Lurker
Large Aberration (Zerg)
Hit Dice: 12d8+75 (111 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), burrow 10 ft.
Armour Class: 23 (+1 Dex, -1 size, +13 natural), touch 10, flat-footed 22
Base Attack/Grapple: +9/+19
Attack: Claw +14 melee (2d6+6) or bite +10 melee (2d4+3)
Full Attack: 2 claws +14 melee (2d6+6) and bite +10 melee (2d4+3)
Space/Reach: 10 ft./5 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 +10, Ref +5, Will +11
Abilities: Str 23, Dex 13, Con 23, Int 1, Wis 16, Cha 8
Skills: Hide +14 (+18 underground), Listen +5 (+9 underground)
Feats: Improved Initiative, Improved Natural Armor, Toughness, Weapon Focus (bite), Weapon Focus (spines)
Environment: Any
Organization: Solitary, pair, or pack (6-12)
Challenge Rating: 9
Treasure: None
Alignment: Lawful evil
Advancement: 13-18 HD (Large), 19-24 HD (Huge)
Level Adjustment: --

   This creature has a head like a Hydralisk, but its body is like that of an insect, low to the ground. It has clawed forearms, and four larger legs it uses to scurry about on land.

Description

   One of the newer and deadlier Zerg Strains is the Lurker. These creatures serve as defensive warriors for the Hive Clusters and outlying Zerg colonies. Bred from the Hydralisk strain, Lurkers emit waves of supra-dense spines against their enemies. However, Lurkers must actually burrow underground to release these subterranean attacks. Any warriors on the surface who are caught by these spines are instantly impaled. These spines themselves are capable of tearing into flesh, steel, and even reinforced armor plating. The only weakness of the Lurker is that it is virtually defenseless while above ground.

Combat
   Lurkers spend most of their time burrowed beneath the ground, attacking with their spines. If they must move, they crawl out and run swiftly, burrowing again as soon as they can.
   Spines (Ex): Once underground, as a standard action, a Lurker can utilize a series of spines that rip up through the ground in a straight 60 ft. line from the Lurker. These spines continue to their maximum attack range, regardless of whether a targeted unit lies within that path, and every creature in the path of the spines takes 3d8+9 points of damage. A succesful reflex save (DC 22) reduces damage by half. The save DC is Constitution-based.
   Skills: Lurkers have a +4 racial bonus to Hide and Listen checks while underground.