Hydralisk (5e Creature)

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Hydralisk[edit]

Large aberration (zerg), unaligned


Armor Class 15 (natural armor)
Hit Points 52 (8d10 + 8)
Speed 25 ft. (35 ft. on creep)


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 8 (-1) 12 (+1) 4 (-3)

Saving Throws Wis +3
Skills Athletics +3, Perception +3, Stealth +6, Survival +3
Proficiency Bonus +2
Damage Vulnerabilities psychic
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13
Languages
Challenge 2 (450 XP)


Hivemind. The hydralisk can communicate thoughts and emotions telepathically with other zerg in a 1,000-foot radius. This communication is impossible if no overlords are within 1 mile, and is interrupted for 10 minutes if the hydralisk takes psychic damage.

ACTIONS

Multiattack. The hydralisk makes two attacks.

Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Acid Spines. Ranged Weapon Attack: +6 to hit, range 200/400 ft., one target. Hit: 7 (1d6 + 4) piercing damage and 5 (2d4) acid damage.


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Hydralisk - by LD Austin http://ldaustinart.blogspot.com/

The hydralisk is a specialized ranged attacker. It can fire dense spines coated in acid lubricant with blistering speed and accuracy by accelerating them with powerful muscle contractions inside of the crest on its head. Its long, snakelike body lends itself well to stability while firing, though it is not the most mobile of creatures. It also possesses huge claws on long arms, which it uses to impale enemies at close range. Since they are slow and not particularly well-armored, an intelligent psionic controller will use them from the back line, with bulkier creatures such as roaches or zerglings in front to create a buffer between the hydralisks and their foes.

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