Hydralisk
Large Aberration (Zerg)
Hit Dice: 7d8+42 (73 hp)
Initiative: +5 (+1 Dex, +4 Improved
Initiative)
Speed: 40 ft. (8 squares), burrow 10 ft.
Armour Class: 18 (+1 Dex, -1
size, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +5/+15
Attack: Claw +11 melee (2d6+6)
or bite +5 melee (2d4+3) or spines +11 ranged (2d8+9 plus 1d4 acid)
Full Attack: 2 claws +11 melee
(2d6+6) and bite +5 melee (2d4+3) or spines +11 ranged (2d8+9 plus 1d4
acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spines.
Special Qualities: Darkvision
60 ft., fast healing 6, immunity to poison and cold, resistance to acid and
eletricity 15, Zerg traits
Saves: Fort +8, Ref +3, Will +8
Abilities: Str 23, Dex 13, Con
23, Int 1, Wis 16, Cha 8
Skills: Hide +5 (+9
underground), Intimidate +5, Listen +3 (+7 underground)
Feats: Improved Initiative,
Weapon Focus (claw), Weapon Focus (spines)
Environment: Any
Organization: Solitary, pair,
pack (6-12), horde (16-32), or brood (24-48, 100-200 Zerglings, and 3-7
Ultralisks)
Challenge Rating: 6
Treasure: None
Alignment: Lawful evil
Advancement: 8-11 HD (Large),
12-14 HD (Huge)
Level Adjustment: --
This creature slithers
forward on a serpentine lower body. It is hunched forward, its two
powerful arms curved like wicked scythes and its manibles dripping with acidic drool.
The back of its head is elongated into a
plate, covering most of its back save for a long spine on the top of its
carapace.
Description
The peacefully, herbivore hers of Slothien were
assimiliated into the Zerg Swarm in order to produce one of the most
fierce and diabolical of the Zerg strains. The evolutionary matrix of
the caterpillar-like Slothien was supercharged by the Overmind,
twisting the hapless creatures into nightmarish killers known as
Hydralisks. These once mild creatures now hunger for blood and
violence, and they are infamous for acting in a particularly sadistic
fashion.
Combat
The spindly, snake-like Hydralisks house hundreds of armor
piercing spines within their upper carapace plates. These spines can be
fired in volleys at enemies approaching from either the ground or the
air, and massed groups of Hydralisks should be approached with extreme
caution. The creatures are espically fond of lying in wait for their
pray. Groups of them have been observed burrowing into the ground in
the pathway of civilian workers, uncovering themselves when they sense
an opponent is near.
Spines (Ex): As a
standard action, a Hydralisk 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 2d8 points of piercing damage, plus
1.5 times the Hydralisk's Str modifier, and 1d4 points of acid damage.
Skills: Hydralisks
have a +4 racial bonus to Hide and Listen checks while underground.