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Hydralisk as animal - first monster, comments welcome
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<blockquote data-quote="SpookyDonkey" data-source="post: 924645" data-attributes="member: 12273"><p>This is my interpretation of Starcraft's <a href="http://www.battle.net/images/broodwar/pix/wall/zergprev.jpg" target="_blank">Hydralisk</a>. 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.</p><p></p><p>Hydralisk</p><p></p><p>Medium Magical Beast</p><p>Hit Dice: 4d10 + 8 (30 hp)</p><p>Initiative: +4 (Dex)</p><p>Speed: 30 ft., burrow 10 ft.</p><p>AC: 19 (+4 Dex, +5 natural)</p><p>Attacks: 2 bone scythes +7/+2 or bone spears +8 (range increment 50 feet)</p><p>Damage: Bone scythe 1d6+3, bone spear 1d8 plus 1d4 acid</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Bone Spears</p><p>Special Qualities: Fast Healing 5, Low-Light Vision, Darkvision 60 ft., scent</p><p>Saves: Fort +6, Ref +8, Will +1</p><p>Abilities: Str 16, Dex 18, Con 15, Int 3, Wis 11, Cha 11</p><p>Skills: Spot +2, Listen +2, Hide +7</p><p>Feats: Dodge, Point Blank Shot</p><p></p><p>Climate/Terrain: Any mountains or underground.</p><p>Organization: Solitary</p><p>Challenge Rating: 3</p><p>Treasure: None</p><p>Alignment: Neutral</p><p>Advancement: 5-8 HD (medium size), 9-12 HD (large)</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Combat</p><p></p><p>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.</p><p></p><p>Bone Spears (Ex): These have a x3 critical modifier because having a 2-foot bone spike through your head hurts a lot.</p><p></p><p></p><p></p><p>Did I get that right? Any questions?</p></blockquote><p></p>
[QUOTE="SpookyDonkey, post: 924645, member: 12273"] This is my interpretation of Starcraft's [URL=http://www.battle.net/images/broodwar/pix/wall/zergprev.jpg]Hydralisk[/URL]. 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? [/QUOTE]
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