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Hydralisk as animal - first monster, comments welcome

SpookyDonkey

First Post
This is my interpretation of Starcraft's Hydralisk. In order to avoid having to totally create the Zerg race complete with Creep and hive-mind, I've made the Hydralisk much more of an animal - actually a magical beast. (It would have been plain ol' beast, but I wanted to make this 3.5 compatable). I also kept in mind how incredibly cool it would be to play a hydralisk as a character. I would love comments and/or tips, but please remember that I don't care about how accurate it is to the hydralisk's power in the original game. Also, I'd like to thank my friend Demiurge1138, who helped me figure out what the hell I was doing.

Hydralisk

Medium Magical Beast
Hit Dice: 4d10 + 8 (30 hp)
Initiative: +4 (Dex)
Speed: 30 ft., burrow 10 ft.
AC: 19 (+4 Dex, +5 natural)
Attacks: 2 bone scythes +7/+2 or bone spears +8 (range increment 50 feet)
Damage: Bone scythe 1d6+3, bone spear 1d8 plus 1d4 acid
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Bone Spears
Special Qualities: Fast Healing 5, Low-Light Vision, Darkvision 60 ft., scent
Saves: Fort +6, Ref +8, Will +1
Abilities: Str 16, Dex 18, Con 15, Int 3, Wis 11, Cha 11
Skills: Spot +2, Listen +2, Hide +7
Feats: Dodge, Point Blank Shot

Climate/Terrain: Any mountains or underground.
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 5-8 HD (medium size), 9-12 HD (large)

Hydralisks are powerful, feral beasts with great hunting skill. Massive humanoid worms with rippling muscles and thick hide, they are feared for their massive bone spears launched pneumatically at high velocities from their mouths.

A hydralisk stands about 6 feet tall and has a reptilian torso with a two-piece lower jaw and a wide, flat fin on the back of the head where bone scythes are stored. Their muscular arms end in long, sharp bone scythes which they use to terrifying effect in melee, and instead of legs they have a thick tail not unlike that of a slug or large snake.

Since they are only slightly smarter than the average bear, hydralisks spend their time much as a normal animal would; hunting, eating, or sleeping. They naturally know no languages, but can learn and speak them normally.

Combat

The hydralisk prefers to catch their enemies by surprise with a long-range barrage of bone spines; if attacked in melee, they will retaliate with their bone scythes. They often burrow underground and wait for something to pass by, then pop out and ambush their new prey.

Bone Spears (Ex): These have a x3 critical modifier because having a 2-foot bone spike through your head hurts a lot.



Did I get that right? Any questions?
 
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Congrats SD, you finally made it up. Despite my arguments against playing a hydralisk, everything looks to be in order. Just post more regularly in the future.

Demiurge out.

Edit: Carcosa is my turf. Well, technically, it's Hastur's.
 
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You forgot the ECL spook. I thought you were planning on playing one ;)


CR seems a little low though. Fast Healing 5 is really, really powerful, the saves are pretty good, and the damage on the bone spears is fairly good. Not that that's wrong for Hydralisk, just a bit powerful for cr 2.

If I remember, Zerg take quite a while to regenerate. Maybe reduce the fast healing a tad, and bump em up to cr3
 

Arc, I dunno about the CR boost. It's a powerful CR 2, but not all CRs are created equal. And it's good to see more of my victims, err... players on the board.

Demiurge out.
 




Kitsunekaboom said:
They are ever so cute! :) I would have made them abberrations myself though. But that's me.

So I see that Krish doesn't have a monopoly on "cute" monsters. Throw hydralisks on the pile with death newts and skittering constructs.

Demiurge out.
 
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