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
Even the least of the Zerg are terrible foes.
Zergling Level 2 Skirmisher
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Medium aberrant beast (zerg) XP 125
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Initiative +6
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Senses Perception +3, darkvision
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HP 35; Bloodied 17
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AC 16; Fortitude 13, Reflex 15, Will 14
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Speed 8, 8 climb
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Standard Actions
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Claws ♦ At-Will
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Attack: Melee 1 (one creature); +7 vs. AC 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.
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Traits
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Charge
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The zergling deals an extra 1d6 damage on a hit, when charging.
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Skills Athletics +7, Stealth +9
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Str 12 (+2)
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Dex 17 (+4)
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Wis 14 (+3)
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Con 11 (+1)
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Int 2 (-3)
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Cha 6 (-1)
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Alignment Unaligned
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Languages --
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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 Level 7 Soldier
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Huge aberrant beast (swarm, zerg) XP 300
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Initiative +7
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Senses Perception +6, darkvision
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HP 75; Bloodied 37
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AC 23; Fortitude 18, Reflex 20, Will 19
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Resist: half damage from melee and ranged attacks; Vulnerable: 10 against close and area attacks
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Speed 8, 8 climb
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Traits
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Swarm Attack
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The zergling horde makes a basic attack as a free action against each enemy that begins its turn in the aura.
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Engulfing Swarm
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The zergling horde may move into an enemy's space (provoking attacks as normal). The horde gains combat advantage and deals an additional 2 damage with attacks against enemies entirely within its space.
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Standard Actions
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Swarm of Claws ♦ At-Will
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Attack: Melee 1 (one creature); +14 vs. AC Hit: 2d6 + 5 damage.
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Weight of Numbers (minor 1/round, see engulfing swarm; at-will)
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+12 vs. Fortitude; the target takes ongoing 5 damage and is imobilized (save ends). If at any time the target is no longer in the swarm's space, this effect ends. Special: The horde may make this attack only against creatures entirely within its space that were hit by swarm of claws since the end of the horde's last turn.
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Burrow (move; at-will)
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The zergling horde digs a shallow hole and hides within. It recieves concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
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Alignment Unaligned
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Languages --
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Skills Athletics +9, Stealth +12
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Str 15 (+4)
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Dex 19 (+7)
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Wis 16 (+6)
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Con 13 (+4)
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Int 2 (-1)
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Cha 6 (+1)
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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 Level 12 Minion Skirmisher
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Medium aberrant beast (zerg) XP 175
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Initiative +14
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Senses Perception +10, darkvision
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HP 1; a missed attack never damages a minion.
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AC 26; Fortitude 23, Reflex 26, Will 24
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Speed 9, 9 climb, 7 jump
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Claws (standard; at-will)
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+17 vs. AC; 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 by this attack.
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Burrow (move; at-will)
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The winged zergling digs a shallow hole and hides within. It recieves concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
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Leaping Charge
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The winged zergling may move up to 9 squares when it charges, dealing an extra 7 damage on a hit and knocking the target prone. It jumps over most obstructions, ignoring any intervening allies and difficult terrain.
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Alignment Unaligned
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Languages --
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Skills Athletics +14, Stealth +17
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Str 16 (+9)
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Dex 22 (+12)
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Wis 19 (+10)
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Con 16 (+9)
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Int 2 (+2)
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Cha 6 (+4)
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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 Level 25 Soldier
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Huge aberrant beast (swarm, zerg) XP 7000
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Initiative +21
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Senses Perception +19, darkvision
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Swarm Attack aura 1; the frenzied zergling horde makes a basic attack as a free action against each enemy that begins its turn in the aura.
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HP 230; Bloodied 115
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AC 39; Fortitude 37, Reflex 38, Will 37
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Resist: half damage from melee and ranged attacks; Vulnerable: 10 against close and area attacks
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Speed 9, 9 climb, 7 jump
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Swarm of Claws (standard; at-will)
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+32 vs. AC; 2d6 + 5 damage.
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Flowing Offensive (standard)
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The frenzied zergling horde makes 2 basic attacks against separate targets, and may shift 1 square after each attack.
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Weight of Numbers (minor 1/round, see engulfing swarm; at-will)
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+30 vs. Fortitude; the target takes ongoing 10 damage and is restrained (save ends). If at any time the target is no longer in the swarm's space, this effect ends.
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Burrow (move; at-will)
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The frenzied zergling horde digs a shallow hole and hides within. It recieves concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
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Engulfing Swarm
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The frenzied zergling horde may move into an enemy's space (provoking attacks as normal). It gains combat advantage and deals an additional 2 damage with attacks against enemies entirely within the horde's space. The horde may use its weight of numbers only against engulfed creatures that were hit by swarm of claws since the end of the horde's last turn.
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Alignment Unaligned
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Languages --
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Skills Athletics +24, Stealth +26
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Str 24 (+19)
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Dex 28 (+21)
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Wis 25 (+19)
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Con 22 (+18)
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Int 3 (+8)
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Cha 6 (+10)
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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 Level 27 Minion Soldier
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Medium aberrant beast (zerg, zergling) XP 2750
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Initiative +24
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Senses Perception +21, darkvision
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HP 1; a missed attack never damages a minion.
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AC 43; Fortitude 37, Reflex 40, Will 39
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Speed 9, 9 climb, 7 jump
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Claws (standard; at-will)
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+34 vs. AC; 13 damage, and the target is marked. If the target is adjacent to at least 2 allied zerglings, it is also imobilized until the end of its turn next.
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Frenzied Assault (standard, against an enemy granting combat advantage; at-will)
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The devouring one makes 2 basic attacks against the same target. If both hit, the target takes ongoing 5 damage (save ends).
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Burrow (move; at-will)
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The devouring one digs a shallow hole and hides within. It recieves concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
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Leaping Charge
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The devouring one may move up to 9 squares when it charges, dealing an extra 10 damage on a hit and knocking the target prone. It jumps over most obstructions, ignoring intervening allies and difficult terrain.
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Alignment Unaligned
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Languages --
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Skills Athletics +24, Stealth +27
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Str 23 (+19)
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Dex 29 (+22)
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Wis 26 (+21)
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Con 23 (+19)
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Int 3 (+9)
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Cha 6 (+11)
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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]
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