Starcraft Zerg Experiment

Standing on the brink of death, heavily wounded a female gnome crawls backwards to the side of a cliff, descending its face. She struggled down to the next cliff as she thought of her recent on hand creation she made to distract her persuers, a mechanical squirrel. It had so much life but now she has a gunshot wound in her side. Her skin now a purple hue, and a connection to the zerg. Being hunted like a dog she finally reaches the very edge of the cliff as her persuers are closing in on her. She revels at some thoughts then stands up and lets out a small maniacal laughter yelling out "YOU FOOLS SHOULDA KILLED ME FASTER NOW YE ARE DEAD" as multiple pods drop from the sky releasing zerg from them almost immediately pouncing, tearing, and melting down her persuers.

Rushing through a dungeon, a group of adventurers composing of a pyrotech, a marine, marauder, and ghost are about to reach the very end when they realise something. What happened to their last party member? Going back they realize that their friend had fallen prey to a trap killing him instantly. Saddened and about to go on a spector slowly rises from the body and greets them... Confused momentarily they ignore it and go on to the final room. With less then half of the stats that the spector once had he came crucial healing his allies and keeping them alive using his transparency as an advantage to hide and heal his allies.

A group of friends rendezvous on a hill overlooking a giant site. They realize that they are way over their heads when they see a giant compound full of tanks, goliaths, and multiple patrols guarding an entrance. They know that they can't go any farther and huddle together to come up with a plan and then out of no where it hits them. Wheres shank? Their infested terran friend? They stand up and look to their right and see a base being constructed surprised they wait a couple of hours and figure it out. Shank had instructed his drones to build him an army and is commanding it to a fine degree to make what they need to break the encampment. After unknown hours go by they have a mass amount of zerglings. Charging down the hill they easily over take the encampment and charge into the entrance. Easily destroying the dungeon the zerglings start to quiver. They look to each other and realize, the control of overlords are too far and they are going feral. Worried they were too late as the zerglings turn and start tearing the party apart.

What are the Experiments?

The experiments are the swarms way of figuring out what is best vs the protoss and the terran. They are typically for the testing and breeding areas of evolution and study. They are experiments that are held for figuring out what the potential of terran and or protoss that they infest and grant their psionic prowess to. They typically scout out certain individuals that have a high psionic presence before making a move and in a sense kidnapping, convincing, or persuading to become an exeriment for the swarm. In typical fashion all that serve the swarm must fear the swarm. All that serve the swarm are subject to consumption for the great overmind and higher power.























Mind of the Experiments

Most that become an experiment are always warry of the zerg themselves. They fear that one day that they will be the ones that will be consumed and they typically steer themselves away from the swarm and other zerg. They know that whatever they learn will evidentally become the swarms knowledge whether they like it or not. The experiments also know that they must keep a constant contact as well or something bad will happen (ask your DM about this) due to the fact that they either hold something against them or hold their life essence that forces them back every time.

How would they fit in society?

In a regular terran society they would be hunted down and studied to see what they zerg is and how they are able to control them to the extent that they can. In a protoss society they would be slaughtered on sight without anyone trying to see or study what they are. The Zerg are the natural enemy of the Protoss. If the PC is able to stay concealed they can most likely get through regular settlements and be unhindered but if not be prepared for multiple fights and persecution.

Quick Build

You can make an Zerg Experiment quickly by following the listed steps. Your Intelligence ability score should be your first highest score. Your Dexterity ability score should be your next highest score. Then choose the hermits background (or an Inheritor) and choose the Dungeoneers kit.

Zerg Experiment
Level Proficiency Bonus Features Mend Psionic Points
1st +2 Psionic Prowess, Mend, Energy Blast 1d4 5
2nd +2 Crushing Grip 1d4 10
3rd +2 Experimental Mutation 2d4 15
4th +2 Ability Score Improvement 2d4 20
5th +3 Chain Reaction 3d4 25
6th +3 Mutation (1) 3d4 30
7th +3 Leaping Strike 4d6 35
8th +3 Ability Score Improvement 4d6 40
9th +4 Psionic Shift 5d6 45
10th +4 Mutation (2) 5d6 50
11th +4 Malignant Creep 6d6 55
12th +4 Ability Score Improvement 6d6 60
13th +5 Fury 7d6 65
14th +5 Mutation (3) 7d6 70
15th +5 Kinetic Blast 8d6 75
16th +5 Ability Score Improvement 8d8 80
17th +6 Mutation (4) 9d8 85
18th +6 Ability Efficiency 9d8 90
19th +6 Ability Score Improvement 10d8 95
20th +6 Apocalypse 10d10 100

Class features

As a Zerg Experiment, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Experiment Level.

Hit Points at 1st level: 8 + your Constitution modifier.

Hit Points at Higher levels: 1d8 (or 5) + your constitution modifier per Experiment level after 1st.

Proficiencies

Armor: Light Armor, Medium Armor.

Weapons: Simple Melee, Simple Ranged.

Tools: One of your choice.

Saving Throws: Dexterity, Intelligence

Skills: Three from, Acrobatics, Animal Handling, Arcana, History, Insight, Investigation, Nature and Survival


Equiptment

You start with the following items along with the equiptment your respective background gives you.

(a) 1 Simple Melee Weapon (b) or 1 Simple Ranged weapon and 30 rounds of basic ammunition for it.

(a) 1 light armor (b) or 1 Medium armor

(a) Dungeoneer's Kit (b) or Explorer's Kit

If you are using starting wealth, you have 2d4 x 10 gold in funds.

Using Abilities

Almost all of the Zerg Experiments abilities are used through psionic activations and commands. When using your abilities you will be using your body to create the ability that somehow shoots out or some other method. For example for energy blast you are able to channel energy into a point from your fingertips and release an amount of energy sending a blast towards your target tickling it with lightning damage.

Psionic Prowess

At first level, you have a psionic prowess that allows you to use your psionic points to enhance your bodily abilities, and psionic abilities. If you must make a target make saving throws or you use your abilities use the following. You slowly regain your psionic points by 1 point for every 10 minutes.

Saving Throw. = 8 + Intelligence Mod. + Proficiency Bonus.

Attack Modifier. = Intelligence Modifier + Proficiency Bonus.

Mend

As an action you are able to spend 2 Psionic Points and cause certain wounds to close and heal. In doing so, you heal a target up to 15ft away from you a number of dice equal to your mend table listed above. For every 2 Psionic points spent after the initial cost, roll the mend dice again all at once.

Energy Blast

You are able to harness your mental capabilities into a blast of energy that leaves your body and destroys your target. You are able to make a ranged attack against one target up to 45ft away from yourself. On hit the target takes 1d8 Lightning damage. To use this you must spend 2 psionic points. For every 2 energy spent past the initial cost increase the damage done by 1d8 to a maximum of 6 energy to be spent. Tha maximum increases to 12 energy at 7th level.

Crushing Grip

At 2nd level, Spending 5 Psionic points, as a action choose a creature within 30ft of yourself forcing it to make a constitution saving throw vs your Psionic prowess. On failure, the creature is stunned for 1d4 rounds. For every 5 points spend past the inital cost choose an additional creature to force a constitution save to a maximum of 15 Psionic points spent.

Experimental Mutations

At 3rd level you are able to choose a mutation that would change the way you approach things altogether. Choose between The Lord of the Body. Which focuses mainly on enhancing your own body and providing benefits for your allies. Or The Lord of the Brood. Which focuses mainly on building a temporary swarm of your own to do your bidding. But be wary, you will be subjecting yourself to interstellar war. You gain bonus features as well from these mutations at 6th, 10th, 14th, and 17th levels.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Chain Reaction

At 5th level, you are able to channel your Energy blast in a more efficient way. You are now able to attack up to three other targets whenever you use your energy blast but they must be within 15ft of your original target. For each attack, another attack roll must be made.

Leaping Strike

At 7th level, as a action, you are able to leap at a target within 45ft reaching a max height of 20ft, you can choose to use this as a jump instead it is optional, but if you are targeting another creature make a ranged attack. On hit, you deal 2d6 piercing damage to your target. Spend 10 psionic points to do so. You may spend more points to increase the damage, the damage increases by 2d6 for every 5 extra psionic points spent past the initial 10 points to a maximum total spent of 20 psionic points.

Psionic Shift

At 9th level, you are able to dash forward in a straight line damaging all enemies in your path. To do so you must spend 15 psionic points. All creatures within a 30ft dash, 10ft wide, must make a Dexterity saving throw vs your Psionic Save DC. On fail they take 4d12 lightning damage. On pass they take half as much. You can increase the number of dies by 2d12 for every 15 additional psionic points spent to use this ability. This is used as an action.

Malignant Creep

At 11th level, you start to emit a passive creep from yourself that grows over the area wherever you go. This creep can be burned to get rid of, and will disappear if you are not within 30ft of the creep slowly over a 5 minute span. This creep slowly generates at a 5ft radius from yourself to a maximum of 30ft centered on you. All allies and yourself on the creep gain an additional 5ft movement speed, and one additional attack (not an action). All enemies that step on, or start their turn on this creep must make an Constitution saving throw. On fail their movement speed is reduced by 5ft (to a maximum of 15ft) and take 2d6 poison damage. This also disrupts any building that must be rooted if they are not rooted before hand. (For example if a building is planned to be built and the creep is there it cannot be built. But if the building is already built or already in progress of being built it is not disrupted. If a building tries to land on creep it cannot and will automatically stop its landing process.)

Fury

At 13th level, you gain a small tick for every time that you attack that increases the amount of attacks you are able to make. Whenever you make an attack with Energy blast, you can immediately use it again for free as an bonus action. If you do so two turns in a row you are able to do so again after the second time it is used. (Second bonus action to make 2 additional attacks with energy blast). These attacks are using the lowest form of energy blast but psionic points can be spent to increase the damage of the bonus attacks that you are making.

Kinetic blast

At 15th level, as a action you can release a deadly blast of manifested psionic energy dealing massive damage to your target. As an action you can spend 20 psionic points to target a creature or structure/construct within 60ft and make a ranged attack roll. On a hit you deal 6d20 Force damage.

Ability Efficiency

At 18th level, your mental capabilities increases and the amount of psionic points spent for your abilities refine the excess amount that is being spent. When using a ability that requires psionic points, reduce the amount spend by half rounded up.

Apocalypse

At 20th level, you are able to channel all of your psionic points and release them to make a large area of effect against all enemies within range. Spending all of your points (minimum of 30), you force all creatures within 45ft of yourself to make a Dexterity saving throw. On fail, all creatures take 20d6 Necrotic damage and are stunned for 1d4 + your Psionic attack modifier turns. On pass, they take half damage and are not stunned.

Lord of the Body

The Lord of the Body is typically the ones that help the growth and protect their allies. They are the ones that heal, and grant certain bonuses for their allies and allow the progression of their own depth go farther.

Mend Upgrade

Starting when you choose this mutation, your mend now gains a radius centered on your target. Whenever you heal a target (or yourself) you apply your mend to all creatures within 10ft of your target.

Psionic Reflex

At 6h level, you are able to channel your psionic prowess into allies within 30ft of you increasing the biomass within their mind temporarily. After spending 10 psionic points your target gains an additional action and 15ft bonus movement speed for 10 minutes.


Psionic Weapon

At 10th level, you are able to channel your psionic prowess into the weapons of your allies and your own. After spending 15 psionic points the targeted weapon up to 10ft away gains a psychic damage die of 2d10 in which lasts for 20 minutes.

Psionic Consumption

At 14th level, you are able to use your psionic prowess to consume a willing creatures thoughts or a target creatures thoughts. The target must make a intelligence saving throw or take 3d12 psionic damage and regain psionic points equal to damage dealt this way. On fail, the target takes half damage, and you still regain psionic points equal to the damage dealt. This can be used a number of times a day equal to your Intelligence modifier (minimum of one).

Ascension

Starting at 17th level, if you die you can choose to become a incorporeal entity on the ethereal plane at the spot you died in the material plane at the start of your next turn. This entity has the physical ability scores (Strength, Dexterity, Constitution) and abilities of a Ghost, but has your mental ability scores (Intelligence, Wisdom, Charimsa) and your Experiment class abilities.

When you take this form your current and maximum hit points becomes that of the ghost while you are in the form, if you have less than 50 psionic points, have 50 psionic points. While in this form you cannot rest to regain spent abilities. If you exhaust all Psi Points or the ghost is destroyed, you die as a normal creature would.

Lord of the Brood

The Lord of the Brood is one of the creators of the swarm. They are the forward operators that create the brood and allows the zerg to have an forward operating base allowing them to grow fast and allow their swarms to fastly expand. Typically queens are Lords of the Brood but thats a story for another day. All stats for creatures and buildings are listed at the end of the mutation.

Spawn Cocoon

Starting when you choose this mutation, you gain the ability to spawn Cocoons that morph overtime to become a Drone. Drones are the base creature to become the buildings and gatherers of the swarm. To spawn a Cocoon you must spend 10 psionic points. To command the drone you must spend 1 psionic point to do so. It takes 2 full turns for the Drone to spawn from the Cocoon. The Swarm that you create cannot leave the initial Hatchery radius of 2 miles. This increases by 2 miles when the Hatchery turns into a Lair and again when it turns into a Hive. The DM will and can change this whenever they deem it to be. They can also morph into the following (Tier 1): All building's created are also creatures when determining spells and other effects.

Hatchery. 5 Full turns to become, AC 12, Hitpoints = Twice your Character level + 10. It is a large living building once fully created.

  • Once fully created the Hatchery is able to spawn Larva at 3 minute intervals (Maximum 3 larva per Hatchery).

  • The Larva is able to turn into Cocoons and become more Drones. Requires 50 minerals to create through this process. Drones equal 1 supply

  • The Larva is also able to become Overlords. These Overlords are able to control up to 8 other creatures for you. Issuing a command to an overlord will allow you to issue the command for up to 8 other creatures that you have created, This still requires 1 psionic point to issue a command to the overlord. You are able to see what the overlord sees if you focus on it. You can have a maximum of 25 overlords at once (200 supply maximum. Each creature states its supply count). Requires 100 minerals to create.

  • The Hatchery is able to create Creep in a 30ft radius of itself.

Spawning Pool. 4 Full turns to become, AC 10, Hitpoints = Twice your Character level + 5. It is a Medium living building once created. This requires 200 minerals to become.

  • Allows the Hatchery to use its larva and have them become Cocoons of Zerglings (50 Minerals) one larva creates 2 zergling (2 zerglings count as 1 creatures they are treated as half of 1 creature).

  • Allows the Hatchery to spawn a Queen (takes 4 turns for it to spawn) which is 150 minerals. 2 supply.

  • Allows the Drone to become a Spine Crawler (must be rooted on creep)

  • Allows the Drone to create a Baneling Nest

  • Allows the Drone to create a Roach Warren

  • Allows the Hatchery to become a Lair (150 Minerals, 100 Gas) takes 2 turns to become, increase the HP by 10.

  • Able to research Metabolik Boost for 100 minerals and 100 gas. Increases your zerglings movement speed by 10ft, increase their CR by 1/2. This takes 14 turns to research.

  • Able to research Adrenal Glands for 200 minerals and 200 gas. This allows your zerglings to make another attack as a bonus action whenever they make an attack. This increases their CR by 1/2. This takes 16 turns to research.

Spine Crawler. 2 Full turns to become, AC 14, Hitpoints = Your Character level + 5. This is a Medium living Building once created. This requires 100 Minerals to become.

Baneling Nest. 4 Full turns to become, AC 10, Hitpoints = Twice your Character level + 5. This is a Medium living building once created. This requires 100 Minerals and 50 Gas to create.


  • Allows the Zergling to become Banelings (25 Minerals and 25 Gas to become) and 1 full turn to turn into Banelings. 2 supply.

  • Able to research Centrifugal Hooks for 150 minerals and 150 gas. This gives your Banelings 15ft movement speed. Increase the CR by 1. This takes 14 turns to research.

Roach Warren. 4 Full turns to become, AC 10, Hitpoints = Twice your Character level + 5. This is a Medium living building once created. This requires 150 minerals to become.

  • Allows the Hatchery to use its larva and have them become Cocoons of Roaches (75 Minerals and 25 Gas) takes 2 turns to morph one in. 2 supply. Roaches can morph into an Ravager (25 Minerals and 75 Gas) which takes 1 full turn to become. 4 supply.

  • Able to research Tunneling claws for 100 minerals and 100 gas. This grants your roaches a burrow speed equal to their movement speed. Increase their CR by 1. This takes 15 turns to research.

  • Able to research Glial Reconstitution for 100 minerals and 100 gas. This increases your roaches speed by 15ft. Increase the CR by 1/2. This takes 15 turns to research.

Tier 2 abilities

At 6th level, you are now able to use Tier 2 abilities of the zerg buildings and units. Your Drones are able to build the following buildings now:

Nydus Network. 3 Full turns to become, AC 8, Hitpoints = Half your Character level + 3. This is a Small living building once created. Requires 150 minerals and 150 gas.

  • Able to create a Nydus Worm wherever there is sight (50 Minerals and 50 Gas). Takes 2 turns to create one.

Spire. 4 Full turns to become, AC 10, Hitpoints = Twice your Character level + 5. This is a Medium living building once created. This requires 200 minerals and 200 gas to become.

  • Lair is able to use its larva to create Mutalisk (100 Minerals and 100 Gas) takes 3 turns to morph one in. 2 Supply.

Infestation Pit. 4 Full turns to become, AC 10, Hitpoints = Twice your Character level + 5. This is a Medium living building once created. This requires 100 minerals and 100 gas to become.

  • Allows your Lair to become a Hive (250 Minerals and 150 Gas) takes 2 turns to become, increase the HP by 20.

  • Allows your Lair to use its larva to create a infestor (100 Minerals and 150 Gas).

Hydralisk Den. 4 Full turns to become, AC 10, Hitpoints = Twice your Character level + 5. This is a Medium living building once created. This requires 100 minerals and 100 gas to become.

  • Able to morph into a Lurker Den (allows Hydralisk to become lurkers 50 minerals 100 Gas) takes 3 turns to become a Lurker Den 100 minerals and 150 Gas. 3 suply.

  • Allows the Lair to use its larva and create Hydralisk (100 Minerals and 50 Gas) takes 3 turns to morph one in. 2 supply.

  • Able to research Muscular Augments for 100 minerals and 100 gas. This grants your hydralisk 15ft movement speed. Increase their CR by 1/2. This takes 12 turns to research.

Zergling Reconstitution

At 10th level, you are able to restore the essence of fallen zergling. If a zergling has died within a 1 mile radius of your hatchery, you are able to revive it at the hatchery, each zergling is able to do this once. If a zergling has done this once already it suffers a -1 to all of it's physical stats. This will eventually go away once the zergling completes a long rest. After it completes a long rest it can be revived once again.

Tier 3 Abilities

At 14th level, your final buildings and knowledge becomes unlocked, releashing the true potential of your swarm.

Ultralisk Cavern. 4 Full turns to become, AC 10, Hitpoints = Twice your Character level + 5. This is a Medium living building once created. This requires 100 minerals and 100 gas to become.

  • Your lair is now able to use its larva and create Ultralisks (300 Minerals and 200 Gas) takes 4 turns to morph one in. 8 supply.

  • Able to research Chitonous Plating for 150 minerals and 150 gas. Ultralisks you create reduce all incoming damage sources by 2. Increase the CR by 1/2. This takes 15 turns to research this.

  • Able to research Anabolic Synthesis for 150 minerals and 150 gas. Ultralisks you create gain an additional movement speed of 15ft. Increase the CR by 1/2. This takes 7 turns to research.

Greater Spire. 4 Full turns to become, AC 10, Hitpoints = Twice your Character level + 5. This is a Medium living building once created. This requires 100 minerals and 100 gas to become.

  • Morphs the Spire. into a Greater Spire.

  • Allows your mutalisk to morph into a Guardian (150 Minerals and 150 Gas). 3 supply.

  • Able to research Vicious Glaive for 150 minerals and 150 gas. Allows your mutalisk to be able to hit an additional 3 targets with each of their attacks. Increase the CR by 1 1/2. This takes 25 turns to research.


Drop Pods

At 17th level, you gain access to a leviathans pod dropper allowing you to spawn an miniature timed army for timely reinforcements. You are able to Summon sacs to drop on target area, releasing 40 zerglings, 5 roaches, and 5 hydralisks with timed life. The creatures lasts for 30 minutes then reduce to ash afterwards. You can use this ability twice every long rest.


Drone

Small Aberration, Chaotic neutral


  • Armor Class 12
  • Hit Points 10(2d4 + 2) For each challenge rating passed designated one below
  • Speed 20ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 8 (-1) 10 (+0) 8 (-1)

  • Condition Immunities None.
  • Senses passive Perception 2
  • Languages None
  • Challenge 1/2 (100 XP)

Regeneration. This creature regenerates 1 hp every turn.

Gathering. This creature is able to gather 5 minerals from a nearby node or 5 gas from a nearby geyser and store it within a nearby Hatchery.

Actions

Claws. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 9 (2d4 + 1) Slashing damage

Acid spit. Ranged Weapon Attack: +1 to hit, reach 10ft., one target. Hit 3 (1d4 + 1) Acid damage

Credit: AcidNeku


Cocoon

Small Aberration, Chaotic neutral


  • Armor Class 20
  • Hit Points 45(3d20 + 15) For each challenge rating passed designated one below
  • Speed 0ft.

STR DEX CON INT WIS CHA
2 (-4) 0 (-5) 40 (+15) 2 (-4) 2 (-4) 2 (-4)

  • Condition Immunities None.
  • Senses passive Perception 2
  • Languages None
  • Challenge 1/2 (100 XP)

Regeneration. This creature regenerates 1 hp every turn.

Actions

This creature has the most powerful move of them all... Spawning the zerg creatures.


Overlord

Large Aberration, Chaotic neutral


  • Armor Class 8
  • Hit Points 21(3d12 + 3) For each challenge rating passed designated one below
  • Speed 20ft. Flying

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 16 (+3) 20 (+5) 16 (+3) 12 (+1)

  • Condition Immunities None.
  • Senses passive Perception 19
  • Languages None
  • Challenge 1/2 (100 XP)

Regeneration. This creature regenerates 1 hp every turn.

Pack Tactics. While this creature is within 5ft of another zerg creature, it gains advantage to its attacks.

All Knowing. This creature can detect all false realities. Any cloaked (invisible) creatures are revealed around this creature within 45 ft of it, and any and all lies are automatically known. Any false implications or ill will towards it or whatever it desires, this creature will know.

Actions

This creature cannot attack. It is as docile as a cow, but as knowledgable as a dragon.


Zergling

Small Aberration, Chaotic neutral


  • Armor Class 13
  • Hit Points 9(2d6 + 1) For each challenge rating passed designated one below
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 6 (-2) 9 (-1) 10 (+0)

  • Condition Immunities None.
  • Senses passive Perception 9
  • Languages None
  • Challenge 1 (200 XP)

Regeneration. This creature regenerates 1 hp every turn.

Pack Tactics. While this creature is within 5ft of another zerg creature, it gains advantage to its attacks.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 9 (2d6 + 3) Slashing damage


Queen

Large Aberration, Chaotic neutral


  • Armor Class 13
  • Hit Points 14(2d12 + 2) For each challenge rating passed designated one below
  • Speed 25ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 15 (+2) 13 (+1) 12 (+1) 11 (+0)

  • Condition Immunities None.
  • Senses passive Perception 13
  • Languages None
  • Challenge 2 (450 XP)

Regeneration. This creature regenerates 1 hp every turn.

Pack Tactics. While this creature is within 5ft of another zerg creature, it gains advantage to its attacks.

Transfusion. This creature can choose to heal a target up to 30ft away from itself. Any creature healed by this gains 2d10 hp and regenerates 3 hp for 2d6 rotations. This can be used every 2 turns after use.

Spawn Larva. Target a hatchery and imbue it with growing cocoons. Once hatched produce 3 larva that pass the hacthery maximum. Takes 30 seconds to hatch, and 60 seconds before this can be used again.

Creep Tumor. Create a creep tumor that is able to spread creep to build buildings on, takes a 5ft space and is unable to build buildings ontop of or move it after it is placed. In addition the creep spreads 45ft centered on itself at a 5ft speed. This takes 3 turns to build and 45 seconds to do so again.

Actions

Acid spines. Ranged Weapon Attack: +3 to hit, reach 30ft., one target. Hit 12 (3d6 + 3) Piercing damage

Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 9 (2d6 + 3) Slashing damage


Baneling

Small Aberration, Chaotic neutral


  • Armor Class 10
  • Hit Points 3(1d6 + 0) For each challenge rating passed designated one below
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 7 (-2) 10 (+0) 11 (+0)

  • Condition Immunities None.
  • Senses passive Perception 10
  • Languages None
  • Challenge 2 (450 XP)

Regeneration. This creature regenerates 1 hp every turn.

Explosion This creature can choose to detonate, killing itself. In doing so, all creatures within 10ft of this creature must make a Dexterity saving throw of 8 + Dex. Mod. + challenge rating. On fail, all creatures take take 4d10 acid damage or half as much on save. This does double damage vs constructs and buildings. Constructs and buildings instantly fail the saving throw.

Actions

Detonation. This creature can only explode. Short life sad slightly, but dies for a cause.


Spine Crawler

Medium Aberration, Chaotic neutral


  • Armor Class 15
  • Hit Points 38(6d12 + 2) For each challenge rating passed designated one below
  • Speed 20ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 15 (+2) 2 (-4) 4 (-3) 5 (-3)

  • Condition Immunities None.
  • Senses passive Perception 4
  • Languages None
  • Challenge 7 (2,900 XP)

Regeneration. This creature regenerates 1 hp every turn.

Pack Tactics. While this creature is within 5ft of another zerg creature, it gains advantage to its attacks.

Actions

Multi-Attack. This creature can use the following attack twice

Impaler Tentacle. Ranged Weapon Attack: +5 to hit, reach 45ft., one target. Hit 29 (6d8 + 5) piercing damage. This is unable to target any creature that has a hover or height of 15ft or more above it.


Nydus Network

Medium Aberration, Chaotic neutral


  • Armor Class 13
  • Hit Points 11(4d6 - 1) For each challenge rating passed designated one below
  • Speed 0ft.

STR DEX CON INT WIS CHA
17 (+4) 16 (+3) 1 (-4) 6 (-2) 9 (+0) 15 (+3)

  • Condition Immunities None.
  • Senses passive Perception 9
  • Languages None
  • Challenge 5 (1,800 XP)

Regeneration. This creature regenerates 1 hp every turn.

Nydus Worm. This creature is able to connect far and wide a multitude of networks and quickly transverse creatures that enter it to the other side or to a area that has a worm in place.

Actions

This creature has no actions, other then being a transport cow.


Roach

Medium Aberration, Chaotic neutral


  • Armor Class 14
  • Hit Points 10(2d8 + 2) For each challenge rating passed designated one below
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 12 (+1)

  • Condition Immunities None.
  • Senses passive Perception 11
  • Languages None
  • Challenge 2 (450 XP)

Regeneration. This creature regenerates 1 hp every turn.

Pack Tactics. While this creature is within 5ft of another zerg creature, it gains advantage to its attacks.

Actions

Acid Saliva. Ranged Weapon Attack: +2 to hit, reach 30ft., one target. Hit 10 (2d8 + 2) Acidic Damage

Claws. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 4 (2d8 + 2) Slashing damage


Ravager

Large Aberration, Chaotic neutral


  • Armor Class 16
  • Hit Points 15(3d8 + 3) For each challenge rating passed designated one below
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 17 (+3) 13 (+1) 14 (+2) 15 (+2)

  • Condition Immunities None.
  • Senses passive Perception 16
  • Languages None
  • Challenge 3 (700 XP)

Regeneration. This creature regenerates 1 hp every turn.

Pack Tactics. While this creature is within 5ft of another zerg creature, it gains advantage to its attacks.

Corrossive Bile. This creature can launch a bile into the air and will come back down in a location it chose up to 30ft away, it takes 1 full turn for it to come back down but will instantly hit anything that is in its path. On hit this does 4d10 acidic damage. This can be used once every two full rotations.

Actions

Plasma Discharge. Ranged Weapon Attack: +5 to hit, reach 45ft., one target. Hit 25 (4d10 + 5) Plasma Damage

Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 25 (4d10 + 5) Slashing damage


Hydralisk

Medium Aberration, Chaotic neutral


  • Armor Class 16
  • Hit Points 12(2d10 + 2) For each challenge rating passed designated one below
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 14 (+2) 15 (+2) 13 (+1) 11 (+0)

  • Condition Immunities None.
  • Senses passive Perception 14
  • Languages None
  • Challenge 3 (700 XP)

Regeneration. This creature regenerates 1 hp every turn.

Pack Tactics. While this creature is within 5ft of another zerg creature, it gains advantage to its attacks.

Actions

Needle Spines. Ranged Weapon Attack: +5 to hit, reach 45ft., one target. Hit 17 (4d6 + 5) Piercing damage

Scythe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 17 (4d6 + 5) Slashing damage


Lurker

Large Aberration, Chaotic neutral


  • Armor Class 18
  • Hit Points 19(3d12 + 1) For each challenge rating passed designated one below
  • Speed 35ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 12 (+1) 11 (+0) 12 (+1) 11 (+0)

  • Condition Immunities None.
  • Senses passive Perception 13
  • Languages None
  • Challenge 6 (2,300 XP)

Regeneration. This creature regenerates 1 hp every turn.

Pack Tactics. While this creature is within 5ft of another zerg creature, it gains advantage to its attacks.

Burrow. This creature can burrow underground and hide from its enemies. To locate this creature an investigation check of 17 will locate this creature. This creature can only use its attacks underground.

Actions

Subterranean Spines. Ranged Weapon Attack: +3 to hit, Line 30ft., Any in its path. Hit 39 (6d12 + 3) Piercing damage. This creature attacks in a line, any creature caught in its line (if this creature rolls its ac) it will take damage.


Infestor

Large Aberration, Chaotic neutral


  • Armor Class 14
  • Hit Points 16(3d8 + 4) For each challenge rating passed designated one below
  • Speed 30ft. 15ft Burrow.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 18 (+4) 20 (+5) 14 (+2) 9 (-1)

  • Condition Immunities None.
  • Senses passive Perception 16
  • Languages None
  • Challenge 7 (2,900 XP)

Regeneration. This creature regenerates 1 hp every turn.

Pack Tactics. While this creature is within 5ft of another zerg creature, it gains advantage to its attacks.

Burrow. This creature can burrow underground and hide from its enemies. To locate this creature an investigation check of 17 will locate this creature. This creature can use its abilities underground.

Infested spawn. This creature can spawn infested creatures from cocoons that it can throw up to 15ft away. This has a charge rate of 2 rotations, and has charges that it can store up to 10 at a time. It may spew all eggs at once or however many it wishes. The cocoons break open with the infested creature on the infestors next turn and act when the infestor designates so. They go feral without the infestor.

Fungal Growth. This creature shoots out an acidic shot towards all creatures in a 15ft radius up to 90ft away. The creatures must make a Dex save of 8 + Intelligence Modifier + challenge rating. On fail they take 3d12 acidic damage or half as much on save. Any creature that takes damage from this takes an additional 2d12 for 1d6 turns and cannot use any movement abilities or turn invisible. This reveals invisible creatures and can be used every 2 rotations.

Neural Parasite. This creature invades the mind of a target with a cord from its back up to 30ft away. The target must make a Constitution saving throw of 8 + Intelligence mod. + Challenge rating or become the servant of this creature. The cord has a hp and ac of 20.

Actions

This creature can only use the abilities listed above, using 1 ability besides burrow, is 1 full action.


Mutalisk

Small Aberration, Chaotic neutral


  • Armor Class 15
  • Hit Points 20(6d6 + 2) For each challenge rating passed designated one below
  • Speed 40ft. Flying

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 9 (-1) 7 (-2) 11 (+0)

  • Condition Immunities None.
  • Senses passive Perception 7
  • Languages None
  • Challenge 4 (1,100 XP)

Regeneration. This creature regenerates 2 hp every turn. Out of combat regeneration, is doubled for this creature.

Pack Tactics. While this creature is within 5ft of another zerg creature, it gains advantage to its attacks.

Actions

Glaive wurm. Ranged Weapon Attack: +4 to hit, reach 60ft., one target. Hit 16 (4d6 + 4) piercing damage. When this attack hits a creature, it goes on to the next within 10ft of the target with another 'attack' roll up to 2 times.


Guardian

Huge Aberration, Chaotic neutral


  • Armor Class 16
  • Hit Points 31(3d20 + 1) For each challenge rating passed designated one below
  • Speed 30ft. Flying

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 13 (+1) 9 (-1) 10 (+0) 9 (-1)

  • Condition Immunities None.
  • Senses passive Perception 10
  • Languages None
  • Challenge 11 (7,200 XP)

Regeneration. This creature regenerates 1 hp every turn.

Pack Tactics. While this creature is within 5ft of another zerg creature, it gains advantage to its attacks.

Actions

Multi-Attack. This creature can use the following attack twice.

Acid Spores. Ranged Weapon Attack: +5 to hit, reach 120ft., one target. Hit 55 (10d10 + 5) Acidic damage


Ultralisk

Huge Aberration, Chaotic neutral


  • Armor Class 18
  • Hit Points 55(10d10 + 5) For each challenge rating passed designated one below
  • Speed 35ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 9 (-1) 10 (+0) 11 (+0)

  • Condition Immunities Stunning, and charming effects.
  • Senses passive Perception 10
  • Languages None
  • Challenge 7 (2,900 XP)

Regeneration. This creature regenerates 2 hp every turn.

Pack Tactics. While this creature is within 5ft of another zerg creature, it gains advantage to its attacks.

Chitinous Plating. This creature reduces all sources of damage by 2 to a minimum of 1

Glaiving Attacks. Whenever this creature attacks, it may roll an additional attack die for each creature within 10ft of its attack. Treat 1 damage roll for each of them.

Actions

Kaiser Blades. Melee Weapon Attack: +6 to hit, reach 15ft., one target. Hit 54 (8d12 + 6) Slashing