Terran Marine

Written below is a D&D 3.5 draft of a battlesuit that comprises part of the Starcraft marine.
Similar drafts of other units can be found here: Starcraft d20

If adapted for use in medieval fantasy setting, a terran battlesuit's typical occupant might be a human 2nd-level ranger, with aberrations as a favored enemy, the archery combat style, and the following elite stat array: Str 10, Dex 15, Con 13, Int 14, Wis 12, Cha 8.

TERRAN BATTLESUIT CR 1/2
Always N Medium Construct (Host, Terran)
Init -5 (-5 Dex); Senses Darkvision 300 feet, Superior Low-Light Vision, Shared Sensors; Listen +8, Spot +8;
Languages understands Common; cannot speak; Terran Comlink

AC 14, touch 5, flat-footed 14 (-5 Dex, +6 natural, +3 shield)
hp 36 (2d10+20+5); DR 2/adamantine
Immune blindness, deafness, petrification, polymorph, construct immunities
Resist acid 5, cold 30, electricity 10, fire 30, sonic 5
Weakness Operator Dependent, Structural Vulnerability
Fort +0, Ref -5, Will +0

Speed 5 ft., swim 20 ft.
Melee shield arm +1 (1d8+1)
Ranged rifle arm -5 (2d8/x3)
Space 5 ft.; Reach 5 ft. (Tall)
Base Atk +0; Grp +3
Atk Options burst fire, hyperspin rounds
Special Actions occupant entry, operate battlesuit, effect barrier, speakers, stimpacks, terran comlink, eject occupant

Abilities Str 17, Dex 1, Con —, Int —, Wis 11, Cha 1
SA adamantine strike, bullets, burst fire, hyperspin rounds
SQ buff, ectostatic layer, gravity reducers, life support, planar link, operator dependent, shared saves, shared sensors, structural vulnerability
Racial Feats Improved Natural Attack [Rifle Arm] (MM 304), Improved Natural Attack [Shield Arm] (MM 304), Multiattack (MM 304)
Skills Climb +13, Jump +13, Listen +8, Spot +8, Swim +21

Occupant Entry (Ex) As a move action, a typical human-shaped creature of Medium size without a check penalty due to equipment or encumbrance, may enter an unoccupied terran battlesuit that is both willing and adjacent. A terran battlesuit only has room for one such occupant. Once inside a terran battlesuit, the occupant gains total cover and concealment in addition to immunity against environmental extremes and all external events except gaze attacks. Any objects carried by the occupant that won't fit inside the battlesuit itself, wind up in its space.
Operate Battlesuit (Ex) When occupied, a willing terran battlesuit responds as if it were an extension of occupant's body, giving that occupant access to the suit's feats, natural weapons, special attacks/actions, senses and sensory special qualities. Any effect or condition that hinders or penalizes the physical actions of a terran battlesuit, also affects the physical actions of its occupant in a like manner. An occupied terran battlesuit, always uses the better land speed, base attack bonus, Strength score, Dexterity score and skill ranks as they are found between itself and the battlesuit it occupies. When used underwater, a terran battlesuit remains buoyant and propels itself with a multitude of small jets, always moving using its own swim speed. For the purpose of proficiency and other abilities, a functioning terran battlesuit is considered medium armor worn by both itself and its occupant with no land speed reduction, a maximum Dex bonus to AC of 5, a -2 check penalty to Dexterity-based skill checks and a 50% chance of arcane failure.
Rifle Arm (Ex) One arm of a typical terran battlesuit ends in a high powered rifle, preventing that hand from being used for other tasks. The occupant of the battlesuit can use the suit's rifle arm to shoot bullets in combat without provoking attacks of opportunity. This rifle arm attack is considered a natural weapon despite having a projectile weapon’s unmodified range increment of 150 feet. Rifle arm attacks made underwater have an unmodified range increment of 30 feet with no additional penalties for range. A successful rifle arm attack deals piercing damage. An occupant not proficient with firearms, only suffers a -2 penalty to attack rolls when using a rifle arm.
Bullets (Ex) Spells and abilities that affect a rifle arm attack, affect the bullets it shoots accordingly.
Shield Arm (Ex) One arm of a typical terran battlesuit is mounted with a heavily armored shield, providing itself and its occupant with a +3 shield bonus to its Armor Class. The occupant of a willing terran battlesuit can use the suit's shield arm to make a bashing attack as a secondary natural weapon without losing the bonus it provides to AC. A successful shield arm attack deals bludgeoning damage. An occupant not proficient with shields, only suffers a -2 penalty to attack rolls when using a shield arm.
Burst Fire (Ex) The first attack made using a rifle arm of a terran battlesuit as part of a full attack action, deals damage as if the weapon were one size larger than it actually is.
Hyperspin Rounds (Ex) When using a typical terran battlesuit to make a rifle arm attack against an object or structure, its occupant 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.
Adamantine Strike (Ex) The natural weapons of terran battlesuit overcome adamantine-based damage reduction.
Effect Barrier (Su) As a free or immediate action, an authorized creature can command a willing terran battlesuit to instantly enable or disable the functionality of allowing all magical and psionic effects, both incoming and outgoing, to ignore the total cover and concealment it provides to its occupant, but only for the purpose of establishing line of sight and line of effect.
Speakers (Ex) As a free or immediate action, the occupant of a willing terran battlesuit can command it to instantly enable or disable the functionality of having their voice emitted from the suit's exterior speakers.
Stimpacks (Ex) Up to once per minute as a free or immediate action, the occupant of a willing terran battlesuit can command the suit instantly inject them with a potent performance serum. If the occupant is a living creature, it instantly gains benefits as if affected by a haste spell for 1d4+1 rounds. One minute later, the occupant suffers 2 points of Constitution damage.
Terran Comlink (Ex) As a move action, an authorized creature can command a willing terran battlesuit to instantly attune itself to particular frequency code. As a move action, an authorized occupant of a willing terran battlesuit can command it to instantly enable the functionality of having their voice and/or the battlesuit's relative location broadcast to all other constructs attuned to the same frequency code, and their occupants, that lie within range. This ability has a maximum range equal to 1000 miles multiplied by the battlesuit's undamaged hit point total, and persists until an authorized creature commands a willing terran battlesuit as a free or immediate action, to instantly disable it.
Eject Occupant (Ex) As a free or immediate action, an authorized creature can command a willing terran battlesuit to expel its occupant into the specified adjacent square. When destroyed, a terran battlesuit automatically ejects its occupant. The moment an occupant no longer fits within a terran battlesuit, it is similarly ejected.
Buff (Ex) Terran battlesuits gain an extra 5 hit points.
Ectostatic Layer (Ex) Ethereal and incorporeal creatures cannot pass through a functioning terran battlesuit to attack or otherwise touch anything inside of it.
Equipment Factors (Ex) A willing terran battlesuit can be affected by any beneficial spell or effect that affects objects. For the purpose of beneficial or harmless effects, the construct itself doubles as armor worn by both itself and its occupant, while its natural weapons double as manufactured weapons and its shield doubles as a manufactured shield. Much like an attended object, the construct may share the beneficial effects of applicable magic items, spells, spell-like abilities, supernatural abilities and extraordinary abilities (such as any spell resistance), that a willing occupant might have.
Gravity Reducers (Ex) A terran battlesuit always supports its own weight like any other creature, but also carries its occupant and what they carry. For the purpose of its carrying capacity and Strength-based skill checks, a terran battlesuit's Strength score is considered 20 points higher than it actually is. In addition, any falling damage it suffers is halved.
Life Support (Ex) A terran battlesuit creates an ideal atmosphere within itself for a typical human, filtering the needed substances from the surrounding environment when not in a vacuum. In a vacuum, the suit can sustain a typical human occupant for a number of hours equal to the suit's own undamaged hit point total.
Operator Dependent (Ex) Without a creature to occupy and manipulate them, a Construct with the Host subtype may not take standard or full-round actions or use weapons. In the absence of such an occupant, a willing Construct of this type will still follow the commands it receives from other authorized creatures. In addition, these constructs have no base attack bonus progression.
Planar Link (Su) Whenever an occupied terran battlesuit or its occupant is teleported or leaves a plane by any means, both of them travel to the same destination at the same time in the same configuration.
Shared Saves (Ex) Whenever a Construct with the Host subtype makes a saving throw while it has a willing occupant inside of it, it does so using the best modifier as found between itself and the occupant. In addition, if one of them has a form of Evasion or Mettle, they both do.
Shared Sensors (Ex) Integrated cameras and microphones provide a terran battlesuit and any occupant it might have, with a +8 circumstance bonus to Listen and Spot checks. A willing terran battlesuit shares its senses with its occupant, each using their own skill ranks, feats and mental ability scores. If one of them perceives a threat, they both do. To catch either of them flat-footed, a creature must evade their combined notice. In addition, if one of them has a form of Uncanny Dodge, they both do.
Structural Vulnerability (Ex) A Construct with the Host subtype is not immune to critical hits and precision damage. There is still a 50% chance that any critical hit or any precision damage scored against it is negated so that the damage is instead rolled normally.
Skills A terran battlesuit gains a +8 racial bonus to Swim checks. The creature can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it does so in a straight line.

Brood Lord

Written below is a D&D 3.5 draft of Starcraft's brood lord and broodling.
Similar drafts of other units can be found here: Starcraft d20

A spellcaster with the Scion of the Swarm feat, can summon “brood lords” using a summon monster VIII spell.

BROOD LORD CR 12
Usually N Huge Aberration (augmented Animal, Zerg)
Init +5 (+5 Dex); Senses Darkvision 2 miles, Blindsight 60 ft., Superior Low-Light Vision, Farsight; Listen +19, Spot +19

AC 23, touch 13, flat-footed 18 (-2 Size, +5 Dex, +10 natural)
hp 162 (12d8+96+12); Fast Healing 1; DR 2/-
Immune altitude fatigue, altitude sickness, disease, intelligence damage, intelligence drain, nausea, paralysis, poison, sleep effects, damage caused by high pressure or a lack thereof
Resist acid 10, cold 15, desiccation 15, electricity 10, fire 5
Fort +16, Ref +13, Will +12

Speed 10 ft., swim 20 ft., fly 30 ft. (perfect); Run, Flyby Attack (MM 303)
Melee gore +12 (2d6+5) and bite +12 (2d6+5 plus 1d4 acid)
Ranged seed launcher +13 (2d8+10 plus hatch broodling)
Space 15 ft.; Reach 10 ft. (Long)
Base Atk +9; Grp +27
Atk Options drop shot, Rapid Shot, reaving strikes

Abilities Str 30, Dex 20, Con 26, Int 3, Wis 15, Cha 11
SA corrosive saliva, drop shot, hatch broodling, reaving strikes, swarm seeds
SQ amphibious, farsight, gas bladders, hold breath, wakefulness, zerg aptitude, zerg biology, zerg breeding, zerg metabolism, zerg talent
Feats Brood Lord Evolution, Flyby Attack (MM 303), Improved Flight (CW 151), Improved Toughness (CW 205), Weapon Focus [Seed Launcher]
Racial Feats Aquatic Shot (Sto 90), Blind-Fight, Combat Reflexes, Coordinated Shot (HB 96), Diehard, Endurance, Far Shot, Mind Over Body (XPH 48), Point Blank Shot, Precise Shot, Rapid Metabolism (XPH 50), Rapid Shot, Run, Sharp-Shooting (CW 105), Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158), Tireless (PGtF 46)
Skills Escape Artist +9, Hide +5, Listen +19, Move Silently +9, Spot +19, Swim +18, Tumble +6

Seed Launcher (Ex) Broodlings are symbiotic organisms live and spawn inside a brood lord, where they remain part of the brood lord itself. A brood lord can forcefully expel broodling swarm seeds from the ventral and dorsal sides of its manta-like body, without provoking attacks of opportunity. Its seed launcher attack is considered a primary natural weapon and not a manufactured weapon, despite having a projectile weapon’s unmodified range increment of 250 feet. A seed launcher attack made underwater has an unmodified range increment of 50 feet with no additional penalties for range. A seed launcher attack that hits a target with a normal ranged attack roll, deals bludgeoning damage. A brood lord applies its strength modifier to this damage as if using a sling.
Swarm Seeds (Ex) When expelled, swarm seeds are considered ammunition for the purpose of durability, and as bullets when wind speeds and water currents become a factor. Spells and abilities that affect a seed launcher attack, affect the swarm seeds it shoots accordingly.
Drop Shot (Ex) When making a seed launcher attack against a target located in any space "lower" than its own space, a brood lord gains a +4 circumstance bonus on the attack roll. This bonus does not apply in zero gravity environments.
Hatch Broodling (Ex) An expelled swarm seed hatches when destroyed, from which a broodling emerges unharmed in the seed's current square. If that square is occupied, the broodling then emerges in the nearest randomly determined unoccupied square. A broodling may always act directly after the turn during which it hatched. A swarm seed that hits its target with a normal attack roll is always destroyed. Each time a swarm seed ricochets off a creature, object or surface, it has a 50% chance of doing the same thing. Swarm seeds that survive their expulsion for 1 round, decay into sludge without incident.
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.
Corrosive Saliva (Ex) Brood lords deal 1d4 additional points of acid damage when making a successful bite attack.
Amphibious (Ex) Zerg breathe both air and water equally well.
Farsight (Ex) A brood lord suffers only half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet).
Gas Bladders (Ex) Brood lords possess the reach and carrying capacity of a quadruped, and can maintain their atmospheric and aquatic buoyancy with internal gas bladders, improving their flight maneuverability to good. In the vacuum of space, a brood lord may expel small jets of gas to move at its listed fly speed with perfect maneuverability.
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.
Wakefulness (Ex) 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.
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.
Zerg Metabolism (Ex) 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.
Skills Brood lords gain a +4 racial bonus to Escape Artist, Hide and Move Silently checks, a +12 racial bonus to Listen and Spot checks and a +8 racial bonus to Swim checks. A brood lord can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when flying or swimming, provided it does so in a straight line.


BROODLING CR 2
Usually N Small Aberration (augmented Animal, Zerg)
Init +3 (+3 Dex); Senses Darkvision 300 ft., Tremorsense 20 ft., Superior Low-Light Vision, Scent; Listen +9, Spot +9

AC 16, touch 14, flat-footed 13 (+1 Size, +3 Dex, +2 natural)
hp 13 (2d8+4); Fast Healing 1; DR 1/-
Immune altitude fatigue, altitude sickness, disease, intelligence damage, intelligence drain, nausea, paralysis, poison, sleep effects, damage caused by high pressure or a lack thereof
Resist acid 10, cold 15, desiccation 15, electricity 10, fire 5
Fort +4, Ref +6, Will +1

Speed 30 ft., swim 20 ft., burrow 10 ft.; Run
Melee 2 claws +5 (1d4+1) and bite +0 (1d4 plus 1 acid)
Space 5 ft.; Reach 5 ft. (Long)
Base Atk +1; Grp -2
Atk Options pounce, Power Attack, reaving strikes, Weapon Finesse

Abilities Str 12, Dex 17, Con 13, Int 3, Wis 12, Cha 7
SA corrosive saliva, pounce, reaving strikes
SQ amphibious, hold breath, limited life span, pack attack, wakefulness, zerg aptitude, zerg biology, zerg breeding, zerg metabolism, zerg talent
Feats Weapon Finesse
Racial Feats Blind-Fight, Clever Wrestling (Sto 92), Diehard, Endurance, Close-Quarters Fighting (CW 97), Combat Reflexes, Mind Over Body (XPH 48), Mobility, Power Attack, Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158), Tireless (PGtF 46), Tunnel Fighting (RS 145), Tunnelrunner (Und 27)
Skills Balance +12*, Climb +5, Escape Artist +7, Hide +11, Listen +9, Move Silently +7, Spot +9, Swim +9

Pounce (Ex) If a broodling charges a foe, it can make a full attack.
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.
Corrosive Saliva (Ex) Broodlings deal 1 additional point of acid damage when making a successful bite attack.
Amphibious (Ex) 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.
Limited Life Span (Ex): A broodling hatched from a swarm seed must make a Constitution check each round at the end of its turn (DC 5 + 1 per previous success) or die instantly.
Pack Attack (Ex) Two allied zerg of Small size with this ability, can occupy the same 5-foot square at no penalty, even during combat.
Wakefulness (Ex) 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.
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.
Zerg Metabolism (Ex) 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.
Skills Broodlings have a +4 racial bonus on Balance, Climb, Escape Artist, Hide and Move Silently checks and a +8 racial bonus on Listen, Spot and Swim checks. *A broodling with 5 ranks in Balance does not lose its Dex bonus (if any) to AC while balancing. A broodling 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.

Protoss Tempest

Written below is a D&D 3.5 draft of Starcraft's protoss tempest.
This particular version is a smaller, unmanned version of the original that I have called the harrier.
Similar drafts of other units can be found here: Starcraft d20

A spellcaster with the Hierarch's Favor feat, can summon “harriers” using a summon monster IX spell.

HARRIER CR 13
Usually N Huge Construct (Protoss, Psionitronic)
Init +4 (+4 feat); Senses Darkvision 2 miles, Blindsight 60 ft., Superior Low-Light Vision, All-Around Hyperoptic Sensors; Listen +24, Spot +24
Languages understands Common, Khalani and up to 4 others; cannot speak; Psionitronic Mind

AC 25, touch 12, flat-footed 25 (-2 Size, +13 natural, +4 deflection)
hp 208 (19d10+40+30+15+19); Psionitronic Shield; DR 5/adamantine
Immune blindness, deafness, petrification, polymorph, construct immunities
Resist acid 5, cold 30, electricity 10, fire 30, sonic 5
Weakness Psionitronic Vulnerability
Fort +8, Ref +8, Will +12

Speed fly 40 ft. (perfect), swim 20 ft.; Run
Melee slam +23 (2d6+8)
Ranged kinetic matrix +13 touch (24d6)
Space 15 ft.; Reach 10 ft. (Long)
Base Atk +14; Grp +38
Atk Options resonating frequency

Abilities Str 43, Dex 11, Con —, Int 18, Wis 11, Cha 10
SA adamantine strike, charge delay, particle orbs, resonating frequency
SQ all-around hyperoptic sensors, construct traits, extra buff, heavy deflection, improved buff, induction engines, psionitronic collectors, psionitronic mind, psionitronic prowess, psionitronic shield, psionitronic vulnerability, targeting systems
Feats Aerial Reflexes (RW 148), Improved Natural Attack [Kinetic Matrix] (MM 304), Keen Intellect* (DragMag #318 38), Master of Knowledge (HH 123), Open Minded (taken three times, XPH 48)
Racial Feats Aquatic Shot (Sto 90), Blind-Fight, Coordinated Shot (HB 96), Far Shot, Great Fortitude, Improved Initiative, Improved Toughness (CW 205), Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Run, Sharp-Shooting (CW 105), Weapon Focus [Kinetic Matrix]
Skills Hide +11, Knowledge (any 11) +20, Listen +24, Move Silently +11, Psicraft +24, Search +20, Sense Motive +17, Spellcraft +24, Spot +24, Swim +24, Tumble +5
Synergy Diplomacy +5, Gather Information +3, Search +3 (secret doors/compartments), Survival +3 (get along/navigate), Survival +2 (follow tracks)

Kinetic Matrix (Ex) A harrier discharges orbs of charged particles in combat without provoking attacks of opportunity. Its kinetic matrix attack is considered a natural weapon despite having a projectile weapon’s unmodified range increment of 400 feet. Kinetic matrix attacks made underwater have an unmodified range increment of 120 feet with no additional penalties for range. A kinetic matrix attack that hits a target with a ranged touch attack, deals untyped energy damage. A kinetic matrix attack always deals full damage against objects (although hardness still applies).
Particle Orbs (Ex) Particle orbs are considered "siege weapons" when wind speeds and water currents become a factor. Spells and abilities that affect a kinetic matrix attack, affect the particle orbs it shoots accordingly.
Charge Delay (Ex) A harrier must wait at least 2 rounds after making a kinetic matrix attack, before the weapon can be used to attack again.
Resonating Frequency (Ex) When making a kinetic matrix attack against an object or structure, a harrier may apply a -2 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Adamantine Strike (Ex) The natural weapons of harriers overcome adamantine-based damage reduction.
All-Around Hyperoptic Sensors (Ex) A harrier’s sensor array allows it to look in any direction, and provides it with a +8 racial bonus on Listen, Spot and Search checks. A harrier cannot be flanked. In addition, a harrier suffers only one half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet).
Extra Buff (Ex) Harriers gain an extra 30 hit points.
Heavy Deflection (Ex) Harriers gain a +4 deflection bonus to Armor Class.
Improved Buff (Ex) Harriers gain an extra 15 hit points.
Induction Engines (Ex) Harriers possess the reach and carrying capacity of a quadruped, and produce artificial gravity to provide thrust and lift, enabling them to fly, swim and otherwise maneuver. They gain a +4 racial bonus to Move Silently checks and may even fly in a vacuum without hindrance. Wind speeds and water currents affect harriers as if they were two sizes larger than they actually are.
Psionitronic Collectors (Ex) When subjected to a magical or psionic effect that would normally recover its hit points, a Construct with the Psionitronic subtype, always gains an equal number of temporary hit points instead.
Psionitronic Mind (Ex) A Construct with the Psionitronic subtype always has an Intelligence score, and gains a number of skill points as if it possessed the Outsider type. It counts all skills as class skills, but may not use any skill untrained. Although it can learn and evolve, it must obey its creator(s) and has no form of advancement based on its own experience. While it remains immune to charms, compulsions, phantasms, patterns, morale effects and fear, it can be affected by any other mind-affecting ability or effect, but only when produced by itself, its creator(s) or another individual they permit.
Psionitronic Prowess (Ex) All Constructs with the Psionitronic subtype gain Blind-Fight, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes and Run as racial bonus feats.
Psionitronic Shield (Ex) A Construct with the Psionitronic subtype, usually has a temporary hit point capacity equal to half its undamaged hit point total (rounded up). Each round at the start of its turn, it automatically gains or loses 1 temporary hit point as needed to reach this total. Temporary hit points it gains from any source, always stack and have an instantaneous duration, but are otherwise lost in the typical manner.
Psionitronic Vulnerability (Ex) A Construct with the Psionitronic subtype is not immune to critical hits and precision damage. There is still a 50% chance that any critical hit or any precision damage scored against it is negated so that the damage is instead rolled normally.
Targeting Systems (Ex) Harriers gain Aquatic Shot (Sto 90), Coordinated Shot (HB 96), Far Shot, Point Blank Shot, Precise Shot, Sharp-Shooting (CW 105) and Weapon Focus [Kinetic Matrix] as racial bonus feats.
Skills Harriers gain a +8 racial bonus to Swim checks. A harrier can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when flying or swimming, provided it does so in a straight line. *A harrier may use its Intelligence modifier instead of its Wisdom modifier for Heal, Sense Motive, Spot and Survival checks, as well as for Will saves.

Dark Templar Substitution Levels

Similar drafts of other Starcraft content can be found here: Starcraft d20

These substitution levels apply to the soulknife class (XPH 26), and represent an attempt at mimicking the dark templar from Starcraft.
Hit Die: d6.

REQUIREMENTS
To take a dark templar substitution level, a character must be a member of the protoss race about to take the corresponding level of soulknife.

CLASS SKILLS
Dark templar substitution levels possess every skill as a class skill.
Skill Points at Each Level: 8 + Int modifier.

DARK TEMPLAR SUBSTITUTION LEVELS
LevelBase
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
 Special
2nd+1+0+3+3 Void Step, Void Study, Void's Touch
5th+3+1+4+4 Free Draw, Warp Blade, Warp Focus
6th+4+2+5+5 Void's Embrace, Mind Blade Enhancement +1
9th+6+3+6+6 Mobile Assault, Psychic Assault, Weapon Adept   

CLASS FEATURES
All of the following are features of the dark templar substitution levels.
Void Step (Ex): Starting at 2nd level, a dark templar gains all the benefits of the pass without trace spell. A dark templar can suspend or resume this ability as a free or immediate action. This ability replaces the Throw Mind Blade ability normally gained by a 2nd-level soulknife. In addition, whenever the dark templar would normally gain the Knife to the Soul or Multiple Throw ability, he instead gains a +2 bonus to all skill and ability checks that are Dexterity-based.
Void Study (Ex): Upon reaching 2nd level, a dark templar with at least 3 power points, may permanently sacrifice 2 of them to gain one of the following as a bonus feat: Darkstalker (LoM 179), Mind Mask (SoS 117) or Open Minded (XPH 48).
Void's Touch (Ex): After becoming a 2nd-level dark templar, a creature that gains the Psychic Strike ability has each die of additional damage it normally provides reduced to 1d6. However, the additional damage may be applied to any target the mind blade successfully hits, always dealing full damage to objects.
Warp Blade (Su): Starting at 5th-level, a dark templar wielding a mind blade, may transform it into a warp blade using entropic void energy as a free action, even in areas where psionics don't function. This change persists until it is dismissed as a free action. All other features that apply to a normal mind blade, also apply to a warp blade. In fact, a warp blade is identical to a mind blade in every way but the following:
  • A warp blade lacks physical substance, cannot be harmed and is always considered a light melee weapon made for use in a single hand. A warp blade cannot be thrown or used at range using any ability.
  • Attacking with a warp blade does not end any form of invisibility its wielder may possess.
  • A warp blade always retains its enhancement bonus in areas where psionics don't function.
  • Attacks with a warp blade are melee touch attacks that deal an amount of untyped energy damage appropriate for a weapon of its size and shape, plus its wielder's highest mental ability modifier. Strength does not apply to the damage dealt by a warp blade.
  • A warp blade always deals full damage against objects (although hardness still applies).
  • When attacking with a warp blade, its wielder may apply a -2 penalty to the attack roll before it is made. If the attack succeeds against an object or structure, the damage dealt ignores its hardness. If the attack succeeds against a creature, the damage dealt by the warp blade itself is always considered normal damage in spite of any Regeneration ability the creature might have.
  • Once per round during its wielder's turn, a warp blade may be used as a reach weapon for a single attack.
Warp Focus (Ex): In exchange for becoming a 5th-level dark templar, a creature may never gain the Shape Mind Blade ability normally gained by a 5th-level soulknife.
Void's Embrace (Ex): Starting at 6th level, a dark templar may render himself invisible as a standard action that does not provoke attacks of opportunity. This ability is inherent and not subject to the invisibility purge spell. While the effect of this ability is permanent, it ends instantly when the dark templar wills it, falls alseep, goes unconscious or takes any action that would normally end an invisibility spell. This ability replaces Speed of Thought normally gained as a bonus feat by a 6th-level soulknife.
Mobile Assault (Ex): Starting at 9th level, a dark templar may, as a full-round action, move his speed and take any standard action at any point during that movement. This ability replaces the Bladewind ability normally gained by a 9th-level soulknife.
Psychic Assault (Ex): Starting at 9th level, a dark templar with the Psychic Strike ability, may take a standard action to both charge his mind blade with it and make a single melee attack using that mind blade.
Weapon Adept (Ex): At 9th level, a dark templar without the Psychic Strike ability gains Greater Weapon Focus (mind blade) as a bonus feat.

Protoss Observer

Written below is a D&D 3.5 draft of Starcraft's protoss observer.
Similar drafts of other units can be found here: Starcraft d20

A spellcaster with the Hierarch's Favor feat, can summon “observers” using a summon monster II spell.

OBSERVER CR 2
Usually N Small Construct (Protoss, Psionitronic)
Init +6 (+2 Dex, +4 feat); Senses Darkvision 400 miles, Blindsight 120 ft., Superior Low-Light Vision, All-Around Cosmic Sensors, Perception Filters; Listen +26, Spot +32; Quick Reconnoiter
Languages understands Common and Khalani; cannot speak; Psionitronic Mind

AC 18, touch 13, flat-footed 16 (+1 Size, +2 Dex, +5 natural)
hp 20 (1d10+10+5); Psionitronic Shield; DR 1/adamantine
Immune blindness, deafness, petrification, polymorph, construct immunities
Resist acid 5, cold 30, electricity 10, fire 30, sonic 5
Weakness Combat Inability, Psionitronic Vulnerability
Fort +2, Ref +4, Will +2

Speed fly 120 ft. (perfect), swim 60 ft.; Run
Melee slam -2 (1d4+1)
Space 5 ft.; Reach 5 ft. (Long)
Base Atk +0; Grp -2
Special Actions utility functions

Abilities Str 15, Dex 15, Con —, Int 10, Wis 11, Cha 14
SA adamantine strike
SQ all-around cosmic sensors, buff, cloaking field, combat inability, construct traits, induction engines, perception filters, perception link, psionitronic collectors, psionitronic mind, psionitronic prowess, psionitronic shield, psionitronic vulnerability
Feats Alertness
Racial Feats Aerial Reflexes (RW 148), Blind-Fight, Clever Wrestling (Sto 92), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Quick Reconnoiter (CAd 112), Run
Skills Hide +10, Knowledge (any 11) +1, Listen +26, Move Silently +10, Search +28, Spot +32, Swim +10, Tumble +5

Utility Functions (Su) Once per round as free or immediate action, an observer may produce a correspond, know direction and location, mass missive or mindlink effect as if manifesting the power using a number of power points and an effective manifester level equal to 35 + its Hit Dice. Any save DC is Charisma-based. In addition, the range and duration of these effects are doubled.
Adamantine Strike (Ex) The natural weapons of observers overcome adamantine-based damage reduction.
All-Around Cosmic Sensors (Ex) An observer’s advanced sensor array allows it to look in any direction, and provides it with a +20 racial bonus on Listen, Spot and Search checks. An observer cannot be flanked. In addition, an observer suffers only one-tenth the normal penalty on Spot checks because of distance (-1 per 100 feet of distance, rather than -1 per 10 feet).
Buff (Ex) Observers gain an extra 5 hit points.
Cloaking Field (Ex) An observer's Cloaking Field is always active, rendering the observer itself invisible at all times, even when it attacks. This ability is inherent and not subject to the invisibility purge spell. Any creature under the effect of a Cloaking Field also gains the benefit of the Darkstalker (LoM 179) feat.
Combat Inability (Ex) Observers possess a low base attack bonus progression for their racial Hit Dice, and no primary natural weapons.
Induction Engines (Ex) Observers possess the reach and carrying capacity of a quadruped, and produce artificial gravity to provide thrust and lift, enabling them to fly, swim and otherwise maneuver. They gain a +4 racial bonus to Move Silently checks and may even fly in a vacuum without hindrance. Wind speeds and water currents affect observers as if they were two sizes larger than they actually are.
Perception Filters (Ex) An observer's instruments constantly provide it with all the benefits normally granted by the see invisibility spell and the steadfast perception power. (The enhancement bonus to Spot and Search checks are included in this stat block.)
Perception Link (Su) Creatures in a mindlink with an observer, gain all the benefits normally granted by the see invisibility spell and the steadfast perception power, but only when looking into areas that lie within 5 miles of the observer.
Psionitronic Collectors (Ex) When subjected to a magical or psionic effect that would normally recover its hit points, a Construct with the Psionitronic subtype, always gains an equal number of temporary hit points instead.
Psionitronic Mind (Ex) A Construct with the Psionitronic subtype always has an Intelligence score, and gains a number of skill points as if it possessed the Outsider type. It counts all skills as class skills, but may not use any skill untrained. Although it can learn and evolve, it must obey its creator(s) and has no form of advancement based on its own experience. While it remains immune to charms, compulsions, phantasms, patterns, morale effects and fear, it can be affected by any other mind-affecting ability or effect, but only when produced by itself, its creator(s) or another individual they permit.
Psionitronic Prowess (Ex) All Constructs with the Psionitronic subtype gain Blind-Fight, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes and Run as racial bonus feats.
Psionitronic Shield (Ex) A Construct with the Psionitronic subtype, usually has a temporary hit point capacity equal to half its undamaged hit point total (rounded up). Each round at the start of its turn, it automatically gains or loses 1 temporary hit point as needed to reach this total. Temporary hit points it gains from any source, always stack and have an instantaneous duration, but are otherwise lost in the typical manner.
Psionitronic Vulnerability (Ex) A Construct with the Psionitronic subtype is not immune to critical hits and precision damage. There is still a 50% chance that any critical hit or any precision damage scored against it is negated so that the damage is instead rolled normally.
Skills Observers gain a +8 racial bonus to Swim checks. An observer can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when flying or swimming, provided it does so in a straight line.

Starcraft d20

Recently I've been dabbling with converting Starcraft units into stats for D&D 3.5 and have posted some of them on the Giant in the Playground forums. Any future material I draft with regards to Starcraft will return here to this blog.

So far, the protoss creatures I've made are intended to work for any setting that includes psionics and constructs, although their hit points and damage output are likely too low to compete with much of the technology available in future settings.

I figure in more advanced settings, feats and abilities can be offered to the protoss constructs representing technology upgrades and offered to the zerg as further genetic manipulation.... in order for these creatures to better compete.

For the members of the protoss race itself, like the dark templar, I figure they could just use technological items to boost their innate abilities up to a level where they can compete with futuristic weapons and forms of protection.

Some of the added feats I’ve given to these creatures reflect how the original game worked, where crowded units and obstacles typically didn't get in the way of attacks, and where units didn’t grapple one another, and so forth. I deviated from the original overlords a bit, to simplify the logistics of loading and unloading units, even if that resulted in an overlord that can carry quite a few more units.


Zerg Units

Protoss Units

Terran Units