Hydralisk (4e Monster)

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Author: Techpriest88 (talk)
Date Created: 4/25/10
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The hydralisk is noted as being one of the most fierce and sadistic of the zerg strains. Their serpentine forms tower over even the largest men, often more than twice their height. Since they move relatively slowly over open terrain, it is common for them to burrow and wait for their prey to enter killing range before attacking, destroying their enemies in a deadly crossfire. Despite their relatively sluggish nature, hydralisks can climb nearly vertical surfaces.

Hydralisks may attack in close quarters with their scythe-like arms or, more commonly, strike from a distance with volleys of armor-piercing spines. Hundreds of spines are stored in the upper carapace plates and covered by flaps. The flaps must fold back for the spines fire, which gives a warning breath before an impending volley.

Hydralisk[edit]

As terrifying in close quarters as it is at range.
Hydralisk
Level 11 Artillery
Large aberrant magical beast (zerg)
XP 600
Initiative +11 Senses Perception +14, darkvision
HP 112; Bloodied 56, see hydralisk rage
AC 23; Fortitude 22, Reflex 25, Will 24
Speed 5, 5 climb
Traits
Hydralisk Rage
While bloodied, the hydralisk deals an additional 2 damage with attacks and may not use serpentine grace.
Defensive Agility (mount)
An infested zerg using the hydralisk as a mount adds +2 to its AC and Reflex defenses.
Standard Actions
BasicMelee.png Talons ♦ At-Will
Attack: Melee 1 (one creature); +18 vs. AC
Hit: 2d4 + 5 damage.
BasicRanged.png Needle Spines ♦ At-Will
Attack: Range 20 (one creature); +18 vs. AC
Hit: 1d10 + 6 damage.
Ranged.png Ambushing Barrage ♦ Encounter
Requires: The hydralisk must have concealment to use this attack.
Attack: Range 10 (one creature); +18 vs. AC
Hit: 2d10 + 12 damage.
Move Actions
Serpentine Grace ♦ At-Will
Effect: The hydralisk shifts 2 squares (or 3 squares on creep).
Burrow ♦ At-Will
Effect: The hydralisk has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
Skills Athletics +12
Str 15 (+7) Dex 22 (+11) Wis 18 (+9)
Con 16 (+8) Int 5 (+2) Cha 6 (+3)
Alignment Unaligned Languages --


Hydralisk Tactics[edit]

Hydralisks attack at their maximum range when supported by other breeds of zerg, especially zerglings, who can hold foes at bay. When acting alone, their favourite tactic is wait until prey approaches their hiding spot, then pin them down with an ambushing barrage. If forced into melee, they repay brutality in like form.


Hunter Killer[edit]

Hunter Killer
Level 21 Elite Artillery
Large aberrant magical beast (zerg)
XP 6400
Initiative +18 Senses Perception +21, darkvision
HP 197; Bloodied 98, see hydralisk rage
AC 33; Fortitude 32, Reflex 35, Will 34
Saving Throws +2
Speed 5, 5 climb
Action Points 1
Traits
Hydralisk Rage
While bloodied, the hunter killer deals an additional 4 damage with attacks and may not use serpentine grace.
Standard Actions
BasicMelee.png Talons ♦ At-Will
Attack: Melee 1 (one creature); +28 vs. AC
Hit: 4d4 + 4 damage.
BasicRanged.png Needle Spines ♦ At-Will
Attack: Range 20 (one creature); +28 vs. AC
Hit: 2d10 + 7 damage.
Melee.png / Ranged.png Evasive Volley ♦ At-Will
Effect: The hunter killer makes a talons or needle spines attack, shifts 1 square, then makes a needle spines attack against a different target.
Area.png Ambushing Barrage ♦ Encounter
Requires: The hunter killer must have concealment to use this attack.
Attack: Area burst 1 within 10 (enemies in burst); +16 vs. AC
Hit: 4d10 + 7 damage.
Move Actions
Serpentine Grace ♦ At-Will
Effect: The hunter killer shifts 2 squares (or 3 squares on creep).
Burrow ♦ At-Will
Effect: The hunter killer has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
Skills Athletics +20
Str 20 (+15) Dex 27 (+18) Wis 23 (+16)
Con 21 (+15) Int 5 (+7) Cha 6 (+8)
Alignment Unaligned Languages --


Hunter Killer Tactics[edit]

Hunter killers display twice the ferocity of a normal hydralisk, even when pressed into melee. They take advantage of their serpentine reflexes, evading blows and slipping away before turning to release another volley into the midst of their foes. Like lesser hydralisks, they delight in laying ambushes and prefer to stay at range, but they never leave a melee without having their say.

Hydralisk Lore[edit]

A character knows the following information with a successful Arcana check.

DC 15: Hydralisks are serpentine, zerg horrors capable of launching deadly spines from their carapace. They aren't particularly quick, but they make up for it with sheer ferocity.
DC 20: Hydralisks are more likely to lay an ambush than most other breeds and attack viciously when springing their trap. A hunter killer is a vastly improved strain of hydralisk. Only certain broods hold the genetic and mutagenic secrets needed to produce them.
DC 25: Hydralisks can use their serpentine grace to deny their foes any opportunity to strike. The ill-tempered creatures lash out with redoubled ferocity against enemies who gain the advantage. Some few infested who show a special affinity for hydralisks are allowed to ride on their backs, benefiting from their evasive natures.

Encounter Groups[edit]

Hydralisks are encountered with other zerg and infested.

Level 11 Encounter (XP 3,100)[edit]

Souces[edit]

StarCraft Wiki: Hydralisk



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AuthorTechpriest88 +
Identifier4e Monster +
RatingUndiscussed +
TitleHydralisk +