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.