Minor Regeneration. The zergling regains 1 hit point every round if it is not incapacitated or unconscious. If the zergling is reduced to 0 hit points, it does not benefit from this trait.
Restless. The zergling does not require sleep.
Pack Tactics. The zergling has advantage on attack rolls against a creature if at least one of the zergling's allies is within 5 feet of the creature and the ally isn’t incapacitated.
(Mutation) Metabolic Boost. The zergling's walking speed increases by 20 feet, up to 60 feet.
(Mutation) Adrenal Glands. The zergling can make three claw attacks instead of two.
Multiattack. The zergling can make two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Description
The zergling is the frontal assault strain of the zerg. They come with four legs to run and leap on, and their backs house four razor-sharp claws that can cut through steel in seconds. While weak on their own, they never go into battle alone. If one is spotted, there are undoubtedly a dozen more coming.
Previous Versions
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3/22/2023 1:43:28 AM
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