Armor Class
9
Hit Points
10
(2d6)
Speed
40 ft., This creature runs fast to leap on to its targets and explode.
, Burrow 0 ft. Can burrow under ground to hide and to be see some one needs to roll higher then 13 or have a passive perspiration over 15
STR
10
(+0)
DEX
16
(+3)
CON
10
(+0)
INT
6
(-2)
WIS
6
(-2)
CHA
4
(-3)
Saving Throws
DEX +5
Damage Resistances
Acid
Damage Immunities
Psychic
Condition Immunities
Charmed
Senses
Passive Perception 8
Languages
Can always understand its queen and/or leader
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Hivemind. Can communicate with other Zerg units telepathically
Actions
Explode. On death the Baneling explodes covering everything in the area with acid doing 3d8 damage to everything and 9d8 to buildings.
Self Spike. Melee Weapon Attack: always hit, target self. Hit: 15 (2d10 + 5) piercing damage. .
Bonus Actions
Jump. The Baneling jumps 10 feet on to a enemy creature, the creature can make a dexterity saving throw 2 avoid the Baneling. If the saving throw is above 10 the target can move to an adjacent square that they were on, if above 15 they can move an additional square.
Description
Is very similar to the Zergling but has acid sags on their abdomen and its eyes glow.
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