Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 9009030" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Hunter Killer Hydralisk</span></strong></p><p>Hunter Killers are a special hydralisk strain, an elite and infamous of hydralisk specialist strains. These hydralisks are bigger and far more powerful versions, and usually have a deep red colouring to their exoskeletons.</p><p></p><p><strong>Hydralisk Hunter Killer strain</strong></p><p>CR 8;</p><p>Large aberration [zerg];</p><p>Hit Dice: 8d8+50+6; hp 126; Mas —; Init +7;</p><p>Speed: 55 ft, burrow 45 ft, climb 30 ft;</p><p>Defense 18, touch 12, flat-footed 15 (+3 Dex, +9 natural, -1 size) +1 Dodge</p><p>BAB: +6/+1; Grap +19; Atk Scythe +11 melee (3d6+11, ignore 3 point Defense/DR/Hardness) and Scythe +11 melee (3d6+11, ignore 3 point Defense/DR/Hardness), or spine +12 ranged (3d12+11, 250 ft, 19-20x2, ignore 7 points DR/hardness); Full Atk Scythe +11 melee (3d6+11, ignore 3 point Defense/DR/Hardness) and Scythe +11 melee (3d6+11, ignore 3 point Defense/DR/Hardness), and bite +6 melee (2d6+9 ignore 3 points Defense/DR/Hardness), or spine +12 ranged (3d12+11, 250 ft, 19-20x2, ignore 7 points DR/hardness) and spine +7 ranged (3d12+11, 250 ft, 19-20x2, ignore 7 points DR/hardness);</p><p>Special Attack: Spine Burst, Leaping Maul</p><p>FS: 10 ft. by 10 ft.; Reach 15 ft.;</p><p>SQ: darkvision 60 ft., fast healing 3, Damage Reduction 5, zerg traits, bigger than average;</p><p>AL: cerebrate;</p><p>SV: Fort +6, Ref +5 , Will +5; AP 0; Rep +0;</p><p>Ability Scores: Str 21, Dex 17, Con 20, Int 4, Wis 8, Cha 2.</p><p>Skills: Climb +10, Hide +10, Jump +22, Listen +6, Spot +8, Search +7, Swim +7, Survival +6, Tumble +6</p><p>Feats: Improved Initiative <strong>, </strong>Dodge, Power Attack (factored into stats), Point Blank Shot, Precise Shot</p><p>Organization: Found in groups of 1, pairs or group of four</p><p></p><p><strong>Species Traits</strong></p><p><strong>Bonus Feat:</strong> Hydralisk gain Improved Initiative as a bonus feat.</p><p><strong>Fast Healing (Ex):</strong> Hydralisks heal 3 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing.</p><p><strong>Extended Reach (Ex):</strong> The Hydralisk's scythe claws have an extended reach out to 15 feet, but can still attack adjacent targets without problems.</p><p><strong>Skill Bonuses:</strong> Hydralisks gain a +2 species bonus on Climb and Survival checks.</p><p><strong>Spines:</strong> The hydralisk can launch 30 cm armour piercing spines from their upper carapace plates, covered by flaps. The flaps fold back before the spines fire, and the hydralisk's head is dipped before head. The hydralisk stores about 200 +3d20 at any given time, regenerating 2d6 spines every 30 minutes. The spines ignore 3 points of Defense (from armour, equipment or natural armour) and ignores 4 points of DR/hardness. </p><p><strong>Zerg Traits:</strong> A Hydralisk possesses the standard Zerg traits as defined elsewhere.</p><p><strong>Bigger than Average:</strong> The Hunter Killer Hydralisk is larger than normal, and gains the benefits of being a Huge sized creature when it is advantageous to.</p><p><strong>Spine Burst:</strong> The Hunter Killer can, as a full round attack, launch a burst of multiple spines, using up to spines, as a ranged attack at a single target, ranged attack at +10, dealing 6d12+23, within 250 ft incr out to 5 increments, 19-20x2, ignore 7 points DR/hardness. Living targets suffer 5 points of bleeding damage, that deals damage each round until treated.</p><p><strong>Leaping Maul:</strong> As a full around attack, the Hunter Killer leaps at a single target within 50 ft, making a Jump check DC 25. On a successful check, the Hunter Killer lands on the target, dealing 3d6+6 bludgeoning damage, knocking the target prone if medium size or smaller, and can make 2 scythe attacks that deal an additional 1d8+2 damage each, and it can initiate a grapple as if it had the improved grapple feat, and if it successfully grapples, deals 2d6+6 bludgeoning damage, and each round it successfully maintains the grapple, as well as can make a free scythe attack against the grappled target.</p><p></p><p><strong><span style="font-size: 18px">Mutations</span></strong></p><p><strong>Missile Attacks x3</strong></p><p>The muscles that launch the spines and the hydralisk's spatial awareness are increased, granting the hydralisk +1 to attack and +2 damage for spine attacks. This mutation can be added up to 3 times.</p><p><strong>Muscular Augments x3</strong></p><p>The muscles in the hydralisk are augmented increasing all of the hydralisk's speed by +5. This mutation can be added up to 3 times.</p><p><strong>Grooved Spines x3</strong></p><p>The spines of the hydralisk are modified for greater range, increasing the range increment of the spine attack by +50 ft. This mutation can be added up to 3 times.</p><p><strong>Scything Claws x3</strong></p><p>The scything claws of ground based zerg can be enhanced, increasing damage by +1. This mutation can be added 3 times.</p><p><strong>Hardened Carapace x3</strong></p><p>Ground based zerg can have their carapace enhanced, increasing Natural armour by +1 and adds +2 hit points. This can be added 3 times.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9009030, member: 6668634"] [B][SIZE=7]Hunter Killer Hydralisk[/SIZE][/B] Hunter Killers are a special hydralisk strain, an elite and infamous of hydralisk specialist strains. These hydralisks are bigger and far more powerful versions, and usually have a deep red colouring to their exoskeletons. [B]Hydralisk Hunter Killer strain[/B] CR 8; Large aberration [zerg]; Hit Dice: 8d8+50+6; hp 126; Mas —; Init +7; Speed: 55 ft, burrow 45 ft, climb 30 ft; Defense 18, touch 12, flat-footed 15 (+3 Dex, +9 natural, -1 size) +1 Dodge BAB: +6/+1; Grap +19; Atk Scythe +11 melee (3d6+11, ignore 3 point Defense/DR/Hardness) and Scythe +11 melee (3d6+11, ignore 3 point Defense/DR/Hardness), or spine +12 ranged (3d12+11, 250 ft, 19-20x2, ignore 7 points DR/hardness); Full Atk Scythe +11 melee (3d6+11, ignore 3 point Defense/DR/Hardness) and Scythe +11 melee (3d6+11, ignore 3 point Defense/DR/Hardness), and bite +6 melee (2d6+9 ignore 3 points Defense/DR/Hardness), or spine +12 ranged (3d12+11, 250 ft, 19-20x2, ignore 7 points DR/hardness) and spine +7 ranged (3d12+11, 250 ft, 19-20x2, ignore 7 points DR/hardness); Special Attack: Spine Burst, Leaping Maul FS: 10 ft. by 10 ft.; Reach 15 ft.; SQ: darkvision 60 ft., fast healing 3, Damage Reduction 5, zerg traits, bigger than average; AL: cerebrate; SV: Fort +6, Ref +5 , Will +5; AP 0; Rep +0; Ability Scores: Str 21, Dex 17, Con 20, Int 4, Wis 8, Cha 2. Skills: Climb +10, Hide +10, Jump +22, Listen +6, Spot +8, Search +7, Swim +7, Survival +6, Tumble +6 Feats: Improved Initiative [B], [/B]Dodge, Power Attack (factored into stats), Point Blank Shot, Precise Shot Organization: Found in groups of 1, pairs or group of four [B]Species Traits Bonus Feat:[/B] Hydralisk gain Improved Initiative as a bonus feat. [B]Fast Healing (Ex):[/B] Hydralisks heal 3 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing. [B]Extended Reach (Ex):[/B] The Hydralisk's scythe claws have an extended reach out to 15 feet, but can still attack adjacent targets without problems. [B]Skill Bonuses:[/B] Hydralisks gain a +2 species bonus on Climb and Survival checks. [B]Spines:[/B] The hydralisk can launch 30 cm armour piercing spines from their upper carapace plates, covered by flaps. The flaps fold back before the spines fire, and the hydralisk's head is dipped before head. The hydralisk stores about 200 +3d20 at any given time, regenerating 2d6 spines every 30 minutes. The spines ignore 3 points of Defense (from armour, equipment or natural armour) and ignores 4 points of DR/hardness. [B]Zerg Traits:[/B] A Hydralisk possesses the standard Zerg traits as defined elsewhere. [B]Bigger than Average:[/B] The Hunter Killer Hydralisk is larger than normal, and gains the benefits of being a Huge sized creature when it is advantageous to. [B]Spine Burst:[/B] The Hunter Killer can, as a full round attack, launch a burst of multiple spines, using up to spines, as a ranged attack at a single target, ranged attack at +10, dealing 6d12+23, within 250 ft incr out to 5 increments, 19-20x2, ignore 7 points DR/hardness. Living targets suffer 5 points of bleeding damage, that deals damage each round until treated. [B]Leaping Maul:[/B] As a full around attack, the Hunter Killer leaps at a single target within 50 ft, making a Jump check DC 25. On a successful check, the Hunter Killer lands on the target, dealing 3d6+6 bludgeoning damage, knocking the target prone if medium size or smaller, and can make 2 scythe attacks that deal an additional 1d8+2 damage each, and it can initiate a grapple as if it had the improved grapple feat, and if it successfully grapples, deals 2d6+6 bludgeoning damage, and each round it successfully maintains the grapple, as well as can make a free scythe attack against the grappled target. [B][SIZE=5]Mutations[/SIZE] Missile Attacks x3[/B] The muscles that launch the spines and the hydralisk's spatial awareness are increased, granting the hydralisk +1 to attack and +2 damage for spine attacks. This mutation can be added up to 3 times. [B]Muscular Augments x3[/B] The muscles in the hydralisk are augmented increasing all of the hydralisk's speed by +5. This mutation can be added up to 3 times. [B]Grooved Spines x3[/B] The spines of the hydralisk are modified for greater range, increasing the range increment of the spine attack by +50 ft. This mutation can be added up to 3 times. [B]Scything Claws x3[/B] The scything claws of ground based zerg can be enhanced, increasing damage by +1. This mutation can be added 3 times. [B]Hardened Carapace x3[/B] Ground based zerg can have their carapace enhanced, increasing Natural armour by +1 and adds +2 hit points. This can be added 3 times. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top