The slothien (a.k.a. "caterpillar cows") were soft-ribbed, peaceful, caterpillar-like herbivores, making their homes in large nests. This changed with their assimilation into the Zerg Swarm, becoming the nightmarish hydralisks.
The evolutionary matrix of the caterpillar-like herbivorous Slothien was supercharged by the original Overmind, who twisted the hapless creatures into nightmarish killers known as Hydralisks. Within the plates of their carapaces, Hydralisks house hundreds of armor-piercing spines that can be fired in volleys at enemies approaching from ground or air. The remarkable musculature of the Hydralisk (4,000 muscles compared to a Human’s 629) can launch a Needle Spine at astounding speeds, easily penetrating 2 centimeters of solid armor even at maximum range. Under any circumstances, massed groups of Hydralisks should be approached with extreme caution.
The caterpillar-like Slothien were once covered in fine bristles coated with mild paralytic venom to discourage predators. After their assimilation, this innocuous defensive trait gave way to highly poisonous armor-piercing spines. When ready to attack, the formidable musculature of the Hydralisk contracts, releasing large volleys of lethal biological ordnance. Recent studies suggest that the thick mandibles of the herbivorous Slothien were subjected to forced evolution to increase their effectiveness. With an estimated bite force of 5000 pounds per square inch, the Hydralisk’s jaw can easily cut through flesh, bone, any many metals used in armor.
The Hydralisk's claws grown from the relatively soft ribs of the Slothien, and hardened through genetic manipulation, these tri-bladed scythes are formidable weapons in close quarters combat. The high-density bone blades are connected to a set of fast-twitching, striated muscles, which allow for great striking power with a modest range of motion—deadly even in restricted mobility scenarios such as tight corridors or trenches. Hydralisks are fearless, living weapons. Their endocrine and adrenal systems have been altered for that purpose, and the chemicals pumped into their bloodstream effectively force them to live in a perpetual “fight response.”
Some Hydralisk variants seem to be able to overcharge their specialized endocrine system, substantially increasing aggression and savagery.
Melee 2 claws (2d8+5 x4);
Ranged Needle Spines (2d6+5 x2) Range 60 ft.
Full attack Melee (2 claws 2d8+5 x4 ) and Bite (1d8+7 x2)
Weapon Focus(Needle Spine), Alertness, Essence of Agility
DR/Armor
2
Check Penalty
Technique Fail
Survival +6, Spot +7, Listen +7, Chakra Control +4, Ninjutsu +0
Point Blank Shot
Precise Shot
Opportunist
Binomial Classification: Lonomia Gargantis
Controlled Alignment: Same as controlling mind.
Uncontrolled Alignment: Chaotic Evil
Primal Alignment: Neutral
Size Category: Large
Base Speed - 30 ft.
Challenge Rating: 4
Environment: Any
Organization: Solitary, Pair, Swarm (7-10)
Treasure: Standard
Fast Healing 1, Hivemind, Bypass DR 5, Darkvision 60ft, Hold Breath, Zerg Metabolism. Amphibious, Corrosive Saliva, Zerg Carapace 2
Kazegama no Jutsu (Wind Scythe Technique)
Tadayou (Water Strider)
Fast Healing 1: A Zergling heals 1 point of damage a round as long as its conscious.
Bypass DR: A Zergling ignores the first two points of DR/Hardness while attacking.
Hivemind: All Zerg within the same brood are in constant mental communication. If one is aware of a particular threat, they all are. If one Zerg in a brood is not flat-footed, none of them are. No Zerg in said brood is flanked unless all of them are.
Hold Breath (Ex) Zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
Zerg Metabolism (Ex) Zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.
Amphibious (Ex) Zerg breathe both air and water equally well.
Corrosive Saliva (Ex) Zerg deal 1 additional point of acid damage when making a successful bite attack.