The Weeping Maw
3.5-Hour Oneshot · 6 Players · Level 8 · Wilderness Crawl → Boss Fight
📜 Session Summary
| Aldric Vane Village elder hires the party to stop disappearances along the forest road |
| Hook A massive Marsh Hydra has claimed a cave entrance deep in the wild as its lair |
| Hook Aldric hands the party a sealed note at session start (see Handout section) |
| Setting Realm: Frontier wilderness, far from civilization |
| Setting Terrain: Dense forest → Boggy marshland → Rocky cave entrance |
| Setting Atmosphere: Overcast, humid, smell of rot and sulfur |
| Setting Time of day: Late morning departure → Dusk at cave |
| Encounters Enc. 1 — The Thornwood Ambush (Gnolls, forest) |
| Encounters Enc. 2 — Old Frontier Shrine (Skeletal undead, ruins) |
| Encounters Enc. 3 — The Hydra's Maw (Boss, cave entrance) |
Description
Style: Wilderness Crawl / NPC Recruitment / Boss Fight · Win Condition: Slay the Marsh Hydra
"Fire does not merely wound — it silences. What steel severs, flame must seal. Ask the blind priest at the old shrine. He will know."
🔑 DM Note — Note Payoff
🔑 DM Note — Note Payoff
Trigger: When the party shows the note to Old Lysander — Blind Priest during or after Encounter 2.
Effect: Lysander recognizes Aldric's handwriting — an old contact from the frontier chapel. He immediately explains the Hydra's fire weakness in full: "Fire doesn't just hurt it. If you burn the stump while the head is still fresh off — it can't grow back. That's how you kill one. Permanently."
Mechanical payoff: He provides 3× Fire Flask and explains that fire damage dealt to the Hydra on the same turn a head is severed prevents regrowth. Without this knowledge, players must discover the mechanic themselves (DC 15 Nature/Arcana, or through observation).
If the party skips the ruins or fails to meet Lysander, the fire weakness can still be discovered mid-fight — but they'll likely face a 7-head hydra for several turns first.
🔑 DM Note — Note Payoff
Trigger: When the party shows the note to Old Lysander — Blind Priest during or after Encounter 2.
Effect: Lysander recognizes Aldric's handwriting — an old contact from the frontier chapel. He immediately explains the Hydra's fire weakness in full: "Fire doesn't just hurt it. If you burn the stump while the head is still fresh off — it can't grow back. That's how you kill one. Permanently."
Mechanical payoff: He provides 3× Fire Flask and explains that fire damage dealt to the Hydra on the same turn a head is severed prevents regrowth. Without this knowledge, players must discover the mechanic themselves (DC 15 Nature/Arcana, or through observation).
If the party skips the ruins or fails to meet Lysander, the fire weakness can still be discovered mid-fight — but they'll likely face a 7-head hydra for several turns first.
Key NPCs
Aldric Vane — Questgiver, village elder (hook only)
Aldric Vane — Questgiver, village elder (hook only)
Bryn & Cael — Trail Hunters, recruitable in Enc
Bryn & Cael — Trail Hunters, recruitable in Enc. 1
Pyrrha — Ruin survivor, item guide in Enc
Pyrrha — Ruin survivor, item guide in Enc. 2
Old Lysander — Blind priest, recruitable in Enc
Old Lysander — Blind priest, recruitable in Enc. 2
Creature / Enemy List
Hostile creatures and enemy NPCs by difficulty. Medium = baseline encounter counts; adjust Easy/Hard using encounter scaling notes.
| Creature / Enemy | Easy | Medium | Hard | Notes |
|---|---|---|---|---|
| Gnoll Hunter | 4 | 4 | 4 | |
| Gnoll Pack Lord (Alpha) | 1 | 1 | 1 | |
| Marsh Hydra | 1 | 1 | 1 | |
| Skeletal Hoplite | 8 | 8 | 10 | Enc 2 (Harder: 10) |
| Skeletal Minotaur | 2 | 2 | 2 |
Major Beats
- Aldric Vane delivers the quest in the village. He gives the party his sealed note and warns them to "seek allies before they reach the cave."
- Enc. 1: Gnolls have ambushed two hunters on the Thornwood Trail. Defeat the gnolls, free the hunters, and pass a skill check to recruit them.
- The party reaches the overgrown ruins of an old frontier shrine as the sky turns grey. Skeletal guardians patrol the courtyard before the cave mouth.
- Enc. 2: Skeletal hoplites and minotaurs guard the approach. Survivors Pyrrha and blind priest Lysander shelter nearby — defeat the undead, scavenge items, and recruit Lysander (especially if Aldric's note is shown).
- The party crests a rocky ridge as dusk falls. The cave entrance looms ahead, bones scattered at its threshold. The ground shudders. The Hydra emerges.
- Enc. 3: The Hydra's Maw. Use fire to prevent head regrowth. NPCs assist if recruited. Victory ends the disappearances and frees the road.
Encounter 1 — "The Thornwood Ambush"
Overview
Creatures
- 6× Gnoll Hunter
- 1× Gnoll Pack Lord (Alpha) — CR 5 · 1,800 XP
- 2× Trail Hunter — NPC Ally — bound near the cart; not fighting until freed
🗺 Terrain & Features
Forest Trail — 80 ft. × 60 ft.
- 3× fallen logs (half cover); 2× large boulders (three-quarter cover)
- 1× overturned merchant cart (the hunters were escorting it) — half cover, blocks movement
- Thick undergrowth on the eastern edge — difficult terrain (10 ft. wide strip)
- Dappled light through dense canopy; no darkness penalties
Harder: Pack Lord uses Incite Rampage as soon as it's up. Add 1 additional Gnoll Hunter.
Mechanics
- 🎲 Recruit the Trail Hunters (Bryn & Cael) — after combat. The hunters are grateful but shaken; the cave ahead has a dark reputation.
- DC 12 Persuasion — appeal to duty, village safety, or honor
- DC 14 Intimidation — demand their assistance (they comply; −1 to their attack rolls in Enc. 3 due to resentment)
- DC 11 Insight first → reveals one of the hunters lost a companion to the creature. Auto-success on Persuasion if this detail is addressed
- No check needed if a PC belongs to the same hunters' guild, is from the same region, or personally knows the hunters (offer this option to your players)
- Gnolls are mid-ambush when the party arrives — hunters are bound with rope near the cart (DC 12 Athletics or Dexterity to cut/untie ropes, or one attack on the ropes).
- Freeing a hunter allows them to join combat immediately with their own initiative on the following turn.
- Pack Lord starts behind a boulder directing gnolls. Flees at 15 HP or fewer if the pack is mostly dead.
- 2 Gnoll Hunters guard the cart — they attack any PC who moves adjacent to the bound hunters.
- Rampage warning: Gnolls chain-bite downed PCs. Keep an eye on unconscious characters — a Gnoll that drops a PC can immediately bite again with its Rampage bonus action.
Resolution
Creature Cards
Gnoll Hunter
Medium Fiend · Chaotic Evil · CR 1/2
AC 13HP 22Speed 30 ft.
Rampage. When the gnoll reduces a creature to 0 HP with a melee attack, it can move up to half its speed and make a Bite attack as a bonus action.
Bite. +4, 1d4+2 piercing.
Spear. +4, 1d6+2 piercing (thrown 20/60 ft.).
Gnoll Pack Lord (Alpha)
Medium Fiend · Chaotic Evil · CR 5 · CR 5 · 1,800 XP
AC 16HP 110Speed 30 ft.
Rampage. When it reduces a creature to 0 HP with a melee attack, it can move up to half its speed and make a Bite attack as a bonus action.
Frenzied (≤55 HP). Gains an extra Spear attack as part of its Multiattack while below half HP.
Multiattack. 3 attacks (Bite + 2× Spear), or 4 while Frenzied.
Bite. +7, 1d8+5 piercing.
Spear. +7, 2d8+5 piercing.
Incite Rampage (Recharge 5–6). Up to 2 gnolls within 30 ft. each use their reaction to make a Bite attack.
Trail Hunter — NPC Ally
Medium Humanoid · Neutral Good · Bryn & Cael
AC 14HP 38Init 12
Longbow. Ranged +5, 150/600 ft. Hit: 1d8+3 piercing.
Shortsword. Melee +5. Hit: 1d6+3 piercing.
Hunter's Mark (Bryn, 1/enc). Mark Hydra; +1d6 per hit vs. marked target.
Encounter 2 — "Ruins of the Old Frontier Shrine"
Overview
Creatures
- 10× Skeletal Hoplite
- 3× Skeletal Minotaur
🗺 Terrain & Features
Ruined Shrine & Courtyard — 120 ft. × 90 ft. (ruins + overgrown courtyard)
- Broken columns throughout (half cover); 3× fallen stonework areas (difficult terrain)
- Overgrown vines on the eastern wall — DC 13 Athletics to swing or climb
- Inner courtyard with collapsed altar; cave entrance steps visible beyond the inner temple area
- Sun-bleached stone under grey sky; strange stillness hangs over the ruins
Harder: Wave 2 on round 3. Add 1 Skeletal Minotaur. Hoplites gain +2 HP each.
Baseline: 6× Lvl 8 baseline: 8 hoplites. Harder: 10.
Mechanics
- 🎲 Ruin Survivors & Scavenging — before or after combat. Pyrrha and Lysander shelter near the outer wall and can aid the party if approached.
- DC 14 Persuasion (Pyrrha — Ruin Survivor) — reveals locations of the Polished Bronze Mirror and Stonechill Water vials
- DC 15 History or Religion — party learns Skeletal Hoplites reform unless damaged by radiant, fire, or bludgeoning while prone
- DC 12 Perception (approaching ruins) — notice patrol pattern; planning an ambush grants advantage on initiative
- Show Aldric Vane's note to Old Lysander — Blind Priest → DC 13 Insight: he goes quiet, then says "Fire does not merely wound — it silences. What steel severs, flame must seal." He fully explains the Hydra's fire/regrowth weakness and drops recruitment-style aid to DC 8 for any follow-up request
- DC 13 Insight (Lysander, without note) — he senses the party heads toward the cave and offers his Blindfolds freely if told they're going in
- Patrol Routes: 5 hoplites in the outer courtyard; 5 hoplites + 2 skeletal minotaurs near the cave entrance steps
- Shield Wall: Hoplites within 5 ft. of one another gain +2 AC. Separating them with pushes or forced movement removes this bonus
- Hoplite Reformation: When a Skeletal Hoplite drops to 0 HP, it falls prone but does NOT die. On its next initiative count it rises with 5 HP — unless it took radiant, fire, or bludgeoning damage while prone
- Minotaur Charge: Skeletal Minotaurs line up charge lanes through groups of PCs. Charged target makes DC 14 STR save or is knocked prone and pushed 10 ft.
- Wave 2 (Round 4): 4 additional Skeletal Hoplites emerge from the cave entrance — posted inside. Signals escalating danger below
- Pyrrha — Ruin Survivor knows where 2 scavengeable items are hidden — DC 14 Persuasion or offering rescue unlocks locations
- Old Lysander — Blind Priest is blind; he knows the cave layout and carries Blindfolds he gives freely if the party intends to enter
Polished Bronze Mirror — under collapsed altar (inner courtyard). Gaze deflection via reflection; bonus action to angle at reflective surfaces (DC 14 Sleight of Hand).
Vials of Stonechill Water ×2 — cracked urn near cave steps. Throw (range 20 ft.): halve target speed; disadvantage on next save vs. breath effects.
Blindfold of Apollo ×3 — on Old Lysander — Blind Priest. Blindsight 15 ft.; immune to gaze-based effects while worn.
Oil of Stonecleansing ×1 — sealed pouch on dead adventurer, outer wall (DC 14 Investigation). Reverses petrification (<24 hrs) over 1 minute.
Fire Flask ×3 — provided by Old Lysander — Blind Priest when Aldric's note is shown (clay flasks of pitch-fat; 2d6 fire, bonus action throw 10 ft.).
Resolution
Creature Cards
Skeletal Hoplite
Medium Undead · Lawful Evil · CR 1/2
AC 14HP 26Speed 30 ft.
Shield Wall. +2 AC within 5 ft. of another hoplite.
Reformation. Rises with 5 HP unless radiant/fire/bludgeoning while prone.
Spear. +4, 1d6+2 piercing.
Shield Bash. +4, 1d4+2; DC 12 STR or prone.
Skeletal Minotaur
Large Undead · Chaotic Evil · CR 2
AC 12HP 67Speed 40 ft.
Charge. +2d8 piercing; DC 14 STR or pushed 10 ft. and prone.
Multiattack. Greataxe + Gore.
Greataxe. +6, 2d12+4 slashing.
Gore. +6, 2d8+4 piercing.
Pyrrha — Ruin Survivor
Medium Humanoid · Neutral Good · NPC
Role Knows scavenge locations. DC 14 Persuasion for mirror and vial locations. Patrol intel grants advantage on initiative.
Old Lysander — Blind Priest
Medium Humanoid · Neutral Good · NPC Ally
AC 11HP 36Init 10
sacred flame — 1d8 fire/radiant (+5)
cure wounds — 2d8+3
bless† — 3 creatures +1d4 attacks/saves
3× Blindfold of Apollo
3× Fire Flask (if note shown)
Full Hydra fire/regrowth explanation
Encounter 3 — "The Bilewyrm's Maw" (Boss)
Overview
Creatures
- 1× Marsh Hydra — 5 heads, HP 155, emerges from cave at encounter start
- Optional allies: Trail Hunter — NPC Ally & Trail Hunter — NPC Ally (if Enc. 1 recruited), Old Lysander — Blind Priest (if Enc. 2 recruited)
🗺 Terrain & Features
Cave Entrance — 120 ft. × 90 ft.
- Wide arena with flanking routes along stone cliff walls
- Cave mouth: 30×25 ft., darkness beyond (60 ft. deep) — Hydra will not retreat inside
- 4× large boulders (three-quarter cover, 5 ft. tall) — useful for hunters to perch on
- 2× muddy bog pools (20×20 ft. each, 1–2 ft. deep) — difficult terrain
- 2× bone piles (difficult terrain, 10×10 ft.) — remnants of previous victims
- Stone cliff walls on north and south edges (30 ft. high, climbable DC 14 Athletics) — high ground advantage for ranged PCs
Harder: Raise max heads to 9. Mud Thrash affects 20 ft. radius. Add Venomous Bite poison condition on all bites (not just on save failure).
Mechanics
- The Hydra was sleeping at the cave mouth. It is not surprised — Wakeful trait applies. Roll initiative normally.
- The area within 30 ft. of the Hydra is difficult terrain at all times (Bog Lurker trait) — mud and disturbed groundwater.
- A head is severed when the Hydra takes 25 or more damage in a single turn from one or more melee attacks. DM marks severed heads on the tracker below.
- At end of each Hydra turn: 2 new heads grow per head severed since its last turn, up to max 7 — unless fire damage was dealt to the Hydra this turn.
- Hunters (if present) act on init 12, fire longbows from boulder cover. Bryn uses Hunter's Mark on the Hydra on turn 1.
- Lysander (if present) opens with Sacred Flame on init 10. His radiant fire provides reliable fire damage each round — even if the party can't deal fire damage, Lysander alone may be enough to hold back regrowth.
- Mud Thrash (recharge 5–6): anyone within 10 ft. risks being prone + restrained — particularly dangerous for melee fighters who are already in difficult terrain.
- The Hydra has 4 additional reactions beyond its standard reaction (one per head beyond the first) — each usable only for opportunity attacks. Players moving out of its 10 ft. reach will trigger these.
- Core rule: If the Hydra took any fire damage this turn, no severed heads regrow at end of its turn.
- Fire sources: Old Lysander — Blind Priest's Sacred Flame (1d8/turn), party fire spells, fire weapon attacks, or Fire Flask (2d6, bonus action at 10 ft. range).
- Without Lysander and no fire sources: Hydra will cap at 7 heads by round 2–3. At 7 heads: 7 bite attacks/round, 4 opportunity reactions. Survivable but brutal.
- Players who didn't recruit Lysander can learn the weakness with a DC 15 Nature or Arcana check (can attempt once per turn, any character). On success, they realize fire is the key.
- If fire damage is inconsistent (some turns yes, some no), heads will partially regrow — manage this tension throughout the fight.
- The Fire Flasks can be used as a bonus action (range 10 ft.) — helpful for melee PCs who can't cast fire spells but want to contribute to the fire mechanic on their turn.
| Ally | Source | Role | Initiative |
|---|---|---|---|
| Trail Hunter — NPC Ally | Enc. 1 | Ranged DPS — Longbow +5, 1d8+3; Hunter's Mark +1d6 (1/enc) | 12 |
| Trail Hunter — NPC Ally | Enc. 1 | Ranged DPS — Longbow +5, 1d8+3 (consistent damage) | 12 |
| Old Lysander — Blind Priest | Enc. 2 | Fire damage (Sacred Flame) + Bless + emergency healing | 10 |
| With all 3 NPCs: Lysander's Sacred Flame alone sustains fire coverage most rounds. Hunters deal ~10–14 damage/round combined. Fight is comfortably moderate. With no NPCs: Fight is significantly harder — no guaranteed fire source, Hydra will likely reach 7 heads. Still winnable with good resource use. | |||
Resolution
- Aldric Vane pays the party's bounty in full once they return to the village and confirm the Hydra's death.
- Any recruited NPCs (Trail Hunter — NPC Ally, Old Lysander — Blind Priest) remain available as frontier contacts for future adventures.
Creature Cards
Marsh Hydra
Large Monstrosity · Unaligned · CR 8 (adjusted) · 3,900 XP
AC 15HP 155Heads 5 (max 7)STR 20 (+5)CON 20 (+5)Perception +6
Head Regrowth. 2 new heads per severed at end of turn (max 7), unless fire damage dealt this turn.
Multiple Heads. Adv. on saves vs. blinded, charmed, deafened, frightened, stunned, unconscious.
Reactive Heads. 1 extra reaction per head beyond first (OA only). Max +4 reactions.
Bog Lurker. 30 ft. radius difficult terrain; DC 13 Dex or −10 ft. speed.
Venomous Bite. DC 15 Con or +1d6 poison + poisoned condition on each hit.
Multiattack. Bites = current head count.
Bite. +8, reach 10 ft. Hit: 1d10+5 piercing + DC 15 Con (poison).
Mud Thrash (Recharge 5–6). 10 ft., DC 15 Str or prone + restrained (DC 13 Athletics escape).
Trail Hunter — NPC Ally
Medium Humanoid · Neutral Good · Bryn & Cael
AC 14HP 38Init 12
Longbow. Ranged +5, 150/600 ft. Hit: 1d8+3 piercing.
Shortsword. Melee +5. Hit: 1d6+3 piercing.
Hunter's Mark (Bryn, 1/enc). Mark Hydra; +1d6 per hit vs. marked target.
Old Lysander — Blind Priest
Medium Humanoid · Neutral Good · NPC Ally
AC 11HP 36Init 10
sacred flame — 1d8 fire/radiant (+5)
cure wounds — 2d8+3
bless† — 3 creatures +1d4 attacks/saves
3× Blindfold of Apollo
3× Fire Flask (if note shown)
Full Hydra fire/regrowth explanation
⚔️ Head Tracker (Click to toggle severed / regrown)
NPC Recruitment Tracker
Check off allies as the session progresses.
| NPC | Encounter | Skill Check | Enc. 3 Bonus | Recruited? |
|---|---|---|---|---|
| Trail Hunter — NPC Ally & Trail Hunter — NPC Ally | Enc. 1 | DC 12 Persuasion (or alt) | +~14 ranged damage/round combined; Hunter's Mark 1d6 | |
| Old Lysander — Blind Priest | Enc. 2 | DC 13 Insight; DC 8 with note shown | Sacred Flame (1d8 fire/turn), healing, 3× Fire Flasks, fire knowledge | |
| 0 NPCs: Hard fight, likely 7-head hydra for multiple turns. 1 NPC: Depends which — Lysander is higher impact than the hunters alone. 2–3 NPCs: Moderate, fire coverage reliable, fight should feel winnable but tense. |
0 / 3 | |||
⚖️ Difficulty Scaling
As Written ★ — 6 Players, Average Level 8
- Baseline for this guide. Numbers, DCs, and win tracks assume six PCs at average level 8.
Library Standard — 6 Players, Average Level 8
- Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.
Easier
- APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
Harder
- APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
📋 Appendix — Cards
Full stat blocks for every creature, NPC, and item in this session (including optional / difficulty-adjusted entries).
Creature Cards
Gnoll Hunter
Medium Fiend · Chaotic Evil · CR 1/2
AC 13HP 22Speed 30 ft.
Rampage. When the gnoll reduces a creature to 0 HP with a melee attack, it can move up to half its speed and make a Bite attack as a bonus action.
Bite. +4, 1d4+2 piercing.
Spear. +4, 1d6+2 piercing (thrown 20/60 ft.).
Gnoll Pack Lord (Alpha)
Medium Fiend · Chaotic Evil · CR 5 · CR 5 · 1,800 XP
AC 16HP 110Speed 30 ft.
Rampage. When it reduces a creature to 0 HP with a melee attack, it can move up to half its speed and make a Bite attack as a bonus action.
Frenzied (≤55 HP). Gains an extra Spear attack as part of its Multiattack while below half HP.
Multiattack. 3 attacks (Bite + 2× Spear), or 4 while Frenzied.
Bite. +7, 1d8+5 piercing.
Spear. +7, 2d8+5 piercing.
Incite Rampage (Recharge 5–6). Up to 2 gnolls within 30 ft. each use their reaction to make a Bite attack.
Marsh Hydra
Large Monstrosity · Unaligned · CR 8 (adjusted) · 3,900 XP
AC 15HP 155Heads 5 (max 7)STR 20 (+5)CON 20 (+5)Perception +6
Head Regrowth. 2 new heads per severed at end of turn (max 7), unless fire damage dealt this turn.
Multiple Heads. Adv. on saves vs. blinded, charmed, deafened, frightened, stunned, unconscious.
Reactive Heads. 1 extra reaction per head beyond first (OA only). Max +4 reactions.
Bog Lurker. 30 ft. radius difficult terrain; DC 13 Dex or −10 ft. speed.
Venomous Bite. DC 15 Con or +1d6 poison + poisoned condition on each hit.
Multiattack. Bites = current head count.
Bite. +8, reach 10 ft. Hit: 1d10+5 piercing + DC 15 Con (poison).
Mud Thrash (Recharge 5–6). 10 ft., DC 15 Str or prone + restrained (DC 13 Athletics escape).
Skeletal Hoplite
Medium Undead · Lawful Evil · CR 1/2
AC 14HP 26Speed 30 ft.
Shield Wall. +2 AC within 5 ft. of another hoplite.
Reformation. Rises with 5 HP unless radiant/fire/bludgeoning while prone.
Spear. +4, 1d6+2 piercing.
Shield Bash. +4, 1d4+2; DC 12 STR or prone.
Skeletal Minotaur
Large Undead · Chaotic Evil · CR 2
AC 12HP 67Speed 40 ft.
Charge. +2d8 piercing; DC 14 STR or pushed 10 ft. and prone.
Multiattack. Greataxe + Gore.
Greataxe. +6, 2d12+4 slashing.
Gore. +6, 2d8+4 piercing.
NPC Cards
Trail Hunter — NPC Ally
Medium Humanoid · Neutral Good · Bryn & Cael
AC 14HP 38Init 12
Longbow. Ranged +5, 150/600 ft. Hit: 1d8+3 piercing.
Shortsword. Melee +5. Hit: 1d6+3 piercing.
Hunter's Mark (Bryn, 1/enc). Mark Hydra; +1d6 per hit vs. marked target.
Pyrrha — Ruin Survivor
Medium Humanoid · Neutral Good · NPC
Role Knows scavenge locations. DC 14 Persuasion for mirror and vial locations. Patrol intel grants advantage on initiative.
Old Lysander — Blind Priest
Medium Humanoid · Neutral Good · NPC Ally
AC 11HP 36Init 10
sacred flame — 1d8 fire/radiant (+5)
cure wounds — 2d8+3
bless† — 3 creatures +1d4 attacks/saves
3× Blindfold of Apollo
3× Fire Flask (if note shown)
Full Hydra fire/regrowth explanation
Aldric Vane
Medium Humanoid · Village Elder · Questgiver (hook only)
Role Hires the party to stop disappearances along the forest road. Hands over a sealed note at session start (see Handouts) hinting at the Hydra's fire weakness.
Item Cards
Fire Flask
Improvised Weapon · Provided by Lysander · 3 Available
Description A clay flask of rendered fat mixed with marsh-pitch and a striker-wick. Shatters on impact, igniting in sticky flame.
Action Use Throw up to 20 ft. (+PB Dex to hit). On hit: 2d6 fire damage.
Bonus Action Use Throw up to 10 ft. (+PB Dex to hit). On hit: 2d6 fire damage. On miss: 1d6 fire splash to target anyway.
Special Any hit counts as fire damage dealt to the Hydra this turn — preventing head regrowth at end of the Hydra's turn.