Small Aberration, Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 21 (6d6)
Speed 50 ft.
STR
10 (+0)
DEX
18 (+4)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws DEX +7, CON +3
Skills Athletics +3, Perception +3
Damage Immunities Acid, Poison
Condition Immunities Frightened, Poisoned
Senses Blindsight 15 ft, Darkvision 300 ft, Tremorsense 60 ft, Passive Perception 13
Languages Telepathy with other zerg
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Pack Tactics.The zergling has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Creep Affinity. While on ground covered with creep, the zergling's speed is doubled and it can burrow and unburrow as a bonus action.

Actions

Multiattack. The zergling makes two claw attacks.

Claw Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) slashing damage. 

Burrow. As an action, the zergling can burrow beneath the ground. While burrowed in this way the zergling is undetectable to a creature without tremor sense. A DC 15 Intelligence (Investigation) can reveal the disturbed earth. A burrowed zergling can unburrow as an action or using it's Ambush reaction.

Bonus Actions

Enhanced Adrenal Glands. The zergling can take the Dash action as a bonus action.

Reactions

Ambush. When a burrowed zergling senses a creature within 10 ft. of it it may use its reaction to burst from the ground and leap at the creature and make a single claw attack.

Mythic Actions

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Description

This horrifying creature is a small and quick moving nightmare. Roughly the size of a dog; these aberrant creatures are covered with an insect-like carapace and have numerous spines and claws protruding from their bodies.

Individually they are not much of a threat, but their tendency to swarm in large numbers combined with a complete lack of regard for their own lives or safety makes them dangerous.

 

Monster Tags: aberration

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