Usually N Huge Aberration (augmented Animal, Zerg)
+6 (+2 Dex, +4 feat); Senses
Darkvision 300 ft., Tremorsense 20 ft., Superior Low-Light Vision, Scent; Listen +18, Spot +18
24, touch 10, flat-footed 22 (-2 Size, +2 Dex, +14 natural)
279 (18d8+180+18); Fast Healing 1; DR
altitude fatigue, altitude sickness, disease, intelligence damage, intelligence drain, nausea, paralysis, poison, sleep effects, damage caused by high pressure or a lack thereof
acid 10, cold 15, desiccation 15, electricity 10, fire 5
30 ft., swim 20 ft., burrow 5 ft.; Run
2 kaiser blades +22 (4d6+11/17-20 x3) and bite +17 (2d6+5 plus 1d4 acid)
15 ft.; Reach
10 ft. (Long)
dual strike, Power Attack, Shock Trooper (CW 112), reaving strikes, trample
Str 32, Dex 15, Con 31, Int 3, Wis 13, Cha 10
augmented critical, corrosive saliva, dual strike, reaving strikes, trample
amphibious, hold breath, wakefulness, zerg aptitude, zerg biology, zerg breeding, zerg metabolism, zerg talent
Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Initiative, Shock Trooper (CW 112), Power Attack
Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Improved Critical [Kaiser Blades], Improved Toughness (CW 205), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158), Tireless (PGtF 46), Track
Balance +11*, Climb +15, Escape Artist +6, Hide +3, Listen +18, Move Silently +3, Spot +18, Swim +19
Kaiser Blades (Ex)
Both arms of an ultralisk, bear a broad curved blade that it can swing into and through its enemies. A successful kaiser blade attack may deal piercing or slashing damage.
Dual Strike (Ex)
An ultralisk may attack the same target once with each kaiser blade as a standard action or at the end of a charge.
Reaving Strikes (Ex)
The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
An ultralisk’s trample attack deals an amount of damage equal to 2d12 plus 1 ½ times its Strength modifier. A successful Reflex save halves this damage. The save DC is Strength-based.
Augmented Critical (Ex)
Each kaiser blade attack an ultralisk makes, threatens a critical hit on a natural roll of 17-20 (owing to its Improved Critical feat), dealing triple damage on a successful critical hit.
Corrosive Saliva (Ex)
Ultralisks deal 1d4 additional points of acid damage when making a successful bite attack.
Zerg breathe both air and water equally well.
Hold Breath (Ex)
A 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 do not sleep.
Zerg Aptitude (Ex)
One of a zerg’s physical ability scores increases by 2.
Zerg Biology (Ex)
All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.
Zerg Breeding (Ex)
Each zerg gains one of the following additional special qualities:
Swift Breed: One of the creature’s modes of movement increases its speed by 10 feet.Zerg Metabolism (Ex)
Thick-Skinned Breed: The creature’s natural armor bonus to AC improves by an additional 2.
Tracking Breed: The creature gains a +4 bonus on Survival checks made to follow tracks.
A 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.
Zerg Talent (Ex)
Each zerg gains one of the following feats as a racial bonus feat: Alertness, Athletic, Improved Natural Attack (MM 304) or Multiattack.
Ultralisks gain a +4 racial bonus to Balance, Climb, Escape Artist and Hide checks, a +12 racial bonus to Listen and Spot checks and a +8 racial bonus to Swim checks. *An ultralisk with 5 ranks in Balance does not lose its Dex bonus (if any) to AC while balancing. An ultralisk can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it swims in a straight line.