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Zergling (3.5e Monster)

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Date Created: 7/16/10
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Zergling Edit

{{#set:Name=Zergling|CR=2|Size=Medium|Summary=A fast, scary beast that tears people apart and runs in groups.|Type=Aberration}}

{{#arraymap:Xenoblooded|,|x|{{#set:Subtype=x}}}}

Zergling

CR 2

N Medium Aberration (Xenoblooded)
Init/Senses +3/Darkvision 60 ft.; Listen +1, Spot +1
Languages Telepathy 100 ft.
AC 14, touch 13, flat-footed 11
(+1 natural, +3 dexterity)
hp 13(3d6 +3) (3 HD); Slow regeneration
Fort/Ref/Will +1/+4/+4
Speed base speed 40 ft.
Melee 2 claws +2 (1d4+1)
Base Atk/Grp +1/+2
Abilities Str 12, Dex 16, Con 10, Int 2, Wis 12, Cha 5
Feats Weapon Focus (claw), Skill Focus (hide)
Skills Hide +9
Advancement

{{#set:Prerequisite=Improved Familiar |Prerequisite=Caster Level 5 |Benefit=None. }} 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 TacticsEdit

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.

For PlayersEdit

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.

Advanced CreaturesEdit

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 and a +1 bonus to Dexterity and 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), and three feats.


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