Armor Class
13
Zerg Carapace
Hit Points
30
(3d10 + 15)
Speed
30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
10
(+0)
INT
3
(-4)
WIS
14
(+2)
CHA
6
(-2)
Skills
Acrobatics +4, Perception +3
Damage Immunities
Acid
Senses
Darkvision 60ft, Passive Perception 12
Languages
Zerg
Challenge
1 (200 XP)
Proficiency Bonus
+2
Actions
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 DC 20 Wisdom (Perception) check to notice.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Death Burst. When the baneling dies or takes an action to preemptively die, it explodes in a burst of acid. Each creature within 15 feet of it must make a DC 12 Dexterity saving throw, taking 17 (3d6 + 9) acid damage on a failed save, or half as much damage on a successful one.
Description
Banelings are so bloated with fluid-filled sacs that they can barely walk; they have even been observed tucking into a tight ball and rolling! 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. The Baneling’s lethality is enhanced by the Zerg predilection for burrowing. An apparently safe area can turn into a death trap as these monstrosities emerge and charge into the midst of their foes, giving little time to react.
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