Hunter-Killer
Huge Aberration (Zerg)
Hit Dice: 14d8+126 (189 hp)
Initiative: +4 (+0 Dex, +4 Improved Initiative)
Speed: 40 ft.(8 squares), burrow 10 ft.
Armour Class: 21 (+1 Dex, -2
size, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +10/+29
Attack: Claw +20 melee (3d6+11)
or bite +15 melee (2d6+5) or spines +12 ranged (3d8+16 plus 1d4 acid)
Full Attack: 2 claws +20 melee
(3d6+11) and bite +15 melee (2d6+5) or spines +12 ranged (3d8+16 plus
1d4
acid)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spines.
Special Qualities: Darkvision
60 ft., fast healing 9, immunity to poison and cold, resistance to acid and
eletricity 15, Zerg traits.
Saves: Fort +13, Ref +4, Will
+12
Abilities: Str 32, Dex 11, Con
28, Int 1, Wis 16, Cha 8
Skills: Hide +0 (+4
underground), Intimidate +5, Listen +3 (+7 underground), Survival +6
Feats: Improved Initiative,
Improved Natural Armor, Track, Weapon Focus (claw), Weapon Focus
(spines)
Environment: Any
Organization: Solitary, pair, or
pack (6-12)
Challenge Rating: 9
Treasure: None
Alignment: Lawful evil
Advancement: 8-11 HD (Large),
12-14 HD (Huge)
Level Adjustment: --
This type of Zerg looks
to be a Hydralisk, though it is larger than usual and tinted a dull red
colour.
Description
The highest evolution of the standard Hydralisk strain,
the Hunter-Killers are often tasked with protecting and escort other
important units. They seem to relish combat most, and are quite adept
at tracking down and destroying enemies who try to flee before the
Swarm.
Combat
Like lesser Hydralisks, the Hunter-Killers carapace holds
hundreds of deadly spines, their preferred method of assault. Opponents
who close to melee will find the creatures equally deadly there,
however.
Spines (Ex): As a
standard action, a Hunter-Killer can unleash a volley of spines from
its
carapace as a ranged attack (with a +4 racial bonus) with a 100 ft.
range increment. This attack deals 3d8 points of piercing damage, plus
1.5 times the Hunter-Killer's Str modifier, and 1d4 points of acid
damage.
Skills:
Hunter-Killers have a +4 racial bonus to Hide and Listen checks while
underground.