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.