Scorpion Zerg - Dreadlock

Scorpion infusion - Dreadlock [intelligence] {range, medium}

After the brood wars the Zerg Swarm that followed Kerrigans lead went through a lot of changes. but most remarkable was the infusion between the Guardian and Lurker strains. Oddly enough these creatures never got to see much daylight as they were quickly discarted and devoured by the last remaining Defilers. it was only a little amount of time before the journey to Jotun was about to begin. Kerrigan needed strong and swift actors to recover an ancient Xel'Naga artefact. She instrumented a similar kind of infusion (which was overseen by her greatest Queen), to recreate a superior attacker who could to harmful for any enemy she might come across. The enresult was a Scorpion-like enbodyment, and the tail had a giant hollow spine on it looking like a huge scythe. overgenerated forearms had actual birthplaces for the tinyest of Broodlings and with thunderous power it could drill a hole to burrow and escape from enemy sight. Having roughly the size of half an Ultralisk, a particular Scorpion infused Zerg warrior came to Kerrigans attention for the Jotun-mission. This warrior was known only as Dreadlock and had emerged as a cunning and powerful beast that did whatever it's master commanded it to. a Needless to say, Kerrigan was it's master.

Most appealing about Dreadlock was his unmatched skill and array of abilities he had evolved during his ever savage life. among others, he is able to spawn several broodlings upon a victims death by injecting little strains of DNA into his attacks. Aside from that, Dreadlock has 3 different ways of atatcking his enemies, from which 2 are ground orientated and 1 independend anti-air strike.

(recap: Dreadlock can attack with 1 of 2 GtG moves AND always be able to use a GtA strike)

Now will follow the list of abilities and/or spells which have been observed by numerous Terran or Protoss warriors. (It's believed that over a 1000 sightings have been counted, but over 800 were merely rumoured as the actual Terran or Protoss never survived.)

1) GtG Attack mode change (Ranged acid/melee claws) - Dreadlock can spit a burning acid from it's mouth (or what's believed to be it's mouth) which travels a good distance of 5 range. Usually this atatck is Dreadlocks default attack. But it is seen that it can also apply brutal slashes with it's thundering forearms. Eventhough the forearm attack is melee of range, it packs a huge punch. Dreadlock can interchange wether the way it atatck from a distance or closes in for melee combat at will.

An attack Dreadlock is always capable of doing is his tailsplash GtA attack. It then shoots a small acid bolt into the air eventually striking an aircraft. the range for this strike is 4, but must not be underestimated.

2) Burrowing & Attack while burrowed (ground only) - Dreadlock has a very nasty trait which is similar to that of the Lurker. Dreadlock can atatck with his acid from an underground position. But instead of the acid being sprayed it now comes as a vapor-like matter through the ground upwards.

3) Cliff climbing (passive) - Dreadlock can use his huge scythe-like feet to climb up against a cliff. the transition upwards or downwards goes rather slow (slower as it's normal movement speed) and also it cannot engage any target while it climbs the cliff.

4) Broodling spawn (passive, ground only) - As was observed, Dreadlock has pocket for Broodling incubation. Seemingly a little strain of DNA is used in every atatck and upon the death of a targetted enemy, the DNA will quickly overtake the host (which must be biological) and from the remains spawns 2 Broodlings.

5) Chrysalis Capture (100 energy) - From the back of it's body, dreadlock can use his hollow tail which can expand up to the size to fit a common Tank and therefore protects an ally from receiving damage. This ability can not be performed when Dreadlock is burrowed.

6) Parasite Sting (150 energy) - Apart from using it's tail for the protection of allies, Dreadlock can also use it to sting an enemy with. The result of this is 2-ways.

- First, a parasitic organ is inserted which given the Zerg who controls it, the line of sight for this unit. Additionally the parasite grows when the host get's hurt by firepower (all kinds), until it will eventually mass-mutuate and make the host explode. any unit who would then be walking closely next to that host would get splash damage. Furthermore, the parasite is being transferred to all the new hosts.

(note: as long as the host doesn't run out of HP, it doesn't explode and the parasite will not be transferred.)

-Please use the discussion tab if you have any comments about this hero, including specific ideas to make him better.

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