d20 statistics for Half Life: Episode 2's Hunters. Fairly self-explanatory.
Size/Type: Large Living Construct
Hit Dice: 10d10+30 (84 hp)
Speed: 60 ft. (12 squares)
Armor Class: 23 (-1 size, +3 Dex, +11 natural), touch 12, flat-footed 20
Base Attack/Grapple: +7/+18
Attack: Slam +14 melee (2d6+7) or Flechettes +9 ranged (30' range, 1d6+2d6 force)
Full Attack: Slam +14 melee (2d6+7) or Flechettes +9 ranged (30' range, 1d6+2d6 force)
Space/Reach: 10 ft./10 ft.
Special Attacks: Flechettes
Special Qualities: Living Construct traits, damage reduction 10/adamantine, darkvision 60 ft., low-light vision, spell resistance 20
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 25, Dex 17, Con 16, Int 12, Wis 17, Cha 4
Skills: Intimidate +11, Jump +19, Listen +10, Search +16, Spot +16, Survival +17 (+19 following tracks)
Feats: Awesome Blow, Great Fortitude, Improved Bull Rush, Power Attack, Track
Organization: Solitary or pack (2-3)
Challenge Rating: 9
Alignment: Always neutral
Level Adjustment: —
Hunters are a type of bioengineered Combine shock troop, typically deployed in harsh terrain and heavily forested environments innavigable for a standard Strider unit. Standing about 8 feet tall, they travel on three quadruple-jointed legs and see via two bioluminescent, vertically aligned blue eyeports. Much swifter and more agile than a Strider, their tripedal configuration also allows for lateral movement, jumping and dodging. Hunters communicate among themselves in a their own language, which consists largely of grunts, roars and growls. They weigh roughly 600 pounds.
Hunters typically begin combat by hanging back and attempting to pick their targets off with flechettes from a distance. If their target is evasive or too close, the Hunter may lower its 'head' module and charge like a bull, either butting the target away into terminal range of their flechettes or knocking them down to fall victim to their deadly foot talons. Observation of their ‘body language’ and vocalizations during battle has led to speculation that they may well experience frustration if they’re unable to quickly dispatch their targets.
A Hunter's primary weapon is a dual barreled flechette launcher, which fires two-pronged darts in rapid salvos from its eyeports. Upon striking a target, the darts explode, dealing an additional 2d6 force damage to anything within a 5-foot radius. Those not hit by the darts can make a DC 18 reflex save for half damage. The save DC is constitution-based.
A hunter has a +4 racial bonus on Intimidate, Search, and Spot checks.