a single blow. Thus, it takes 8 points of sustained damage in a single blow to sever one of
an eight-headed hydra’s heads. Excess damage inflicted on an individual head is not carried over to other heads. When all ofd a
hydra’s heads have been slain, the creatuee dies immediately. Some spells that involve slashing weapons, like Blade Barrier,
can also be used to sever a hydra’s heads.
Despite the numerous heads, the hydra has but a single brain, located at the base of the neck. Thus, spells such as charm
monster, hold monster and slow affect the hydra as a whole. Similarly, instant-death spells (such as disintegrate or slay living)
kill a hydra if it fails its saving throw.
Lernaean hydras, which regenerate two heads for every head severed, pose a more difficult problem. Flame or acid must be
applied to the wound immediately after severing a head to prevent such regeneration (at least 5 points of fire or acid damage);
otherwise, two heads form in 1d4 rounds. A lernaean hydra’s body is immune to all physical attacks so the would-be slayer must
sever and cauterize each of its heads in turn or employ instant death magic.
If a lernaean hydra has recently suffered such abuse, it can often be identified as such by its appearance. A neck severed near
the base of the hydra’s body grows two new full heads and necks and appears the same as a common hydra. However, a neck
severed near the jwline only grows two heads, each attached to the same neck. In any case, a lernaean hydra has an “upper
limit” of twice as many headfs as it initially started with; after reaching that limit, a severed head grows back, but only singly.
Ëxtra” heads shrivel up and fall off the hydra’s body within a day after growth. Thus 24 hours after combat, a Lernaean hydra
(including Lernaean pyrohydras and Lernaean cryohydras) will only have as many heads as it originally started out with, or
fewer if any of its stumps were cauterized in time.
Hydrae tactics;
Common Hydrae and Cryohydrae burrow in loose underground waiting for prey to pass by. Then suddenly emerge and attack
(mostly still covered with its body as protection) the intended prey from multiple sides.
Flying and swimming hysrae prefer to swoop by and attack with its bites, regularly dropping prey to fall down or attract other
prey animaks (aquatics love shark meat).
A hydra has a low center of gravity. Its four short legs are spaced widely apart, a resukt of the hydra’s wide body. Because of
the hydra’s build, it seldom uses its claws against enemies, preferring to attack only with its heads. On the rare occasion that a
hydra attacks with its claws (usually only against a prone enemy or as an act of desperation when most of its heads are slain), it
inflicts 1d8 points of damage with one set of front claws.
Most hydras sport but a single tail, but it isn’t unusual for a hyydra to have two or even three tails. The tails are not used in
combat, and even lernaean hydras do not grow back severed tails.
Each of a cryohydra’s heads can breathe a cone of fire 10 feet diameter at its end that is 20 feet long every 1d4 rounds (each
round that a hydra can employ its breath weapon, it does so with as many heads as it desires). Each cone of cold inflicts twice
as many points of fire damage as the creature has original number of heads. A succesful saving throw for each of these breath
weapons reduces that breath weapon’s damage in half.
As arctic creatures, cryohydras are immune to cold-based attacks. Although reptilian, these creatures are warm-blooded like
dinosaurs and mammals they also have an insulating layer of fat below their thick, overlapping scales, and their scales
magically deflect cold away from the creature. Touching a cryohydra’s scales is like touching a sheet of ice.
Each of a pyrohydra’s heads can breathe a cone of fire 10 feet diameter at its end that is 20 feet long every 1d4 rounds (each
round that a hydra can employ its breath weapon, it does so with as many heads as it desires). Each cone of flame inflicts twice
as many points of fire damage as the creature has original number of heads. A succesful saving throw for each of these breath
weapons reduces that breath weapon’s damage in half. Note that the activation of a breath weapon involves the same muscles
used in breathing. Thus, even a magically held creature can use its breath weapon as long as its mouth (or mouths) is open.
Cryohydras usually live up in the arctic regions or rarely high up in the mountains, and since they are the only kind of hydra
living in those regions, if you meet up with one there you should already have a pretty good idead of what you’re up against.
All hydra species have an infravision to a range of 60 feet.
Spellcasters would do well to put some thought into a hydra’s neck configuaration when using certain spells against it. Spells
centered on a single point might not affect all of a hydra’s heads. For example, if darkness or light is cast upon a centralhead, it
should keep all of the heads ïn the dark”. However, if it is targeted upon an öuter” head, it’s possible for the hydra to stretch its
heads out far enough for one or two heads on the other side of its body to emerge from the sphere of darkness. Pyrohydras and
cryohydras can target their breath weapons from any head as long as at least one head (not necessarily the one using the
breath weapon) can spot the victim.
Similarly, care must be taken when attempting to magically blind a hydra. Blindness, being an alteration spell, affects all of a
hydra’s heads if the creature fails its saving throw. If at least one head is available to guide the blinded heads, the creature
bites and uses its breath weapon, as appropriate with no penalty to hit.
The bones of each of a hydra’s necks connect to a spinal column in the torso via a ball-and-socket joint. One a head is slain,
autonomuc muscles release the neck bones from the socket, making it easier for the beast to rip of any damaged heads, thus
preventing infections or gangreen spreading (only a wound will remain which closes as with normal healing). As soon as a non-
lernaean hydra head is severed, the blood vessels close off the entire neck from the rest of the body, thus stopping any
bleeding. The lost neck might even distract the predator enabling the hydra to escape. (like a lizard losing its tail). Otherwise
these discarded neckstumps or heads are often subsequentely eaten by the hydra, so everything gets recycled.
Habitat/Society:
A Hydra prefers to lair in dismal, out-of-the-places far from civikization. Marshes, swamps, remote mountains, and deep caverns
are favored locales for a hydra den.
Hydrae are solitary creatures who prefer dismal surroundings. They gather only to mate. After mating the adults go their own
way. After a month the mother searched for a warm location to lay its eggs (mostly a sun bathed location, like a sandy shore or
grassy field). After abother week the eggs hatch and 75% of the eggs produce a young with a random amount of necks
(Common, Mixed offspring, Lernaean, Aquatic 4+1d6, Pyrohydra 1d2+6, Cryohydra 4+1d4, and Flying 4+1d6 (rolled 6=5))and 1
hp per neck.
The weak young grows rapidly, the heads gain a hp each every full month until they reach adulthood in about 8 months. The
hitpoints of the body are 1 the 1 st month, 1d2 the 2nd, 1d3 the third, 1d4 the 5 th, 1d6 the 7th, 1d8 the 9th and beyond. (of course hp
are never lower than the month before for the same creature.).
Sometimes
hydras of
different
types live
together as a
mated pair.
All hydras,
regardless of
species, are
about the
same size;
thirty feet
long or so.
They can
interbreed at will, although cryohydras usually don’t intermingle with the other species, because of their different habitats. Note
that when a Lernaean hydra mates with either a cryohydra or a pyro hydra, the offspring have the characteristics of both
parents; when a pyrohydra and a cryohydra mate, their “hot” and “cold” aspects cancel each other out, resulting in common
hydra offspring.
The main types of hydra are the given here. Interbreeding between the species accounts for the lernean pyrohydra and the
lernean cryohydra, but these aren’t stable creatures. Seen on genetic base these creatures are as infertile as a Mule.
Female hydras lay small clutches of 1d4 eggs. In instances of mixed parentage, hydra crossbreeds usually take aspects of both
parents, as shown in the chart here.
The mother leaves the eggs and yound after a single month after hatching. Hydrae live for about 20 years at most under perfect
circumstances, mostly they barely succeed to reach the age of 14.
The hydra’s snakelike hisseslike steam kettles are its only vocalizations; it can’t roar like dragons or other large reptiles. A
hydra’s tongues more closely resemble those of lizards than those of snakes.
Ecology:
Despite the hydra’s size and multiple attacks, they are often preyed upon by Dragons. They are impossible to train.
Dragons find hydras delicious. To take advantage of this, wizards and alchemists have devised a potion of dragon attraction
made primarily of hydra blood and crushed scales, as well as certain glands from the hydra’s body (those involved in the
production of subtle pheromones). A single hydra can produce up to five such potions; when piured on the ground, a potion of
dragon attraction brings any dragon within a mile in search of the tantalizing meal. The effects of the potion wear off in 20
minutes as the liquid evaporates and merges with the ground.
If the potion is foolishly consumed, however, the helpless imbiber becomes the target of all dragon gourmands within a two-mile
radius for a full hour. During this time, all dragons are convinced of the imbiber’s tastiness and concentrate the majority of their
attaks upon the delicious morsel before them
Potions of Dragon attraction carry a market value of 150 gp.
Obviously, swords of sharpess are preferred weapons when going up against a hydra, due to their head-severing abilities. A
flame sword has obvious uses against a lernaean hydra, as it cauterizes the wound on any head it severs, thus preventing the
growth of new heads; it also inflicts additional damage to cryohydras. Likewise, a sword of cold is a favored sword against
pyrohydras.
Pyrohydra blood and scales are used in the production of fireball wands, and rings of fire resistance can be carved from their
bones and teeth.
Likewise a ring of warmth or an item of cold resistance can be created from a cryohydra’s bones or teeth, and its blood and
scales can be used to make wands of cold. Cured cryohydra skin can be used to create boots of the north, but you’ll end up with
garish purple boots.
The blood of lernaean hydras can be used in items of wound closure or rings of regeneration can be carved from its bones and
teeth.
Hydra blood is often introduced to the metal of a magical sword as it is being crafted; pyrohydra blood to give it the ability of
flames, lernaean blood for weapons against regenerating creatures, and cryohydrablood for weapons with cold effects. Of
course, any hydra blood will do to create a weapon specialized against reptiles.
Hydra body parts can also be used as alternate spell components for several spells as well. The eyes of any hydra’s head can
be used for the infravision spell, but it takes both eyes of a single head, and they are consumed during spellcasting. The finely-
ground scales from a hydra’s backcan be substitute for the granite and diamond dust used in stoneskin spells without any
lessening of the spell’s efficiency. Finally, because of the fast growing properties of lernaean hydra head regeneration, flecks of
dried blood from that creature can be used as an alternate material component for the haste spell.
Hydra’s yellowed teeth might be enchanted, so that when planted in the ground and the commnd word spoken they rise up as
skeletons (standard) under control of the speaker of the command word.(see dragon teeth for other ideas like warriors.
Mythology
The hydra of greek mythology was a nine headed lernaean hydra with poisonous breath and venomous blood whose middle
head was immortal. Heracles slew the beast by searing of each head with fire as he decapitated it and burrying the middle head
under a rock. It is assumed that this arcetypal hydra still lurks somewhere on the Outer Plane of Olympus.
Real world fact; there are some explorers and scientists trying to discover the location of this so-called immortal hydra head, as
the original story brought location details with a (though very slim) chance to locate it.
Would Legend become reality and thus prove the original tale to be at least partial truth, or would they find totally nothing?
Evolution
These creatures were one of the first creatures evolved when the dragon spirits merged with ancient dinosaurs. When the
dragon spirits evolved into bewtter bodies, they left the Hydrae to their own evolution. This chaotic race soon developed
different subraces, but kept intermingling. It can clearly be seen that the races are stabilizing, as more inter-racial breeding
produces no offspring or produces a stabler race instead.
Zargosian Hydra (Hydrae draconis Karakosian)
Zargosian Hydrae (the best known example is Karakoswho was
the first) are nine headed hydrae that has undergone changes
through experiments by Zargosian sorcerers. They have the
dragon-like body common to common hydras from which the
were created. However, it also has huge bat-like wings. It can
fly, and can make special swoop attacks with up to three of its
heads at a time.
Anyone bitten by a Zargosian Hydra must make a saving throw vs. poison. A succesful save means the attack its special effect
has no effect. Failure means the character has been poisoned, and begins to lose Strength points at the rate odf 1 per round
after a single round. Note that characters will lose any strength bonusses, and acquire strength penalties as their abilitie score
drops.
A character whose strength drops tom0, dies immediately. If the poison is neutralized (by spell, potion or whatever) before the
victim dies, the character will regain its lost strength points at the rate of 1 per Turn.
In all further respect the Zargosian hydra is equal to a normal hydra or winged Hydra. Due to their magical breeding background
they are only able to breed with either winged or common hydrae, and either offspring will become Zargosian Hydrae.
Feywing (Hydrae draconis Tri-caputis)
Feywings are weird-looking reptilian creatures that have been
hunted almost to extinction by the hin of the Five shires,
farmers and acquisitive sorcerers.(some were already placed in
the Hollow world near the Merry Pirates area). A feywing is
scaled, dark-red to blue-b;ack in color, and has a bulbous
elastic body which is little more than a stomach. It sports weak
soft claws and a feeble prehensile tail with which it can stand
upright, and has three long necks ending in snout-horned,
many-toothed heads.
Its teeth and horns are razor sharp and its necks are terrifically strong feywings are often mistaken for dragons from afar due to
their size, bulk, and great, arching, bat-like wings. They are viscious predators, but unlike dragons have only physical means of
attack.
Combat
Feywings like to swoop down, impale cattle on their horns, and fly off, although they will take hin (halflings) or smaller prey if
there is no livestock to be had.
Their necks and wings are incredibly strong so they can, with relative ease, fly awayTheir eyes are hooded with horny
membranes that deflect arrows and daggers 40% of the time, and they have no fear of combat, trusting to their scaly hide and
lack of clearly vulnerable spots to protect them until they can slay or devour foes.
Habitat/Society
They are intelligent enough to gather treasure as a lure and for bargaining if enemies prove too striong. They lair in ruins and
dungeons as well as natural caverns and high, isolated valleys.
These creatures habe normal senses.
These creatures were one of the first creatures evolved when the dragon spirits merged with ancient dinosaurs. When the
dragon evolved further these spirits left and the Feywing leaving to its own evolution.
Ecology
Feywings are eagerly soufht after by certain wizards for experimentation and for use as guardian creatures, once they have
been enchanted and trained.
Gorynych (Hydrae draconist Ti-terriblis)
While it has all the hallmarks of Dragonkind, the gorynych is
unlikely to ever be mistaken for a true Dragon if seen in good
light; it is more likely to be seen as a Dragon gone to extremes
of evolution and diversification. The gorynych has a long and
supple body covered with tiny bluegreen scales, and giant
Dragonlike wings with scales so fine they almost make a
feathered pattern on the leathery surfaces. Two other features
differentiate them from true Dragons: They have three wolfish
heads, each on its own serpentine neck, and a multitude of
tails, starting as three thick ones at the base of the spine but
eventually dividing out to as many as 12 whip-thin tails.
Combat:
Although gorynyches have no breath weapon, they are fearsome fighters nonetheless. Whether in flight or on the ground, their
attack methods are the same.
Tail Attacks
Each first whips its flexible tails about in an attempt to entangle its opponents, each tail striking as a separate attack. Then it
uses normal clawing and biting attacks on the entrapped foes. The tail strikes do no damage in themselves, but for every tail
that holds a man-size victim (smaller creatures are usually ignored, as they would be so engulfed by even a single tail that the
gorynych could not bite them without fear of biting itself), the gorynych gets a cumulative +1 to hit on all attacks made against
that victim.
Thus, if it wraps two tails around a fighter in the first round of combat, the gorynych can claw and bite at +2 to hit that round,
and.if the fighter does not manage to eliminate or escape the two tails holding him. It can wrap more tails around him at +2 to hit
in the next round. Each tail takes 2d12 hp damage before being severed, with none of these hit points being counted in the
monster’s hit-point total; even if rendered tail-less, there is a good chance that a gorynych will continue to fight if victory appears
close. When first caught in one of these tail coils, the victim has a 10% chance of being held in such an awkward position that
he won’t be able to attack the gorynych (and this increases to 25% on the rare occasions when a smaller than-man-size
creature is attacked).
Wishboning
Another attack form unique to the gorynych is called “wishboning” by those who witness it from a distance. If the beast scores
hits on a single opponent with at least two of its heads in a round, it will try to rip the victim in half between them, scoring an
automatic 2d12 hp damage on that round. It does not do this automatically in every round after this first, as it must release its
bites each round to get a new grip (and make a new series of attack rolls), but this doesn’t present much difficulty if the victim is
still held by its tails.
Unlike some monsters with multiple heads, the gorynych cannot be defeated by setting up arguments between the different
brains of its body. It has only one personality divided between its three brains, and each of these brains is fully capable of
handling the operations of the entire body on its own. Thus, cutting off two of the heads will not disable its thinking or the control
of its movements in any way. Because of this single mind in multiple heads, it cannot ‘take turns resting heads, leaving one alert
at all times; when it sleeps, all heads sleep. But with six Dragon-sharp ears to hear with, the gorynych is difficult to surprise,
even when asleep, it can be surprised only on a 1-2 on 1d6. In addition, while it has more than one head, it cannot be attacked
from behind, as it peers in all directions, even when the only apparent threats are to the front.
Habitat/Society:
The gorynych is a mountain-dwelling creature, preferring windy and desolate regions to the more thickly populated tracts of true
Dragons. They live in deep caverns within the rocks; the long, winding tunnels to their lairs are full of evidence of their
presence’scales scrapped off on the rocks, claw marks on all surfaces, the occasional coin or gem dropped from their mouths
when stocking their hoards, and the rare bone that misses the periodic cleaning of the refuse in their homes.
Interactions
While they avoid areas where human incursions are frequent, they are intelligent enough to take note of any roadways, caravan
paths and isolated settlements within a few hours flight of their caves so that they have little trouble finding food and treasure.
Reproduction
They reproduce by laying 2d4 eggs, but the young are forced out into the world as quickly as possible after hatching. The young
(1/2 in all statistics) grow rapidly, attaining full growth in nine years and living for about 400 years total.
Languages
The gorynych is not versed in speech and has no language of its own (though it can mimick words, it does not understand their
meaning, whatever language is used). If there is a race that is dominant in the regions around its lair, it will have a slight
understanding of this race’s tongue, no matter what it is, but that is the extent of the beast’s linguistic knowledge. If its lair is in
an empty tract of land, it will have no language at all, as there would be no creatures to converse with and it doesn’t talk to
itself.
Ecology:
Gorynyches are usually the most powerful carnivores in their local food chain. They rarely interact with any other species,
intelligent or not. However, they are often attacked by other highly competitive and magically powerful monsters such as
Dragons and beholders.