Zergling (3.5e Monster)
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|N Medium Aberration (Xenoblooded)|
|Init/Senses||+3/Darkvision 60 ft.; Listen +1, Spot +1|
|Languages||Telepathy 100 ft.|
|AC|| 15, touch 13, flat-footed 12|
(+2 natural, +3 dexterity)
|hp||13 (3 HD); Slow regeneration|
|Speed||base speed 40 ft.|
|Melee||2 claws +4 (2d4+1)|
|Abilities||Str 12, Dex 16, Con 10, Int 2, Wis 12, Cha 5|
|Feats||Weapon Focus (claw), Skill Focus (hide)|
Slow regeneration: Zerglings regain 1 hit point per hour, and can regenerate one lost limb per eight hours of rest.
Two claws: Zerglings can use both claw attacks during any standard attack, charge, or full attack action.
Strategies and Tactics
There are a couple of common Zergling tactics. Small numbers of them may harry undefended targets. Large groups of them may sweep through bases, killing everything. They may also simply lie in wait for their enemies before popping out of their hiding places to begin the slaughter.
Players can take the Zergling as their familiar if they have the Improved Familiar feat.
A basic (unupgraded) Zergling requires a caster level of 5 to serve as an Improved Familiar. For every 3 caster levels above 5, you may use a Zergling with 1 CR worth of additional upgrades.
There are a number of upgrades available to the Zergling. However many are chosen, make sure that the bonuses to CR's add up to a whole number.
Enhanced Claws (CR +1/2): The Zergling gets a +1 bonus to attack rolls, a +2 bonus to damage with each claw attack, and a +1 bonus to Strength. This upgrade may be taken up to three times.
Enhanced Carapace (CR +1/2): The Zergling gets a +1 bonus to natural armor, a +1 bonus to Dexterity, and a +2 bonus to Constitution. This upgrade may be taken up to three times.
Stronger Legs (CR +1/2): The Zergling gains the run feat and gets a +10' bonus to base land speed.
Sprinter's Wings (CR +1/2): The Zergling gets a +15 bonus to Jump checks and gets a +10' bonus to base land speed.
Burrow (CR +1/2): The Zergling gets a +5 bonus to Move Silently checks, and gains the ability to burrow as a standard action. While burrowed, the Zergling gains cover, concealment, and a +5 bonus to Hide checks. The Zergling stops being burrowed when it takes an action.
Frenzied Clawing (CR +1): The Zergling gains two additional claw attacks at a -2 penalty that may be used during any standard attack, charge, or full-attack action. During a full-attack action, the Zergling also gains two more additional claw attacks at full BAB.
Devouring One (CR +8): The Zergling gains ten additional hit dice, getting 10d8+(10×CON modifier) hit points, +5 to Will saves, +3 to Fortitude and Reflex saves, +7 to Base Attack Bonus, 10 skill points (Hide, Move Silently, Listen, Tumble, Jump, Balance, and Survival are class skills), three ability score points, and three feats.
|Challenge Rating||2 +|
|Identifier||3.5e Monster +|
|Prerequisite||Improved Familiar + and Caster Level 5 +|
|Rated By||Aarnott +|
|Rating||Rating Pending +|
|Summary||A fast, scary beast that tears people apart and runs in groups. +|