While slothiens were peaceful herbivores, the hydralisk is noted as being one of the most fierce and sadistic of the zerg strains. Hydralisks are a versatile combat strain, and form the backbone of the Swarm, acting as shock troops. To terrans, hydralisks symbolize the Swarm's power more than any other strain

Racial Traits

Ability Score: You gain a +2 to Constitution and a +1 to Strength.
Age: Zerg do not die of old age
Size: Hydralisks stand at a minimum of 8ft and have large bodies which prevent any and all movement from through their space. Your size is medium.
Speed: Your base walking speed is 25 feet.

Armored Plating

Starting at 1st level, instead of adding your Dexterity to your AC you add twice your Constitution Modifier to your AC.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift

Tri-Bladed Scythes

Also at 1st level, you can make a weapon attack using your scythes on your arms. This melee attack deals 2d6+ Strength modifier slashing damage.

Needle Spine

Starting at 2nd level, you gain the ability to shoot needle spines from your mouth with enough force to penetrate 3cm of NeoSteel (durasteel equivalent). Theis Ranged attack 400/1000 deals 2d10+ Dexterity modifier piercing damage. At 7th level, you are able to coat them in toxins adding 2d4 poison is added to the damage. 

Morph Lurker

Starting at 3rd level, as an action, you can cocoon yourself until the start of your next turn. When you do so your AC becomes 20 and gain temporary hit points equal to five times your Constitution modifier plus your level. At the start of your turn, your AC and temporary hit points return to normal and as long as you have at least 1 hit point you morph into a Lurker gaining the following statistics.

  • You gain temporary hit points equal to half your current maximum hit points (rounded up).
  • Subterranean Spines:-While you are burrowed, you can attack with spines that shoot out of the ground up to 30ft long and 10ft high. These spines attack every 5ft space between the two points and every creature in a line up to the point you choose is attacked. The damage equals 2d10+Strength modifier piercing damage.

When your temporary hit points drop to 0, you return back to hydralisk form and take any excess damage to your hit points. Once you use this feature you must finish a short or long rest before you can use it again.

Web Spread

Beginning at 5th level, you can launch a webbing in a 10ft cone area in front of you. This webbing dissipates at dawn.. 

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the web becomes useless. Webs layered over a flat surface have a depth of 5 feet.

Each creature that is hit by the web, starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. DC equal to 8 + prof. bonus + Constitution modifier. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength cheek against your save DC. If it succeeds, it is no longer restrained. It can make this attempt a number of times equal to its Strength modifier (min. 1). Once it uses up its attempts it can no longer attempt to escape in this manor. The webs have an AC of 5 + your Constitution modifier and hit points equal to your level times your Constitution modifier.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Muscular Augments

Beginning at 10th level, your walking speed increases by 10ft and you gain a climbing speed equal to your walking speed.

High Density Bone

At 13th level, you now add your Constitution modifier to your Tri-Bladed Scythe attacks. Additionally, when you are hit with a melee weapon attack, you can use your reaction to reduce the damage by 1d8+Constitution modifier+your level. If the damage is reduced to 0 you can make a Tri-Bladed Scythe attack as part of this reaction.

Seismic Eruption 

Starting at 14th level, when in lurker form your spines erupt with such force that each spine in a five radius deals 2d6 force damage. A creature in the affected area can make a Dexterity saving throw taking half on a success. 

Deadly Range of Motion

Starting at 15th level, you dont gain disadvantage when squeezing into a space.

Spinal Volley

At 18th level, as an action, target a point you can see within 400ft. You launch a volley of your Needle Spine or Toxic Needle Spine in a 10ft radius of the point you chose. Each creature in the area must make a Dexterity Saving Throw, DC 8 + prof. bonus + Dexterity modifier. Dealing 4d10 piercing damage and 4d4 poison damage if Toxic Needles on a failure, half on a success. You can use this ability a number of times equal to your Constitution modifier. You regain all expended uses when you finish a Long Rest.

Noxious Strain

At 20th level, you have bonded with the Noxious Strain and begin to mutate and change your genetic makeup. choose one of the following Strain's:

Poison Strain: Your body begins to emit poisonous vapors at will. You become immune to poison and all your poison damage ignores resistances, if a creature is immune it takes half damage instead.  As a bonus action, you can activate your Noxious vapors. Whenever any creature starts its turn within 5ft of you, you deal 5 poison damage to them. Additionally you gain the Toxic Cloud Attack.

Toxic Cloud: You can release a burst of toxic vapor around you as an action. Each creature within 20ft of you must make a Constitution Saving throw. DC 8 + prof. bonus + Constitution modifier. Taking 8d6 poison damage on a failure, half on a success. Once you use this ability you can do so again until you finish a Short or Long Rest.

Ultralisk Strain: Choosing this strain morphs you into an Ultralisk, in doing so you gain the following effects:

  • Your size increase to Large
  • Your Tri-Bladded Scythes damage die increases to a d12.
  • You gain the Extra Attack Feature
  • Your Hit Dice changes to a D12 and you get to re=roll all your dice taking 8 if you roll below 8.