Difference between revisions of "Zergling (4e Monster)"
Techpriest88 (talk | contribs) (halfway done. I shall return.) |
Techpriest88 (talk | contribs) (many formatting and mechanical changes.) |
||
Line 23: | Line 23: | ||
|initiative=+6 | |initiative=+6 | ||
|senses=Perception +3, darkvision | |senses=Perception +3, darkvision | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|special= | |special= | ||
|effect= | |effect= | ||
Line 43: | Line 35: | ||
|speed=8, 8 climb | |speed=8, 8 climb | ||
|actionpoints= | |actionpoints= | ||
+ | }} | ||
+ | {{4e Creature Bar MM3|title=Traits}} | ||
+ | {{4e Creature Power MM3 | ||
+ | |type= | ||
+ | |name=Powerful Charge | ||
+ | |keywords= | ||
+ | |recharge= | ||
+ | |effect=The zergling deals an additional 1d6 damage on a hit when it charges. | ||
}} | }} | ||
{{4e Creature Bar MM3|action=Standard}} | {{4e Creature Bar MM3|action=Standard}} | ||
Line 51: | Line 51: | ||
|recharge=At-Will | |recharge=At-Will | ||
|effect=''Attack:'' '''Melee 1''' (one creature); +7 vs. AC<br />''Hit:'' 2d6 + 2 damage. If the target is adjacent to at least 2 allied zerglings, it is also slowed until the end of its next turn. If it was already slowed, it is instead imobilized by this attack. | |effect=''Attack:'' '''Melee 1''' (one creature); +7 vs. AC<br />''Hit:'' 2d6 + 2 damage. If the target is adjacent to at least 2 allied zerglings, it is also slowed until the end of its next turn. If it was already slowed, it is instead imobilized by this attack. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
}} | }} | ||
{{4e Creature Bottom MM3 | {{4e Creature Bottom MM3 | ||
Line 78: | Line 70: | ||
|languages=-- | |languages=-- | ||
}} | }} | ||
+ | |||
===Zergling Tactics=== | ===Zergling Tactics=== | ||
− | |||
Zerglings are quick to join the fray, charging to stike the nearest enemy, but are driven by their own cruel cunning, even when not directed by a greater intelligence. If more than three zerglings are engaging an enemy, others will disengage and charge another foe. Groups will attempt to flank enemies to gain an advantage and cut off retreat. Their prey find it nearly impossible to get past their lunging claws and bodies once they've been surrounded. Even so, their attacks are little more than an artless blur of frenzied slashing, as they do not select priority targets, tearing into whatever is nearest. | Zerglings are quick to join the fray, charging to stike the nearest enemy, but are driven by their own cruel cunning, even when not directed by a greater intelligence. If more than three zerglings are engaging an enemy, others will disengage and charge another foe. Groups will attempt to flank enemies to gain an advantage and cut off retreat. Their prey find it nearly impossible to get past their lunging claws and bodies once they've been surrounded. Even so, their attacks are little more than an artless blur of frenzied slashing, as they do not select priority targets, tearing into whatever is nearest. | ||
Line 94: | Line 86: | ||
|initiative=+7 | |initiative=+7 | ||
|senses=Perception +6, darkvision | |senses=Perception +6, darkvision | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|special= | |special= | ||
|effect= | |effect= | ||
Line 120: | Line 104: | ||
|name=Swarm Attack | |name=Swarm Attack | ||
|keywords= | |keywords= | ||
− | |recharge= | + | |recharge=Aura 1 |
|effect=The zergling horde makes a basic attack as a free action against each enemy that begins its turn in the aura. | |effect=The zergling horde makes a basic attack as a free action against each enemy that begins its turn in the aura. | ||
}} | }} | ||
Line 128: | Line 112: | ||
|keywords= | |keywords= | ||
|recharge= | |recharge= | ||
− | |effect=The zergling horde may move into | + | |effect=The zergling horde may move into and end its turn in enemies' spaces (provoking attacks as normal). The horde has combat advantage and deals an additional 2 damage with attacks against enemies within its space. |
}} | }} | ||
{{4e Creature Bar MM3|action=Standard}} | {{4e Creature Bar MM3|action=Standard}} | ||
Line 138: | Line 122: | ||
|effect=''Attack:'' '''Melee 1''' (one creature); +14 vs. AC<br />''Hit:'' 2d6 + 5 damage. | |effect=''Attack:'' '''Melee 1''' (one creature); +14 vs. AC<br />''Hit:'' 2d6 + 5 damage. | ||
}} | }} | ||
− | {{4e Creature Power | + | {{4e Creature Bar MM3|action=Move}} |
+ | {{4e Creature Power MM3 | ||
+ | |type= | ||
+ | |name=Burrow | ||
+ | |keywords= | ||
+ | |recharge=At-Will | ||
+ | |effect=The zergling horde digs has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect. | ||
+ | }} | ||
+ | {{4e Creature Bar MM3|action=Triggered}} | ||
+ | {{4e Creature Power MM3 | ||
|type={{M}} | |type={{M}} | ||
|name=Weight of Numbers | |name=Weight of Numbers | ||
− | |||
− | |||
|keywords= | |keywords= | ||
− | |effect=+12 vs. Fortitude | + | |recharge=At-Will (immediate reaction) |
+ | |effect=''Trigger:'' An enemy within the horde's space is hit by its ''swarm of claws'' attack (see ''engulfing swarm'').<br />''Attack:'' '''Melee 1''' (triggering enemy); +12 vs. Fortitude<br />''Hit:'' The target takes ongoing 5 damage and is immobilized (save ends both). If at any time the target is no longer in the horde's space, this effect ends. | ||
}} | }} | ||
− | + | {{4e Creature Bottom MM3 | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {{4e Creature Bottom | ||
− | |||
− | |||
|skills=Athletics +9, Stealth +12 | |skills=Athletics +9, Stealth +12 | ||
|feats= | |feats= | ||
Line 171: | Line 153: | ||
|charisma=6 | |charisma=6 | ||
|chabonus=+1 | |chabonus=+1 | ||
+ | |alignment=Unaligned | ||
+ | |languages=-- | ||
}} | }} | ||
===Zergling Horde Tactics=== | ===Zergling Horde Tactics=== | ||
− | |||
A zergling horde acts similarly to a smaller group at first. They will either lie in wait until prey approaches or, if caught in the open, charge directly into battle. However, they then attempt to surround a single foe, dragging it to ground while striking at as many others as possilbe. Unless directed by a higher intelligence, they do not chose priority targets, merely positioning themselves to cause as much mayhem as physically possible. | A zergling horde acts similarly to a smaller group at first. They will either lie in wait until prey approaches or, if caught in the open, charge directly into battle. However, they then attempt to surround a single foe, dragging it to ground while striking at as many others as possilbe. Unless directed by a higher intelligence, they do not chose priority targets, merely positioning themselves to cause as much mayhem as physically possible. | ||
Line 189: | Line 172: | ||
|initiative=+14 | |initiative=+14 | ||
|senses=Perception +10, darkvision | |senses=Perception +10, darkvision | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|special= | |special= | ||
|effect= | |effect= | ||
Line 210: | Line 185: | ||
|actionpoints= | |actionpoints= | ||
}} | }} | ||
− | {{4e Creature Power | + | {{4e Creature Bar MM3|title=Traits}} |
+ | {{4e Creature Power MM3 | ||
+ | |type= | ||
+ | |name=Leaping Charge | ||
+ | |action= | ||
+ | |keywords= | ||
+ | |recharge= | ||
+ | |effect=The winged zergling moves up to 9 squares when it charges, ignoring any intervening allies and difficult terrain. On a hit, it deals an additional 7 damage and knocks the target prone. | ||
+ | }} | ||
+ | {{4e Creature Bar MM3|action=Standard}} | ||
+ | {{4e Creature Power MM3 | ||
|type={{BM}} | |type={{BM}} | ||
|name=Claws | |name=Claws | ||
− | |||
− | |||
|keywords= | |keywords= | ||
− | |effect=+17 vs. AC | + | |recharge=At-Will |
+ | |effect=''Attack:'' '''Melee 1''' (one creature); +17 vs. AC<br />''Hit:'' 13 damage. If the target is adjacent to at least 2 allied zerglings, it is also slowed until the end of its next turn. If it was already slowed, it is instead imobilized. | ||
}} | }} | ||
− | {{4e Creature Power | + | {{4e Creature Bar MM3|action=Move}} |
+ | {{4e Creature Power MM3 | ||
|type= | |type= | ||
|name=Burrow | |name=Burrow | ||
− | |||
− | |||
|keywords= | |keywords= | ||
− | |effect=The winged zergling | + | |recharge=At-Will |
+ | |effect=The winged zergling has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect. | ||
}} | }} | ||
− | + | {{4e Creature Bottom MM3 | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {{4e Creature Bottom | ||
− | |||
− | |||
|skills=Athletics +14, Stealth +17 | |skills=Athletics +14, Stealth +17 | ||
|feats= | |feats= | ||
Line 251: | Line 225: | ||
|charisma=6 | |charisma=6 | ||
|chabonus=+4 | |chabonus=+4 | ||
+ | |alignment=Unaligned | ||
+ | |languages=-- | ||
}} | }} | ||
===Winged Zergling Tactics=== | ===Winged Zergling Tactics=== | ||
+ | Winged zerglings act much as their lesser kin, only more swiftly. Using their nearly-vestigal wings to perform long leaps, they launch themselves into the fray, sending their unfortunate prey sprawling. | ||
− | |||
{{4e Creature Top | {{4e Creature Top | ||
Line 268: | Line 244: | ||
|initiative=+21 | |initiative=+21 | ||
|senses=Perception +19, darkvision | |senses=Perception +19, darkvision | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|special= | |special= | ||
|effect= | |effect= | ||
Line 289: | Line 257: | ||
|actionpoints= | |actionpoints= | ||
}} | }} | ||
− | {{4e Creature Power | + | {{4e Creature Bar MM3|title=Traits}} |
+ | {{4e Creature Power MM3 | ||
+ | |type=[[file:Aura.png]] | ||
+ | |name=Swarm Attack | ||
+ | |keywords= | ||
+ | |recharge=Aura 1 | ||
+ | |effect=The frenzied zergling horde makes a basic attack as a free action against each enemy that begins its turn in the aura. | ||
+ | }} | ||
+ | {{4e Creature Power MM3 | ||
+ | |type= | ||
+ | |name=Engulfing Swarm | ||
+ | |keywords= | ||
+ | |recharge= | ||
+ | |effect=The frenzied zergling horde may move into and end its turn in enemies' spaces (provoking attacks as normal). It has combat advantage and deals an additional 2 damage with attacks against enemies within its space. | ||
+ | }} | ||
+ | {{4e Creature Bar MM3|action=Standard}} | ||
+ | {{4e Creature Power MM3 | ||
|type={{BM}} | |type={{BM}} | ||
|name=Swarm of Claws | |name=Swarm of Claws | ||
− | |||
− | |||
|keywords= | |keywords= | ||
− | |effect=+32 vs. AC | + | |recharge=At-Will |
+ | |effect=''Attack:'' '''Melee 1''' (one creature); +32 vs. AC<br />''Hit:'' 2d6 + 5 damage. | ||
}} | }} | ||
− | {{4e Creature Power | + | {{4e Creature Power MM3 |
|type={{M}} | |type={{M}} | ||
|name=Flowing Offensive | |name=Flowing Offensive | ||
− | |||
− | |||
|keywords= | |keywords= | ||
+ | |recharge=At-Will | ||
|effect=The frenzied zergling horde makes 2 basic attacks against separate targets, and may shift 1 square after each attack. | |effect=The frenzied zergling horde makes 2 basic attacks against separate targets, and may shift 1 square after each attack. | ||
}} | }} | ||
− | {{4e Creature | + | {{4e Creature Bar MM3|action=Move}} |
− | + | {{4e Creature Power MM3 | |
− | |||
− | |action= | ||
− | |||
− | |||
− | |||
− | }} | ||
− | {{4e Creature Power | ||
|type= | |type= | ||
|name=Burrow | |name=Burrow | ||
− | |||
− | |||
|keywords= | |keywords= | ||
− | |effect=The frenzied zergling horde | + | |recharge=At-Will |
+ | |effect=The frenzied zergling horde has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect. | ||
}} | }} | ||
− | {{4e Creature Power | + | {{4e Creature Bar MM3|action=Triggered}} |
− | |type= | + | {{4e Creature Power MM3 |
− | |name= | + | |type={{M}} |
− | + | |name=Weight of Numbers | |
− | |||
|keywords= | |keywords= | ||
− | |effect= | + | |recharge=At-Will (immediate reaction) |
+ | |effect=''Trigger:'' An enemy within the horde's space is hit by its ''swarm of claws'' attack (see ''engulfing swarm'').<br />'Attack:'' '''Melee 1''' (triggering enemy); +30 vs. Fortitude<br />''Hit:'' The target takes ongoing 10 damage and is immobilized (save ends both). If at any time the target is no longer in the horde's space, this effect ends. | ||
}} | }} | ||
− | {{4e Creature Bottom | + | {{4e Creature Bottom MM3 |
− | |||
− | |||
|skills=Athletics +24, Stealth +26 | |skills=Athletics +24, Stealth +26 | ||
|feats= | |feats= | ||
Line 346: | Line 318: | ||
|charisma=6 | |charisma=6 | ||
|chabonus=+10 | |chabonus=+10 | ||
+ | |alignment=Unaligned | ||
+ | |languages=-- | ||
}} | }} | ||
Line 363: | Line 337: | ||
|initiative=+24 | |initiative=+24 | ||
|senses=Perception +21, darkvision | |senses=Perception +21, darkvision | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|special= | |special= | ||
|effect= | |effect= | ||
Line 384: | Line 350: | ||
|actionpoints= | |actionpoints= | ||
}} | }} | ||
+ | {{4e Creature Bar MM3|title=Traits}} | ||
{{4e Creature Power | {{4e Creature Power | ||
+ | |type= | ||
+ | |name=Leaping Charge | ||
+ | |keywords= | ||
+ | |recharge= | ||
+ | |effect=The devouring one moves up to 9 squares when it charges, ignoring intervening allies and difficult terrain. On a hit, it deals an additional 10 damage and knocks the target prone. | ||
+ | }} | ||
+ | {{4e Creature Bar MM3|action=Standard}} | ||
+ | {{4e Creature Power MM3 | ||
|type={{BM}} | |type={{BM}} | ||
|name=Claws | |name=Claws | ||
− | |||
− | |||
|keywords= | |keywords= | ||
− | |effect=+34 vs. AC | + | |recharge=At-Will |
+ | |effect=''Attack:'' '''Melee 1''' (one creature); +34 vs. AC<br />''Hit:'' 13 damage, and the target is marked until the end of its turn next. If the target is adjacent to at least 2 allied zerglings, it is also immobilized. | ||
}} | }} | ||
− | {{4e Creature Power | + | {{4e Creature Power MM3 |
|type={{M}} | |type={{M}} | ||
|name=Frenzied Assault | |name=Frenzied Assault | ||
− | |||
− | |||
|keywords= | |keywords= | ||
− | |effect=The devouring one makes 2 basic attacks against | + | |recharge=At-Will |
+ | |effect=''Effect:'' The devouring one makes 2 basic attacks against a target granting combat advantage. If both hit, the target takes ongoing 5 damage (save ends). | ||
}} | }} | ||
− | {{4e Creature Power | + | {{4e Creature Bar MM3|action=Move}} |
+ | {{4e Creature Power MM3 | ||
|type= | |type= | ||
|name=Burrow | |name=Burrow | ||
− | |||
− | |||
|keywords= | |keywords= | ||
− | |effect=The devouring one | + | |recharge=At-Will |
+ | |effect=The devouring one has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect. | ||
}} | }} | ||
− | + | {{4e Creature Bottom MM3 | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {{4e Creature Bottom | ||
− | |||
− | |||
|skills=Athletics +24, Stealth +27 | |skills=Athletics +24, Stealth +27 | ||
|feats= | |feats= | ||
Line 433: | Line 396: | ||
|charisma=6 | |charisma=6 | ||
|chabonus=+11 | |chabonus=+11 | ||
+ | |alignment=Unaligned | ||
+ | |languages=-- | ||
}} | }} | ||
Revision as of 21:37, 21 October 2011
| |||||||||
Rate this article Discuss this article |
Contents
Zergling
Zerglings form the most numerous of the zerg strains; their simple DNA allows two zerglings to be spawned from a single larva. The larvae get the genetic information from the "primordial ooze" of spawning pools. As the smallest zerg strain apart from the larvae and unstable broodlings, zerglings are one meter tall and possess webbed feet. Further mutations may be made to zergling DNA, frequently altering their physiology through a metabolic boost to increase their reflexes and rate of movement and enhancement of their adrenal glands to alter their hormonal balance, inducing a battle frenzy.
Zerglings are physically adaptable creatures, able to attain extraordinary speeds, even while climbing near-vertical surfaces. Usually, zergling eyes fall in the range of orange to red, but can appear pure black courtesy of expanding pupils which allow them to see in extreme low-light conditions.1
Zergling Tactics
Zerglings are quick to join the fray, charging to stike the nearest enemy, but are driven by their own cruel cunning, even when not directed by a greater intelligence. If more than three zerglings are engaging an enemy, others will disengage and charge another foe. Groups will attempt to flank enemies to gain an advantage and cut off retreat. Their prey find it nearly impossible to get past their lunging claws and bodies once they've been surrounded. Even so, their attacks are little more than an artless blur of frenzied slashing, as they do not select priority targets, tearing into whatever is nearest.
Zergling Horde Tactics
A zergling horde acts similarly to a smaller group at first. They will either lie in wait until prey approaches or, if caught in the open, charge directly into battle. However, they then attempt to surround a single foe, dragging it to ground while striking at as many others as possilbe. Unless directed by a higher intelligence, they do not chose priority targets, merely positioning themselves to cause as much mayhem as physically possible.
Winged Zergling Tactics
Winged zerglings act much as their lesser kin, only more swiftly. Using their nearly-vestigal wings to perform long leaps, they launch themselves into the fray, sending their unfortunate prey sprawling.
Frenzied Zergling Horde Tactics
Once they abandons stealth, the horde charges their prey, immediately moving to engulf the poor unfortunate and crush it under their weight of numbers. In subsequent rounds, the horde will perform flowing offensives in an effort to pull more victims into its midst. Once a victim is imobilized, the zerglings will focus their weight on others, to trap as many as possible.
Devouring One Tactics
Devouring ones are a terror on the battlefield, often entering combat by leaping upon their enemies, bearing them to ground. Typically out-numbering their prey, these terrors will surround their prey and slash their hamstrings in battle frenzy, preventing any escape. Worse still, they almost never attack alone, accompanying even more horrifying zerg allies.
Zergling Lore
A character knows the following information with a successful Arcana check.
- DC 15: Zerglings are a smaller, yet very numerous, breed of Zerg. They attack with their razor-sharp, sickle-like talons, viciously tearing prey to pieces. They are seldom encountered in groups fewer than six -- more often than not running in packs of several dozen.
- DC 20: Zerglings will sometimes set up ambushes, digging shallow holes in loose earth and leaping out to suprise prey as it draws near. Established hive clusters often have enhanced zerglings sporting nearly-vestigal wings that enhance their mobility, allowing them to run faster and leap farther.
- DC 25: Zerglings are sometimes further enhanced by powerful hive clusters, making them a threat to even the most hardened adventurers. Vast swarms of them are found in any true zerg stronghold.
Encounter Groups
Zerglings are encountered in groups with other zerg or infested creatures.
Level 11 Encounter (XP 3,100)
- 4 Winged zerglings
- 3 Hydralisk
- 2 Zergling hordes
Sources
StarCraft Wiki: [1]
Back to Main Page → 4e Homebrew → Monsters
Author | Techpriest88 + |
Identifier | 4e Monster + |
Rating | Undiscussed + |
Title | Zergling + |