Difference between revisions of "Zergling (4e Monster)"

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Latest revision as of 19:38, 12 November 2011

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Author: Techpriest88 (talk)
Date Created: 4/19/10
Status: Completed.
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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[edit]

Even the least of the Zerg are terrible foes.
Zergling
Level 2 Skirmisher
Medium aberrant beast (zerg)
XP 125
Initiative +6 Senses Perception +3, darkvision
HP 35; Bloodied 17
AC 16; Fortitude 13, Reflex 15, Will 14
Speed 8, 8 climb
Traits
Powerful Charge
The zergling deals an additional 1d6 damage on a hit when it charges.
Standard Actions
BasicMelee.png Claws ♦ At-Will
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.
Skills Athletics +7, Stealth +9
Str 12 (+2) Dex 17 (+4) Wis 14 (+3)
Con 11 (+1) Int 2 (-3) Cha 6 (-1)
Alignment Unaligned Languages --


Zergling Tactics[edit]

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[edit]

Zergling Horde
Level 7 Soldier
Huge aberrant beast (swarm, zerg)
XP 300
Initiative +7 Senses Perception +6, darkvision
HP 75; Bloodied 37
AC 23; Fortitude 18, Reflex 20, Will 19
Resist: half damage from melee and ranged attacks; Vulnerable: 10 against close and area attacks
Speed 8, 8 climb
Traits
Aura.png 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.
Engulfing Swarm
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.
Standard Actions
BasicMelee.png Swarm of Claws ♦ At-Will
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d6 + 5 damage.
Move Actions
Burrow ♦ At-Will
Effect: The zergling horde has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
Triggered Actions
Melee.png Weight of Numbers ♦ At-Will
Trigger: An enemy within the horde's space is hit by its swarm of claws attack (see engulfing swarm).
Attack (immediate reaction): Melee 1 (triggering enemy); +12 vs. Fortitude
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.
Skills Athletics +9, Stealth +12
Str 15 (+4) Dex 19 (+7) Wis 16 (+6)
Con 13 (+4) Int 2 (-1) Cha 6 (+1)
Alignment Unaligned Languages --


Zergling Horde Tactics[edit]

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[edit]

Winged Zergling
Level 12 Minion Skirmisher
Medium aberrant beast (zerg)
XP 175
Initiative +14 Senses Perception +10, darkvision
HP 1; a missed attack never damages a minion.
AC 26; Fortitude 23, Reflex 26, Will 24
Speed 9, 9 climb, 7 jump
Traits
Leaping Charge
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.
Standard Actions
BasicMelee.png Claws ♦ At-Will
Attack: Melee 1 (one creature); +17 vs. AC
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.
Move Actions
Burrow ♦ At-Will
Effect: The winged zergling has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
Skills Athletics +14, Stealth +17
Str 16 (+9) Dex 22 (+12) Wis 19 (+10)
Con 16 (+9) Int 2 (+2) Cha 6 (+4)
Alignment Unaligned Languages --


Winged Zergling Tactics[edit]

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[edit]

Frenzied Zergling Horde
Level 25 Soldier
Huge aberrant beast (swarm, zerg)
XP 7000
Initiative +21 Senses Perception +19, darkvision
HP 230; Bloodied 115
AC 39; Fortitude 37, Reflex 38, Will 37
Resist: half damage from melee and ranged attacks; Vulnerable: 10 against close and area attacks
Speed 9, 9 climb, 7 jump
Traits
Aura.png 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.
Engulfing Swarm
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.
Standard Actions
BasicMelee.png Swarm of Claws ♦ At-Will
Attack: Melee 1 (one creature); +32 vs. AC
Hit: 2d6 + 5 damage.
Melee.png Flowing Offensive ♦ At-Will
Effect: The frenzied zergling horde makes 2 basic attacks against separate targets, and may shift 1 square after each attack.
Move Actions
Burrow ♦ At-Will
Effect: The frenzied zergling horde has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
Triggered Actions
Melee.png Weight of Numbers ♦ At-Will
Trigger: An enemy within the horde's space is hit by its swarm of claws attack (see engulfing swarm).
Attack (immediate reaction): Melee 1 (triggering enemy); +30 vs. Fortitude
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.
Skills Athletics +24, Stealth +26
Str 24 (+19) Dex 28 (+21) Wis 25 (+19)
Con 22 (+18) Int 3 (+8) Cha 6 (+10)
Alignment Unaligned Languages --


Frenzied Zergling Horde Tactics[edit]

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[edit]

Devouring One
Level 27 Minion Soldier
Medium aberrant beast (zerg, zergling)
XP 2750
Initiative +24 Senses Perception +21, darkvision
HP 1; a missed attack never damages a minion.
AC 43; Fortitude 37, Reflex 40, Will 39
Speed 9, 9 climb, 7 jump
Traits
Leaping Charge
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.
Standard Actions
BasicMelee.png Claws ♦ At-Will
Attack: Melee 1 (one creature); +34 vs. AC
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.
Melee.png Frenzied Assault ♦ At-Will
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).
Move Actions
Burrow ♦ At-Will
Effect: The devouring one has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
Skills Athletics +24, Stealth +27
Str 23 (+19) Dex 29 (+22) Wis 26 (+21)
Con 23 (+19) Int 3 (+9) Cha 6 (+11)
Alignment Unaligned Languages --


Devouring One Tactics[edit]

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[edit]

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[edit]

Zerglings are encountered in groups with other zerg or infested creatures.

Level 11 Encounter (XP 3,100)[edit]

  • 4 Winged zerglings
  • 3 Hydralisks
  • 2 Zergling hordes


Sources[edit]

StarCraft Wiki: Zergling



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Facts about "Zergling (4e Monster)"
AuthorTechpriest88 +
Identifier4e Monster +
RatingUndiscussed +
TitleZergling +