Welcome again to Masters and Minions, where I strive  to give you interesting NPCs and encounters that can be placed easily into your  game. This week’s encounter takes place in the Imperial Arena. The Imperial Arena was made for a group of level 6 PCs. The PCs  begin at the Bronze matches and have to work their way up to the Platinum  matches. In between each round they are allowed to use any healing they have in  addition to each PC receiving a cure  moderate wounds spell, CL 10, or the equivalent inflict spell for  undead PCs. The PCs are fully healed after they complete a set of matches. 
                The arena floor is  circular with a diameter of 110 ft. and is 60 ft. beneath the stands with a forcecage effect protecting the crowd  and effectively making the arena 110 ft. tall. During the match with the giant  poisonous hydra, the arena is filled with water up to 40 ft. and five 20 ft.  square islands float on the surface of the water.
      
Matches 
      
Bronze (Beginner) – (4,000 gp reward)
Silver (Intermediate) – (6,000 gp reward)
Gold (Advanced) – (8,000 gp reward)
Platinum (Champion) – (10,000 gp reward)
*You can find the stats for these creatures in the Pathfinder Bestiary.
SPECIAL ABILITIES
        Smite Good (Su)
1/day as a swift action (adds Cha bonus to attack rolls and  damage bonus equal to HD against good foes; smite persists until target is dead  or the fiendish creature rests).
SPECIAL ABILITIES
        Corrupting Touch (Sp) 
	    Slephnhaas can cause  a creature to become shaken as a melee touch attack. This effect persists for 2  rounds. Creatures shaken by this ability radiate an aura of evil, as if they  were an evil outsider (see detect evil). Multiple touches do not stack,  but they do add to the duration. 
      
Poison (Ex)
  Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is  Constitution-based, and includes a +2 racial bonus.
Smite Good (Su)
1/day as a swift action (adds Cha bonus to attack rolls and  damage bonus equal to HD against good foes; smite persists until target is dead  or the fiendish creature rests).
SPECIAL ABILITIES
      
Breath Weapon (Ex)
	    As a standard action once every 1d4+1 rounds, a poisonous  hydra can exhale a large amount of sickly green liquid from each of its heads.  This liquid is poisonous and acts differently depending where this liquid is exhaled.  If exhaled underwater it fills a 5-ft cube with a cloud of poison and persists for  1 minute; any creature within the area when the hydra creates it (as well as  any creature that passes through the cloud during the remainder of that round)  is exposed to the cloud's poisonous effects. If exhaled above water it forms a  pool of poison and persists for 1 minute; any creature within the area when the  hydra creates it (as well as any barefoot creature that passes through the pool  during the remainder of that round) is exposed to the pool's poisonous effects.  A poisonous hydra can produce an amount of clouds/pools with its breath weapon equal  to its current number of heads.
        Breath weapon—contact; save Fort 16; frequency 1/round for 4 rounds; effect 1d4 Strength damage; cure 1 save.  The save DC is Constitution-based.
      
Fast Healing (Ex)
	    A hydra's fast healing ability is equal to its current  number of heads (minimum fast healing 5). This fast healing applies only to  damage inflicted on the hydra's body.
      
Hydra Traits (Ex)
	    A hydra can be killed by severing all of its heads or  slaying its body. Any attack that is not an attempt to sever a head affects the  body, including area attacks or attacks that cause piercing or bludgeoning  damage. To sever a head, an opponent must make a sunder attempt with a slashing  weapon targeting a head. A head is considered a separate weapon with hardness 0  and hit points equal to the hydra's HD. To sever a head, an opponent must  inflict enough damage to reduce the head's hit points to 0 or less. Severing a  head deals damage to the hydra's body equal to the hydra's current HD. A hydra  can't attack with a severed head, but takes no other penalties. 
      
Regenerate Head (Ex)
	    When a hydra's head is destroyed, two heads regrow in 1d4  rounds. A hydra cannot have more than twice its original number of heads at any  one time. To prevent new heads from growing, at least 5 points of acid or fire  damage must be dealt to the stump (a touch attack to hit) before they appear.  Acid or fire damage from area attacks can affect stumps and the body  simultaneously. A hydra doesn't die from losing its heads until all are cut off  and the stumps seared by acid or fire.
SPECIAL ABILITIES
      
Electricity Sense  (Ex) 
	    Shocker lizards automatically detect any electrical  discharges within 100 feet.
      
Shock (Su) 
	    Shocker lizards can deliver an electrical shock to a single  opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity  damage to living opponents (Reflex DC 12 half). This save DC is  Constitution-based. Additionally, if two or more shocker lizards are within 20  feet of each other, they can work together to create a lethal shock once every  1d4 rounds. This effect has a radius of 20 feet, centered on any one  contributing lizard. All creatures within that radius take 2d8 points of lethal  electricity damage for each lizard contributing to the shock, to a maximum of  12d8. A Reflex save (DC 10 + the number of lizards contributing) halves the  damage.
      
Smite Good (Su)
      Once per day,  as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD  against good foes; smite persists until target is dead or the fiendish creature  rests).
SPECIAL ABILITIES
      
Breath Weapon (Su)
	    The Raging Dragon  can use his breath weapon 1/day.
      
Natural Cunning (Ex)
	    Although minotaurs are not especially intelligent, they  possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never  caught flat-footed.