Small Aberration, Typically Chaotic Evil
Armor Class 12 (natural armor)
Hit Points 8 (2d6 + 1)
Speed 40 ft., burrow 10 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
3 (-4)
WIS
9 (-1)
CHA
4 (-3)
Skills Acrobatics +5
Senses Darkvision 60 ft., Passive Perception 12
Languages Telepathy 10 ft. Only with other zerg, only basic thoughs
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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.

Actions

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

Name Date Modified Views Adds Version Actions
3/22/2023 1:43:28 AM
5
1
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Coming Soon

Monster Tags: aberration

Habitat: ForestGrasslandHillUnderdarkUrban

Amoebium

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