Burrow. The Baneling is able to burrow into the ground, but cannot move while burrowed. While burrowed, the Baneling is difficult to detect and requires a DC20 Wisdom (Perception) check to notice.
Death Burst. When the Baneling dies, it explodes in a burst of acid. Each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 4 (2d4) acid damage on a failed save, or half as much damage on a successful one. Zerg are immune to this acid.
Living Landmine. While burrowed the Baneling can Self Destruct if agitated
Seige Unit. This unit does double damage to structures when Death Burst and Self Destruct
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d2 + 1) piercing damage and 2 (1d4) acid damage.
Self Destruct. The Baneling can forcibly rupture its sacks killing itself exploding into a burst of acid. Each creature within 5 feet of it must make a DC 15 Dexterity saving throw, taking 6 (2d6) acid damage on a failed save, or half as much damage on a successful one. Zerg are immune to this acid.
Eruption. The Baneling as a reaction can Self Destruct if the Baneling is under half health and feels threatened.
Description
Banelings are created from zerglings following a brief chrysalis phase. In the new form, the zergling's claws shrivel and become withered, and a swollen sac filled with volatile chemicals grows out of its back. The zergling's skin is repurposed, stretching over newly formed growths while its bone plates soften to hold bulbous, pulsating acid sacs in place. Though the remains of the carapace offer no real protection, they allow for unhindered delivery of the baneling's payload. The digestive and reproductory tracts are assimilated as nutrients to accelerate the process and make room for the fleshy, mutated adrenal glands. These are re-purposed to produce and store large quantities of highly corrosive acid. Few materials can withstand this acid burst.
Because of its mass, the baneling's legs are thicker than the zergling's, in order to stabilize itself. Its feet are replaced by sharp spikes that allow them to navigate rough terrain, albeit at a slower pace. The Swarm was able to increase the baneling's speed despite these imperfections. Yet due to their bloated nature, banelings are barely able to walk. They have been observed to tuck into a ball and roll. Banelings also possess a rudimentary sonar system. This system consists of a transmitter in the centre of the baneling's skull, along with two evenly spaced receivers to the sides. The transmitter emits pulses that map the baneling's surrounding area, and echoes back to the receiver, feeding the baneling with a continuous stream of spatial information.
Banelings are capable of surviving on minimal oxygen and moisture.
When a baneling gets close enough to an enemy, it triggers a reaction within its volatile chemical payload, causing the creature to explode with a shower of searing acid. The explosion destroys the baneling but also inflicts terrible damage to its enemies, highly effective against both structures and ground forces. The banelings' lethality is further enhanced by the zerg predilection for burrowing. An apparently safe area can soon turn into a deathtrap as these monstrosities erupt beneath their foes, giving enemies virtually no time to react.
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