imp_fireball
2008-12-20, 04:15 AM
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Zergling
... And it ran about with the speed of a dozen horses, tackling objects with the weight of a sledge hammer, chewing through Artemis's rock golem like it was some kind of oatmeal. I seen demons and their twisted mockeries of our common creatures, but nothing like this proved so deadly. With such a hunger in its soul being to draw blood. Luckily our wizard managed to paralyze before it could cause further catastrophy. It had six souless eyes. I still remember.
- Loremaster Kent Bruckhemmel
Medium Aberration (zerg)
Hit Dice: 5d8+5 (27hp)
Initiative: +5
Speed: 100' (20 squares land)
Armor Class: 21 (+5 DEX, +5 Natural Armor, +1 Speed), 16 (touch), 15 (flatfooted)
Base Attack/Grapple: +16 on a bite attack; +12 without a bite, +4 intuition check to opposed grapples (+16 opposed)/+3 (BAB)
Attack: Natural Attacks, grapple attacks
Full Attack: (2 talons) +11, 1d8+3 per talon or 1d10+4 (both talons simultaneously; functions like two handed natural weapon) +11; (1 bite) +13, 1d10+6; (rake - 2 claws, 2 talons, 1 gore/1 bite... only applies when grappling), +15 claws, 1d6+3 (per claw); 1d6+3 (gore with both tusks) +14, 1d8+6 (1 bite) +1; 1d8+3 (per talon) +15, 1d10+3(both talons simultaneously) +15; All damage is increased by +3 for every sub-evolutional 'melee' augmentation provided by hive mind (max of 3 provide-able); all attacks threaten 19-20/x2, except scythes (if granted), which threaten 20/x4
Space/Reach: Adjacent
Special Attacks: Lock Jaw, Pounce, Rush, Rake
Special Qualities (feats included): Hive Mind of the Swarm, Fast Healing 1, Improved Natural Multi-Attack, Improved Grapple, Boundless Pathing, Metabollic Synthesis, DR/5 Neosteel, Fire Resistance 1
Saves: Fort +4, Ref +8, Will +0
Abilities: Str 16, Dex 21, Con 12, Int 2, Wis 10, Cha 4
Skills: Climb +11, Tumble +11, Jump +31, Balance +9,
Feats: Pounce, Natural Weapon Focus (mandibles), Rend Armor
Environment: Any (including vacuum)
Organization: Scout (1 zergling), Pair (2 zerglings), Pack (24 zerglings), Horde (100 zerglings), Swarm (1000+ zerglings)
Challenge Rating: 6
Treasure: At GM discretion
Alignment: N/A (Any if 'rogue' (not a part of the swarm); hive mind removes alignment but does not apply if rogue)
Advancement: As Class, or 4-7HD (medium), 8-12HD (large)
Level Adjustment: +5, +3 (cohort)
Description/background/characteristics
Originally evolved from dune runners on the planet Zz'gash, zerglings attack in great numbers, acting as scouts or make for excellent cannon fodder for the swarm as a whole. Their tough chiton gives them the confidence that they can rend through anything that stands in their way.
Combat
Zerglings will often unburrow, and/or swarm from all sides on a helpless target. They will fight to the death unless ordered away, even if not under the effects of hivemind.
Ability descriptions
Natural Weapons
The number of attacks a zergling may make is limited by its natural weapons. Removing weapons from the zerglings body during combat (cutting off limbs, ie.) limits the attacks it may make.
As a general rule, zerglings have one bite, one gore, two talon attacks (or one if talons are used simultaneously, in which case they count as a two handed weapon), and two attacks of an interchangeable weapon (claw or scythe). They may only bite and use their claws and scythes while grappling or while occupying the same space as their target.
A zergling is limited to three attacks when not grappling (pounce = three attacks), but may make utilize all six natural weapons on a rake when grappling.
Single Minded
A zergling may not grapple and attack in the same round, no matter how many attacks they may make on a full attack action, unless they have the adrenal glands genetic add-on. Additionally, they must occupy the same space as the opponent in order to attack them when biting or using claws or scythes.
If a zergling bites when not grappling, that may be its only natural attack for the round.
Finally, a zerg cannot be distracted by external influences. They receive a +4 to concentration checks.
Single minded is a feature that applies to all zerg that (unless otherwise stated), that with the latter benefits, limits a zerg to only one type of standard action/round (ie. attack or use skill). Sometimes there are circumstances specific to a creature.
Rake: When grappling, a zergling may rake and thus recieves a +4 bonus on all of its natural attacks against the grappled opponent.
Scythe'n'Mandible:
Zerglings of different broods, as well as even those of different hordes may wield different natural weapons. For all intents and purposes, a cerebrate may autonomously replace the natural weapons of a zergling (applies to all zerglings with targeted organization) to either scythe (two scythes, treat as scythe weapon/natural), or claw (+2 bonus to grapple).
Wings:
Wings are an optional investment for a zergling. They do not hinder the zergling in any away, except provide -10' penalty to land speed due to underdeveloped auxiliary sacs within the zergling's complex protein-rooted cyclo-metabollic structure.
Wings add 15' of hovering speed/round which does not stack with regular movement and is optional as part of movement (3 squares max hover distance, although 'running' increases distance on same multiplier as land speed).
Hovering does not provide the creature the ability to elevate itself, rather suspend itself for a single round. A zergling may hover as part of a fall (reduce fall up to 15'), however this costs a swift action (factor into next round if appropriate). A hovering jump grants a zergling a horizontal distance of 15' (running multiplies jump and hover distance as normal). Vertically, hovering offers a +2 to a zergling's jump check (no bonuses provided for horizontal checks, except the hovering distance allowance). Wings do not offer armor check penalties or anything of the like although they can increase a ling's weight by 1/80th of total weight (if GM feels it's necessary).
Chitin: A feature of all creatures of the zerg subtype, chitin acts as both armor and a weapon for the zergling, for it is a material type - in addition to natural armor, it provides DR/1 against all physical attacks + 1 for every genetic add-on assigned by the zerg cerebrate that is associated with zerg carapace.
As a weapon, chitin allows all attacks of a zergling to bypass hardness 20.
Chitin has hardness 20 and 20hp per inch of thickness. Armor upgrades add 1/2 inch of thickness per genetic add-on to a zergling unless stated otherwise.
Adaptation:
Creatures of the zerg subtype can persist in any environment, including vacuum. If there is a DC to survive in an environment over a period of time, zerg apply WIS mod of the cerebrate (commander) + half actual DC to survive in environment to their roll.
Creep
Creep, a material that formulates among and beyond zerg domain (and notifies enemies and of zerg presence (and vice versa); hardness 200/regeneration 50) and provides food for the zerg (which breaks down in their metabolism; and is telepathically softened at feeding time). Even if a creature manages to bite through the impossibly tough material of creep, the material itself is highly poisonous (treat as poison of the highest degree).
Even without creep, consuming even the deadliest of poisons will subsume said poisons in a zerg's phenomenal metabolism.
Lock Jaw: Upon a successful bite attack, the zergling may automatically initiate a grapple with its victim although this will provoke an attack of opportunity. The zergling recieves a +4 to all grapple checks performed in this manner.
Rush (Ex):
Upon a successful pounce (at least one attack hitting), a zergling may initiate a grapple instead of its usual attacks. If the check succeeds, the opponent is automatically pinned (or knocked prone and held, whichever seems applicable). If the check fails, then the opponent may make an opposed check to grapple the zergling, however this provokes the zergling's AoO for that round.
Hive Mind (racial trait):
Offers the affect of alertness and an additional +1 in the skill bonuses provided by alertness as well as will saves for every creature of the same affect within a mile up to five additional creatures. Additionally, all creatures under the affect have a +20 morale bonus against fear effects.
Zerg under the hive mind affect are typically considered to be a part of the swarm. Zerg that are under this affect feel completely compelled to obey anything above them in the greater hierarchy (treat as if dominated; emotions a zerg feels directly imitate those of its cerebrate and obey orders as if it is their lifeblood with literal machine intensity). Other hive minds could include powerful telepaths, however strange they may be.
The presence of an overlord within one mile grants a zerg a +4 to spot and listen per overlord, up to a maximum of +12.
All zerg within 50 miles of an overlord are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are (up to a mile). No zerg in a group is considered flanked unless all of them are.
The only thing that can overcome the effect of hive mind on an individual is Dominate (psion/divine/arcane equivalents) which must compete with the boosted will saves granted by hive mind.
Rogue Zerg:
Because zerg have always been known to be under some sort of greater, god-like power, they are typically referred to as 'rogue zerg' should they be completely autonomous over themselves and without hive mind as a trait.
Impossible Endurance: A zerg's metabolism allows it to never ever tire, except through magical means. A zerg can run indefinitely, and does not require the need to make cumulative fortitude saves when a situation would otherwise demand it (ie. when holding breath), unless at GM discretion (ie. resist being blown away by winds that pick up in speed each round). A zerg never sleeps and in the case of a campaign in which a GM rules that LA races have age categories, a zerg will never age.
Burrow 20': May burrow in materials up to whatever hardness a zergling's attacks ignore. For every 10 hardness greater than adamantium, the zergling must make an attack action, and if damage is successful then they may burrow up to half their original burrow limit in the action; hardness that is 20 greater then adamantium cuts the burrow limit/action in half twice (etc.).
They may then make another action to burrow up to their maximum 20' limit (which requires that the process repeat itself).
Genetic Add-ons
Genetic Add-ons are provided by a greater power that supposedly controls all zerg.
Add-ons apply to different zerg creatures of different muta-genic strains (different creature templates). An individual zerg does not have control over what genetic add-ons it recieves (may not apply as a feat, spell, supernatural buff, spell-like ability, trait, etc.). Instead, only the upper hierarchy that control's the hive(s) from which the brood and thus the individual zerg originates, may apply genetic add-ons.
In other words, a GM chooses what genetic add-ons a player might have if she chooses to create a zerg PC. If a player is controlled by a cerebrate whom is also a player, that player chooses what genetic add-ons the former has (after consulting GM of course).
Genetic add-ons usually apply to all zerg within a brood rather then to an individual creature.
Burrow
With this add-on, a zerg may burrow a number of feat listed (usually 20' per size from medium). See burrow descriptor above.
Adrenal Glands
A zergling with this add-on may grapple and rend in the same round, or have twice as many attacks on a full attack action. The zergling provided in the template did not have adrenal glands.
Metabollic Synthesis
The zergling's speed is doubled. The zergling provided in the template had metabollic synthesis (wherein move speed was originally 50').
Sub-Evolutions
Sub-Evolutions are a special feats that can be granted to creatures of the zerg template in place of all other feats.
The zergling provided had no sub-evolutions.
Natural Armor Spikes: Treat as if you have armor spikes. You must have at least +1 natural armor bonus to acquire this sub-evolution.
Poisonous Armor Spikes: Your spikes are naturally poisoned. Poisoned victims lose there constitution over a period of days (equal to poisoner's ECL/their total CON mod at point of poisoning).
Corrosive Natural Weapon: Your natural weapon deals acid damage as well as its initial damage. Items/Creatures that are ordinarily acid resistant force a FORT save versus their resistance (remove resistance for that damage upon success). Items damaged in such a way add +5 to the DC to repair them.
Rend Armor
A zerg may rend armor as the rend armor ability.
Writhe
A zerg receives a +20 circumstantial modifier to escape artist checks when not otherwise impeded in any way, however this only counts as a +4 intuition bonus on grapple checks to escape being grappled.
Disparrate Action: Your severed limbs have a life of their own. Their speed is equal to your speed/10 (ie., 150' speed = 15' speed in each limb). Limbs can attack and deal natural attack damage according to what they are (ie. a severed claw deals natural damage according to what the claws on the template are said to do and have the same attack bonuses). Severed limbs also have hp equal to total hp of creature/10 if smallest (tiny for a medium creature) and twice that if largest (small for a medium creature). They will also die after a three minutes + CON mod of creature. They do not re-attach to creature unless the creature has regeneration.
Severed limbs are treated as tiny or small for medium creatures, medium and small for large creatures, etc.
Their are plenty of other sub-evolutions available as well.
NOTE: Psionic sub-evolutions only apply to psionic zerg. A zerg that receives psionic sub-evolutions is considered psychic.
- Improved Natural Multi-attack
- Boundless Pathing
- Augmented Critical
- Quicken ability (from list of template abilities)
- Improved Fast Healing
- Improved Natural Attack
- Improved Natural Armor
- Natural Weapon Focus (body part)
- Greater Natural Weapon Focus (body part)
- Natural Weapon Specialization (body part)
- Greater Natural Weapon Specialization (body part)
- Improved Diehard
- Multi-pin
- Walk-over Pin
- Extraneous resistance (additional resistance/ECL to any chosen damage type except alignment based damage)
Some sub-evolutions are also subtype specific traits:
- Wings
- Change natural weapon (arguably with ups and downs in comparison to the previous one)
-=-=-=-=-=-=-
Zerglings as PCs
- +6 natural armor
- Size Medium
- Alignment is N/A if given the hive-mind of the swarm trait (no traits indicates 'rogue', in which case, alignment can be any although undercut by a baser animal instinct, such as to attack anything it fears rather then run away)
- +6 racial bonus to climb checks
- +6 str, +10 dex, +2 CON, -6 CHA, INT becomes 2
- +3 BAB, five levels of aberration (5d8 = hp prior to PC levels) and two feats (can be sub-evolutions)
- Fire resistance 1 (replaces any other racial fire resistance)
- Susceptibility to genetic add-ons at GM discretion
- Zerglings retain all the special attacks and qualities prior to acquiring PC levels (burrow, lock jaw, chitin, etc.) as well as the zerg template
- Non-humanoid
- Vocally Limited (racial trait)
Zerglings do not have a language as their larynx aren't properly equipped for such utterances (beyond 'skraaah' and 'skreeh'), instead communicating in telepathic emotions; only telepaths may communicate with a zerg directly (wild empathy checks will yield nothing) and even then, a zerg's emotions are so foreign that it can be at times impossible to make sense of it. It has been theorized that this is perhaps due to its wholly alien nature. In reality, life without hive mind hasn't properly been coded into it's genetic structure, from a scientific stand point; it must as such learn to adapt. A zergling cannot learn new languages with an int modifier except perhaps new means of telepathy (at GM discretion, a zergling might learn to communicate in common, but only telepathically to telepathic individuals).
Behavior
A zergling may communicate telepathically with other zerglings, however it's often exceptionally low charisma makes the hive mind method of communication, much more convenient for even non-trifling purposes.
Hive mind indicates that a zergling is under the command of a greater power. Hive mind for zerg is particularly strong in that it can cut out even the basic emotions of fear and lust in an individual zerg and instead create rage and a raw desire for destruction from these emotional 'building blocks'. This is further augmented by genetic engineering which hard codes an animal-like kill instinct in otherwise sentient creatures.
As such, all zerg generally operate the same under hive mind (aside from their designated specification, ie. that of a zergling over that of a drone), however no one zerg is completely alike as some of the same creatures may utilize seperate tactics from one another for the greater will of the swarm if ordered to.
If a cerebrate has not made a decision about a particular entity that a zerg discovers, they will usually attack it on sight.
Plot Hook/Story if any
A zergling is the byproduct of many theories as to how it came to be (from demons, magical creation; or the most accurate of all: an inter-dimensional interruption, etc.), when in reality it may have broke off in the warp at one point and landed in a village. A zergling could also be a part of the swarm in its goal to infest the galaxy (in which case, it has 'hive mind' as a trait) and has arrived on a planet to further this goal along with thousands/millions of others of its subtype that will soon appear.
Zerg Template
- All zerg have fast healing equivalent to their CON modifier (at least 1 no matter any penalties)
- If 'hive mind' applies, than so does 'single minded'
- Burrow 20'
- Scent (unless listed otherwise)
- Darkvision 160'
- Impossible Endurance
- Adaptation; Can persist in any environment, hot or cold, or gravity dense. Since zerg do not breathe, they can exist in vacuum as well.
- Cold, electric, sonic, acid, and fire resistance 10
- Zerg cannot be affected by disease except magically and may consume anything without affect to their body's rapid metabolism (even the deadliest of poisons unless specified otherwise by GM houserule)
- Zerg do not sleep, or breathe. They feed themselves with creep, which only their rapid metabolism is capable of processing. Creep, softening when a zerg telepathically communicates its desire to feed to an overlord, keeps a zerg fed for up to two weeks/meal.
- May recieve genetic add-ons according to their creature (view genetic add-ons section for more info)
- May select from a list of sub-evolutions (zerg bonus feats) instead of regular feats, when selecting feats. Lists can be customized at GM discretion, and the sub-evolutions are essentially anything applied to the specific zerg creature that makes it more grotesque, scary, bashy, etc.
- Chitin (natural armor becomes adamantine; NA bonus is at least +4 unless listed otherwise)
- Hivemind of the Swarm; except under special circumstances at GM discretion, all creatures of the zerg template have hivemind of the swarm
- Most zerg have non-humanoid as the racial trait
- Vocally Limited (racial trait)
You cannot speak language due to a natural limitation (or variety of such limitations), however you may still make other sounds beyond language. You are also subject to other exceptions.
- Zerg recieve all the basic benefits ordinarily acquired from their new ECL upon acquiring the Zerg template
Ie. If a goblin is assimilated into the swarm, then it becomes ECL 9. It recieves an additional 4d8 hit die (assuming it was a warrior at its pre-zerg state) and an additional +4 BAB as well as two new feats and saving throws as if it were a warrior of 5th level however it does not receive any other benefits suited to the warrior if the warrior had acquired any other abilities. A cerebrate may apply flaws to the zerg goblin in order to grant it additional abilities - essentially tricks that are taught as handle animal but more intricate and often times immediately applicable - however these must be sub-evolutions.
- LA +4
- CR +3
Hypothetical Ancestor
Z'gashi Dunerunner
Medium Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 50' (10 squares land)
Armor Class: 14 (+3 DEX, +1 Natural Armor), 13 (touch), 11 (flatfooted)
Base Attack/Grapple: +0/+0 (+4 to checks to escape being grappled)
Full Attack: 2 Talon-like Claws (+0 1d4/+0 1d4)
Space/Reach: Adjacent
Special Attacks: Pounce, Rake
Special Qualities: Improved Endurance, +4 to escape grapples, Preservation
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 11, Dex 16, Con 10, Int 2, Wis 10, Cha 8
Skills: Tumble +7, Jump +8
Feats: Run
Environment: Z'gashi Dunes
Organization: Pack (24 Dune Runners), Routing (100+ Dune Runners)
Challenge Rating: 1
Treasure: Nothing
Alignment: True Neutral
Advancement: 1-4 HD (medium), 5-8 (large)
Level Adjustment: +1
Z'gashi Dunerunners, or zerglings before assimilation into the swarm, were carnivorous creatures that inhabited the dunes of the planet Z'gash. Despite physical weakness, they were highly coordinated and hunted in packs with alarming tactical efficiency. Their ability to hibernate and persist in extremes of temperature was what allowed them to propagate and so please the overmind.
Improved Endurance (Ex)
With this ability, a creature can force march for 16 hours instead of 8. They can go for a week without suffering from lack of sleep and can hustle for 12 hours before taking nonlethal damage, or run for 2 hours given a four hours interval of walking (by travel, not necessarily limited in combat) in between, after which they can either hustle or run again.
Preservation (Ex)
Dunerunners can live for up to a week without food or hydration, able to conserve energy in much the same way as they can last without sleep.
Zergling
... And it ran about with the speed of a dozen horses, tackling objects with the weight of a sledge hammer, chewing through Artemis's rock golem like it was some kind of oatmeal. I seen demons and their twisted mockeries of our common creatures, but nothing like this proved so deadly. With such a hunger in its soul being to draw blood. Luckily our wizard managed to paralyze before it could cause further catastrophy. It had six souless eyes. I still remember.
- Loremaster Kent Bruckhemmel
Medium Aberration (zerg)
Hit Dice: 5d8+5 (27hp)
Initiative: +5
Speed: 100' (20 squares land)
Armor Class: 21 (+5 DEX, +5 Natural Armor, +1 Speed), 16 (touch), 15 (flatfooted)
Base Attack/Grapple: +16 on a bite attack; +12 without a bite, +4 intuition check to opposed grapples (+16 opposed)/+3 (BAB)
Attack: Natural Attacks, grapple attacks
Full Attack: (2 talons) +11, 1d8+3 per talon or 1d10+4 (both talons simultaneously; functions like two handed natural weapon) +11; (1 bite) +13, 1d10+6; (rake - 2 claws, 2 talons, 1 gore/1 bite... only applies when grappling), +15 claws, 1d6+3 (per claw); 1d6+3 (gore with both tusks) +14, 1d8+6 (1 bite) +1; 1d8+3 (per talon) +15, 1d10+3(both talons simultaneously) +15; All damage is increased by +3 for every sub-evolutional 'melee' augmentation provided by hive mind (max of 3 provide-able); all attacks threaten 19-20/x2, except scythes (if granted), which threaten 20/x4
Space/Reach: Adjacent
Special Attacks: Lock Jaw, Pounce, Rush, Rake
Special Qualities (feats included): Hive Mind of the Swarm, Fast Healing 1, Improved Natural Multi-Attack, Improved Grapple, Boundless Pathing, Metabollic Synthesis, DR/5 Neosteel, Fire Resistance 1
Saves: Fort +4, Ref +8, Will +0
Abilities: Str 16, Dex 21, Con 12, Int 2, Wis 10, Cha 4
Skills: Climb +11, Tumble +11, Jump +31, Balance +9,
Feats: Pounce, Natural Weapon Focus (mandibles), Rend Armor
Environment: Any (including vacuum)
Organization: Scout (1 zergling), Pair (2 zerglings), Pack (24 zerglings), Horde (100 zerglings), Swarm (1000+ zerglings)
Challenge Rating: 6
Treasure: At GM discretion
Alignment: N/A (Any if 'rogue' (not a part of the swarm); hive mind removes alignment but does not apply if rogue)
Advancement: As Class, or 4-7HD (medium), 8-12HD (large)
Level Adjustment: +5, +3 (cohort)
Description/background/characteristics
Originally evolved from dune runners on the planet Zz'gash, zerglings attack in great numbers, acting as scouts or make for excellent cannon fodder for the swarm as a whole. Their tough chiton gives them the confidence that they can rend through anything that stands in their way.
Combat
Zerglings will often unburrow, and/or swarm from all sides on a helpless target. They will fight to the death unless ordered away, even if not under the effects of hivemind.
Ability descriptions
Natural Weapons
The number of attacks a zergling may make is limited by its natural weapons. Removing weapons from the zerglings body during combat (cutting off limbs, ie.) limits the attacks it may make.
As a general rule, zerglings have one bite, one gore, two talon attacks (or one if talons are used simultaneously, in which case they count as a two handed weapon), and two attacks of an interchangeable weapon (claw or scythe). They may only bite and use their claws and scythes while grappling or while occupying the same space as their target.
A zergling is limited to three attacks when not grappling (pounce = three attacks), but may make utilize all six natural weapons on a rake when grappling.
Single Minded
A zergling may not grapple and attack in the same round, no matter how many attacks they may make on a full attack action, unless they have the adrenal glands genetic add-on. Additionally, they must occupy the same space as the opponent in order to attack them when biting or using claws or scythes.
If a zergling bites when not grappling, that may be its only natural attack for the round.
Finally, a zerg cannot be distracted by external influences. They receive a +4 to concentration checks.
Single minded is a feature that applies to all zerg that (unless otherwise stated), that with the latter benefits, limits a zerg to only one type of standard action/round (ie. attack or use skill). Sometimes there are circumstances specific to a creature.
Rake: When grappling, a zergling may rake and thus recieves a +4 bonus on all of its natural attacks against the grappled opponent.
Scythe'n'Mandible:
Zerglings of different broods, as well as even those of different hordes may wield different natural weapons. For all intents and purposes, a cerebrate may autonomously replace the natural weapons of a zergling (applies to all zerglings with targeted organization) to either scythe (two scythes, treat as scythe weapon/natural), or claw (+2 bonus to grapple).
Wings:
Wings are an optional investment for a zergling. They do not hinder the zergling in any away, except provide -10' penalty to land speed due to underdeveloped auxiliary sacs within the zergling's complex protein-rooted cyclo-metabollic structure.
Wings add 15' of hovering speed/round which does not stack with regular movement and is optional as part of movement (3 squares max hover distance, although 'running' increases distance on same multiplier as land speed).
Hovering does not provide the creature the ability to elevate itself, rather suspend itself for a single round. A zergling may hover as part of a fall (reduce fall up to 15'), however this costs a swift action (factor into next round if appropriate). A hovering jump grants a zergling a horizontal distance of 15' (running multiplies jump and hover distance as normal). Vertically, hovering offers a +2 to a zergling's jump check (no bonuses provided for horizontal checks, except the hovering distance allowance). Wings do not offer armor check penalties or anything of the like although they can increase a ling's weight by 1/80th of total weight (if GM feels it's necessary).
Chitin: A feature of all creatures of the zerg subtype, chitin acts as both armor and a weapon for the zergling, for it is a material type - in addition to natural armor, it provides DR/1 against all physical attacks + 1 for every genetic add-on assigned by the zerg cerebrate that is associated with zerg carapace.
As a weapon, chitin allows all attacks of a zergling to bypass hardness 20.
Chitin has hardness 20 and 20hp per inch of thickness. Armor upgrades add 1/2 inch of thickness per genetic add-on to a zergling unless stated otherwise.
Adaptation:
Creatures of the zerg subtype can persist in any environment, including vacuum. If there is a DC to survive in an environment over a period of time, zerg apply WIS mod of the cerebrate (commander) + half actual DC to survive in environment to their roll.
Creep
Creep, a material that formulates among and beyond zerg domain (and notifies enemies and of zerg presence (and vice versa); hardness 200/regeneration 50) and provides food for the zerg (which breaks down in their metabolism; and is telepathically softened at feeding time). Even if a creature manages to bite through the impossibly tough material of creep, the material itself is highly poisonous (treat as poison of the highest degree).
Even without creep, consuming even the deadliest of poisons will subsume said poisons in a zerg's phenomenal metabolism.
Lock Jaw: Upon a successful bite attack, the zergling may automatically initiate a grapple with its victim although this will provoke an attack of opportunity. The zergling recieves a +4 to all grapple checks performed in this manner.
Rush (Ex):
Upon a successful pounce (at least one attack hitting), a zergling may initiate a grapple instead of its usual attacks. If the check succeeds, the opponent is automatically pinned (or knocked prone and held, whichever seems applicable). If the check fails, then the opponent may make an opposed check to grapple the zergling, however this provokes the zergling's AoO for that round.
Hive Mind (racial trait):
Offers the affect of alertness and an additional +1 in the skill bonuses provided by alertness as well as will saves for every creature of the same affect within a mile up to five additional creatures. Additionally, all creatures under the affect have a +20 morale bonus against fear effects.
Zerg under the hive mind affect are typically considered to be a part of the swarm. Zerg that are under this affect feel completely compelled to obey anything above them in the greater hierarchy (treat as if dominated; emotions a zerg feels directly imitate those of its cerebrate and obey orders as if it is their lifeblood with literal machine intensity). Other hive minds could include powerful telepaths, however strange they may be.
The presence of an overlord within one mile grants a zerg a +4 to spot and listen per overlord, up to a maximum of +12.
All zerg within 50 miles of an overlord are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are (up to a mile). No zerg in a group is considered flanked unless all of them are.
The only thing that can overcome the effect of hive mind on an individual is Dominate (psion/divine/arcane equivalents) which must compete with the boosted will saves granted by hive mind.
Rogue Zerg:
Because zerg have always been known to be under some sort of greater, god-like power, they are typically referred to as 'rogue zerg' should they be completely autonomous over themselves and without hive mind as a trait.
Impossible Endurance: A zerg's metabolism allows it to never ever tire, except through magical means. A zerg can run indefinitely, and does not require the need to make cumulative fortitude saves when a situation would otherwise demand it (ie. when holding breath), unless at GM discretion (ie. resist being blown away by winds that pick up in speed each round). A zerg never sleeps and in the case of a campaign in which a GM rules that LA races have age categories, a zerg will never age.
Burrow 20': May burrow in materials up to whatever hardness a zergling's attacks ignore. For every 10 hardness greater than adamantium, the zergling must make an attack action, and if damage is successful then they may burrow up to half their original burrow limit in the action; hardness that is 20 greater then adamantium cuts the burrow limit/action in half twice (etc.).
They may then make another action to burrow up to their maximum 20' limit (which requires that the process repeat itself).
Genetic Add-ons
Genetic Add-ons are provided by a greater power that supposedly controls all zerg.
Add-ons apply to different zerg creatures of different muta-genic strains (different creature templates). An individual zerg does not have control over what genetic add-ons it recieves (may not apply as a feat, spell, supernatural buff, spell-like ability, trait, etc.). Instead, only the upper hierarchy that control's the hive(s) from which the brood and thus the individual zerg originates, may apply genetic add-ons.
In other words, a GM chooses what genetic add-ons a player might have if she chooses to create a zerg PC. If a player is controlled by a cerebrate whom is also a player, that player chooses what genetic add-ons the former has (after consulting GM of course).
Genetic add-ons usually apply to all zerg within a brood rather then to an individual creature.
Burrow
With this add-on, a zerg may burrow a number of feat listed (usually 20' per size from medium). See burrow descriptor above.
Adrenal Glands
A zergling with this add-on may grapple and rend in the same round, or have twice as many attacks on a full attack action. The zergling provided in the template did not have adrenal glands.
Metabollic Synthesis
The zergling's speed is doubled. The zergling provided in the template had metabollic synthesis (wherein move speed was originally 50').
Sub-Evolutions
Sub-Evolutions are a special feats that can be granted to creatures of the zerg template in place of all other feats.
The zergling provided had no sub-evolutions.
Natural Armor Spikes: Treat as if you have armor spikes. You must have at least +1 natural armor bonus to acquire this sub-evolution.
Poisonous Armor Spikes: Your spikes are naturally poisoned. Poisoned victims lose there constitution over a period of days (equal to poisoner's ECL/their total CON mod at point of poisoning).
Corrosive Natural Weapon: Your natural weapon deals acid damage as well as its initial damage. Items/Creatures that are ordinarily acid resistant force a FORT save versus their resistance (remove resistance for that damage upon success). Items damaged in such a way add +5 to the DC to repair them.
Rend Armor
A zerg may rend armor as the rend armor ability.
Writhe
A zerg receives a +20 circumstantial modifier to escape artist checks when not otherwise impeded in any way, however this only counts as a +4 intuition bonus on grapple checks to escape being grappled.
Disparrate Action: Your severed limbs have a life of their own. Their speed is equal to your speed/10 (ie., 150' speed = 15' speed in each limb). Limbs can attack and deal natural attack damage according to what they are (ie. a severed claw deals natural damage according to what the claws on the template are said to do and have the same attack bonuses). Severed limbs also have hp equal to total hp of creature/10 if smallest (tiny for a medium creature) and twice that if largest (small for a medium creature). They will also die after a three minutes + CON mod of creature. They do not re-attach to creature unless the creature has regeneration.
Severed limbs are treated as tiny or small for medium creatures, medium and small for large creatures, etc.
Their are plenty of other sub-evolutions available as well.
NOTE: Psionic sub-evolutions only apply to psionic zerg. A zerg that receives psionic sub-evolutions is considered psychic.
- Improved Natural Multi-attack
- Boundless Pathing
- Augmented Critical
- Quicken ability (from list of template abilities)
- Improved Fast Healing
- Improved Natural Attack
- Improved Natural Armor
- Natural Weapon Focus (body part)
- Greater Natural Weapon Focus (body part)
- Natural Weapon Specialization (body part)
- Greater Natural Weapon Specialization (body part)
- Improved Diehard
- Multi-pin
- Walk-over Pin
- Extraneous resistance (additional resistance/ECL to any chosen damage type except alignment based damage)
Some sub-evolutions are also subtype specific traits:
- Wings
- Change natural weapon (arguably with ups and downs in comparison to the previous one)
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Zerglings as PCs
- +6 natural armor
- Size Medium
- Alignment is N/A if given the hive-mind of the swarm trait (no traits indicates 'rogue', in which case, alignment can be any although undercut by a baser animal instinct, such as to attack anything it fears rather then run away)
- +6 racial bonus to climb checks
- +6 str, +10 dex, +2 CON, -6 CHA, INT becomes 2
- +3 BAB, five levels of aberration (5d8 = hp prior to PC levels) and two feats (can be sub-evolutions)
- Fire resistance 1 (replaces any other racial fire resistance)
- Susceptibility to genetic add-ons at GM discretion
- Zerglings retain all the special attacks and qualities prior to acquiring PC levels (burrow, lock jaw, chitin, etc.) as well as the zerg template
- Non-humanoid
- Vocally Limited (racial trait)
Zerglings do not have a language as their larynx aren't properly equipped for such utterances (beyond 'skraaah' and 'skreeh'), instead communicating in telepathic emotions; only telepaths may communicate with a zerg directly (wild empathy checks will yield nothing) and even then, a zerg's emotions are so foreign that it can be at times impossible to make sense of it. It has been theorized that this is perhaps due to its wholly alien nature. In reality, life without hive mind hasn't properly been coded into it's genetic structure, from a scientific stand point; it must as such learn to adapt. A zergling cannot learn new languages with an int modifier except perhaps new means of telepathy (at GM discretion, a zergling might learn to communicate in common, but only telepathically to telepathic individuals).
Behavior
A zergling may communicate telepathically with other zerglings, however it's often exceptionally low charisma makes the hive mind method of communication, much more convenient for even non-trifling purposes.
Hive mind indicates that a zergling is under the command of a greater power. Hive mind for zerg is particularly strong in that it can cut out even the basic emotions of fear and lust in an individual zerg and instead create rage and a raw desire for destruction from these emotional 'building blocks'. This is further augmented by genetic engineering which hard codes an animal-like kill instinct in otherwise sentient creatures.
As such, all zerg generally operate the same under hive mind (aside from their designated specification, ie. that of a zergling over that of a drone), however no one zerg is completely alike as some of the same creatures may utilize seperate tactics from one another for the greater will of the swarm if ordered to.
If a cerebrate has not made a decision about a particular entity that a zerg discovers, they will usually attack it on sight.
Plot Hook/Story if any
A zergling is the byproduct of many theories as to how it came to be (from demons, magical creation; or the most accurate of all: an inter-dimensional interruption, etc.), when in reality it may have broke off in the warp at one point and landed in a village. A zergling could also be a part of the swarm in its goal to infest the galaxy (in which case, it has 'hive mind' as a trait) and has arrived on a planet to further this goal along with thousands/millions of others of its subtype that will soon appear.
Zerg Template
- All zerg have fast healing equivalent to their CON modifier (at least 1 no matter any penalties)
- If 'hive mind' applies, than so does 'single minded'
- Burrow 20'
- Scent (unless listed otherwise)
- Darkvision 160'
- Impossible Endurance
- Adaptation; Can persist in any environment, hot or cold, or gravity dense. Since zerg do not breathe, they can exist in vacuum as well.
- Cold, electric, sonic, acid, and fire resistance 10
- Zerg cannot be affected by disease except magically and may consume anything without affect to their body's rapid metabolism (even the deadliest of poisons unless specified otherwise by GM houserule)
- Zerg do not sleep, or breathe. They feed themselves with creep, which only their rapid metabolism is capable of processing. Creep, softening when a zerg telepathically communicates its desire to feed to an overlord, keeps a zerg fed for up to two weeks/meal.
- May recieve genetic add-ons according to their creature (view genetic add-ons section for more info)
- May select from a list of sub-evolutions (zerg bonus feats) instead of regular feats, when selecting feats. Lists can be customized at GM discretion, and the sub-evolutions are essentially anything applied to the specific zerg creature that makes it more grotesque, scary, bashy, etc.
- Chitin (natural armor becomes adamantine; NA bonus is at least +4 unless listed otherwise)
- Hivemind of the Swarm; except under special circumstances at GM discretion, all creatures of the zerg template have hivemind of the swarm
- Most zerg have non-humanoid as the racial trait
- Vocally Limited (racial trait)
You cannot speak language due to a natural limitation (or variety of such limitations), however you may still make other sounds beyond language. You are also subject to other exceptions.
- Zerg recieve all the basic benefits ordinarily acquired from their new ECL upon acquiring the Zerg template
Ie. If a goblin is assimilated into the swarm, then it becomes ECL 9. It recieves an additional 4d8 hit die (assuming it was a warrior at its pre-zerg state) and an additional +4 BAB as well as two new feats and saving throws as if it were a warrior of 5th level however it does not receive any other benefits suited to the warrior if the warrior had acquired any other abilities. A cerebrate may apply flaws to the zerg goblin in order to grant it additional abilities - essentially tricks that are taught as handle animal but more intricate and often times immediately applicable - however these must be sub-evolutions.
- LA +4
- CR +3
Hypothetical Ancestor
Z'gashi Dunerunner
Medium Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 50' (10 squares land)
Armor Class: 14 (+3 DEX, +1 Natural Armor), 13 (touch), 11 (flatfooted)
Base Attack/Grapple: +0/+0 (+4 to checks to escape being grappled)
Full Attack: 2 Talon-like Claws (+0 1d4/+0 1d4)
Space/Reach: Adjacent
Special Attacks: Pounce, Rake
Special Qualities: Improved Endurance, +4 to escape grapples, Preservation
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 11, Dex 16, Con 10, Int 2, Wis 10, Cha 8
Skills: Tumble +7, Jump +8
Feats: Run
Environment: Z'gashi Dunes
Organization: Pack (24 Dune Runners), Routing (100+ Dune Runners)
Challenge Rating: 1
Treasure: Nothing
Alignment: True Neutral
Advancement: 1-4 HD (medium), 5-8 (large)
Level Adjustment: +1
Z'gashi Dunerunners, or zerglings before assimilation into the swarm, were carnivorous creatures that inhabited the dunes of the planet Z'gash. Despite physical weakness, they were highly coordinated and hunted in packs with alarming tactical efficiency. Their ability to hibernate and persist in extremes of temperature was what allowed them to propagate and so please the overmind.
Improved Endurance (Ex)
With this ability, a creature can force march for 16 hours instead of 8. They can go for a week without suffering from lack of sleep and can hustle for 12 hours before taking nonlethal damage, or run for 2 hours given a four hours interval of walking (by travel, not necessarily limited in combat) in between, after which they can either hustle or run again.
Preservation (Ex)
Dunerunners can live for up to a week without food or hydration, able to conserve energy in much the same way as they can last without sleep.