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Hydralisk

Large Aberration

CR: 6

Hit Dice: 6d10+60 (96 hp)

Initiative: +5 (+1 Dex, +4 Improved Initiative)

Speed: 40 ft. (8 squares), burrow 10 ft.

Amour Class: 20 (+1 Dex, -1 size, +10 natural), touch 10, flat-footed 17

CMB/CMD +15/+25

Attack: 2 Claw +11 melee (2d6+6) or bite +5 melee (2d4+3+1d4 Acid) or spines +11 ranged (2d8+9 plus 1d4 acid)

Full Attack: 2 claws +11 melee (2d6+6) and bite +5 melee (2d4+3+1d4 Acid) or spines +11 ranged (2d8+9 plus 1d4 acid)

Space/Reach: 10 ft./10ft.

Special Attacks: Spines

Special Qualities: Zerg traits

Saves: Fort +10, Ref +3, Will +6

Abilities: Str 23, Dex 13, Con 20, Int 2, Wis 16, Cha 8

Skills: Stealth +5 (+9 underground), Intimidate +5, Perception +3 (+7 underground)

Feats: Improved Initiative, Weapon Focus (spines), Alertness, Cleave,  Improved Critical, Iron Will, Improved Cleave, Great Fortitude, Vital Strike

Organization: Solitary, pair, pack (6-12), horde (16-32), or brood (24-48, 100-200 Zerglings, and 3-7 Ultralisks)

This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its mandibles 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.


Combat

The  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 especially 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 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.

Poison Spines(Ex): A hydralisk may coat one of it's spines in poison three times per day. If hit, the victim must make a DC 15 Fort save, or take 1d6 Strength damage. The poison is temporary and wears off after three hours.


 

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