Zergling
Even the least of the Zerg are terrible foes.
Zerglings form the most numerous of the zerg mutations; the 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, zerglings are one meter tall and possess webbed feet. Further mutations may be made to zergling DNA, namely the alteration of their physiology through a metabolic boost to increase their reflexes and rate of movement and the mutation of their adrenal glands, changing their glandular balance to induce a battle frenzy.
Zerglings are physically adaptable creatures, able to climb near vertical surfaces and are extraordinarily fast. Usually, zergling eyes are orange, though have been observed to be red. Such is their ability to see in low light conditions, these eyes can appear pure black (courtesy of the expanding pupils to allow more light to the retina).1
Zergling Level 2 Skirmisher
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Medium elemental 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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Claws (standard; at-will)
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+7 vs. AC; 2d6 + 2 damage.
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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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Alignment Unaligned
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Languages --
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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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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 two zerglings are engaging an enemy, others will disengage and charge another foe. Pairs will attempt to flank enemies to gain an advantage. 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 close at... claw.
Zergling Horde Level 7 Soldier
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Huge elemental beast (swarm, zerg) XP 300
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Initiative +7
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Senses Perception +6, darkvision
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Swarm Attack aura 1; 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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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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Swarm of Claws (standard; at-will)
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+14 vs. AC; 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).
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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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Engulfing Swarm
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The zergling horde may move into an enemy's space (provoking attacks as normal). It gains a +1 bonus to attack rolls and +2 to damage rolls 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 +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 lie in wait until prey approaches, but 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 elemental 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.
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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 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, just more swiftly. Using their undersized 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 elemental 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, and the horde shifts 1 square.
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Flowing Offensive (standard)
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The frenzied zergling horde makes 2 basic attacks against separate targets.
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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).
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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 a +1 bonus to attack rolls and +2 to damage rolls 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 elemental beast (zerg) 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.
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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 is slowed and 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 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. Typically out-numbering their prey, terrors will leap upon their enemies, bearing them to ground, and slash their foes 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 - a quickly-evolving swarm of vicious predators from the Elemental Chaos. 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
[1] StarCraft Wiki: Zergling
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