The Zerg

A collection of Monsters for D&D 5E based on and adapted from the Starcraft Zerg

Zerg Larva

The creatures most similar to the original Zerg insectoids are the Zerg Larvae. Each Larva contains within it the genetic makeup of every other Zerg strain available to the Hive. A young Hive will have only the genetic codes for the most basic of Zerg strains, such as the Drone, but as the Hive grows and develops new structures, the Larvae can expand its library of genetic strains. With a command from the Overlords, Larvae will enter a pupal state and begin the metamorphosis into whichever strains the Hive requires


Zerg Larva

Tiny aberration, neutral evil


  • Armor Class 20 (natural armor)
  • Hit Points 5 (1d4 + 3)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
4 (-3) 8 (-1) 16 (+3) 4 (-3) 6 (-2) 4 (-3)

  • Saving Throws Con +5
  • Damage Resistance acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone, poisoned
  • Senses blindsight 10 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 0 (10 XP)

Actions

Metamorphosis. The Larva can morph into multiple Zerg creatures, becomg a Zerg Egg for a number of rounds depending on the chosen creature.



Zerg Egg

Tiny aberration, neutral evil


  • Armor Class 20 (natural armor)
  • Hit Points 5 (1d4 + 3)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
4 (-3) 8 (-1) 16 (+3) 4 (-3) 6 (-2) 4 (-3)

  • Saving Throws Con +5
  • Damage Resistance acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone, poisoned
  • Senses blindsight 10 ft. (blind beyond this radius), passive perception 8
  • Languages
  • Challenge 0 (10 XP)

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Zerg Metamorphosis

When a Zerg Larva enters metamorphosis, it spends a number of rounds in a Zerg Egg, determined by the final creature, before hatching. Each of these creatures must be morphed from a larva, unless otherwise specified in parenthesis.

Zerg Entity Number of Rounds
Drone 5 (30 seconds)
Zergling 5 (30 seconds)
Roach 10 (1 minute)
Hydralisk 20 (2 minutes)
Queen 20 (2 minutes)
Infestor 20 (2 minutes)
Aberration 30 (3 minutes)
Swarm Host 40 (4 minutes)
Ultralisk 100 (10 minutes)
Baneling (Zergling) 5 (30 seconds)
Ravager (Roach) 10 (1 minute)
Lurker (Hydralisk) 10 (1 minute)
Spine Crawler (Drone) 50 (5 minutes)
Spore Crawler (Drone) 50 (5 minutes)

The Drone

The original Drone organisms were initially inducted into the Swarm to serve as resource gatherers. Engineered with the Larvae’s ability to break down their own genetic code, drones can transform themselves into rudimentary Zerg structures. These structures house and nourish larva awaiting their metamorphosis, hold and sequence collected genetic samples, facilitate restructuring of strains and guiding the evolution of the swarm, and serve as mobile defensive structures for a hive or other important locations. A mutating Drone needs creep to provide nourishment and biomass to support its new form. Like Larvae, Drones are controlled by the Overlords, who monitor their progress through a type of instinctive telepathy. Drones are single-minded about their tasks, diligently working even in the face of raging combat and the possible destruction of the Hive



Drone

Small aberration, neutral evil


  • Armor Class 11
  • Hit Points 9 (2d6 + 2)
  • Speed 30 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 8 (-1) 6 (-2) 4 (-3)

  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive perception 8
  • Languages
  • Challenge 1/4 (50 XP)

Creep Nourishment. The Drone regains 4 (1d6 + 1) hit points at the start of its turn if it is standing on creep and has at least 1 hit point.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. hit: 3 (1d4 + 1) slashing damage.

Metamorphosis. The Drone can morph into either a spine crawler or a spore crawler.


Spine Crawler

Huge aberration, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 190 (20d12 + 60)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 8 (-1) 6 (-2) 4 (-3)

  • Damage Immunities psychic
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened
  • Senses tremorsense 60 ft., passive perception 8
  • Languages
  • Challenge 10 (5900 XP)

Creep Nourishment. The Spine Crawler regains 26 (2d20 + 6) hit points at the start of its turn if it is standing on creep and has at least 1 hit point.

Impaler Tentacle. When the Spine Crawler detects a hostile creature with its tremorsense, it sinks a massive tentacle into the ground that instantly erupts at the point of detection. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw. A creature takes 13 (3d8) piercing damage on a failed save, or half damage on a successful one. This effect can occur three times per round (every 2 seconds). A creature moving at a speed of 50 or more gains advantage on the Dexterity saving throw against this effect.

Actions

Root. The Spine Crawler can root itself into any earth that is covered in creep, gaining the benefits of half cover (+2 to AC and Dexterity saving throws). Only while rooted can the Spine Crawler use its Impaler Tentacle. The Spine Crawler can uproot as a bonus action.


Spore Crawler

Huge aberration, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 190 (20d12 + 60)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 8 (-1) 6 (-2) 4 (-3)

  • Damage Immunities psychic
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened
  • Senses blindsight 60 ft., passive perception 8
  • Languages
  • Challenge 10 (5900 XP)

Creep Nourishment. The Spore Crawler regains 26 (2d20 + 6) hit points at the start of its turn if it is standing on creep and has at least 1 hit point.

Seeker Spore. When the Spore Crawler detects a hostile creature with its blindsense, it launches a mass of biotic acid towards the detected creature. The creature must make a DC 15 Dexterity saving throw, or be struck by the spore, taking 15 (6d4) acid damage on a failed save, or half damage on a successful one. This effect can occur three times per round (every 2 seconds). A creature that is on the ground or moving at a speed of 50 or more gains advantage on the Dexterity saving throw against this effect.

Actions

Root. The Spore Crawler can root itself into any earth that is covered in creep, gaining the benefits of half cover (+2 to AC and Dexterity saving throws). Only while rooted can the Spore Crawler use its Seeker Spore. The Spore Crawler can uproot as a bonus action.



Zergling

Small aberration, neutral evil


  • Armor Class 12
  • Hit Points 9 (2d6 + 2)
  • Speed 50 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 8 (-1) 6 (-2) 4 (-3)

  • Saving Throws Dex +4
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft., passive perception 8
  • Languages
  • Challenge 1/2 (100 XP)

Metamorphosis. The Zergling can morph into a Baneling.

Ravager Strain. If the Zergling moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Zergling can make one claw attack against it as a bonus action.

Swarmling Strain. Zerglings are always born in threes from a single larva.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.



Swarm of Zerglings

Medium Swarm of Small aberrations, neutral evil


  • Armor Class 12
  • Hit Points 33 (6d8 + 6)
  • Speed 50 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 8 (-1) 6 (-2) 4 (-3)

  • Saving Throws Dex +4
  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 120 ft., passive perception 8
  • Languages
  • Challenge 2 (450 XP)

Swarm. The Swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small Zergling. The swarm can't regain hit points or gain temporary hit points.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 15 (6d4) slashing damage or 7 (3d4) slashing damage if the swarm has half of its hit points or fewer.

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Baneling

Small aberration, neutral evil


  • Armor Class 11
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 8 (-1) 6 (-2) 4 (-3)

  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive perception 8
  • Languages
  • Challenge 1 (200 xp)

Erupting Demise. When the Baneling dies, it explodes in a 10-foot radius circle centered on itself. Each creature in that area must make a DC 12 dexterity saving throw, taking 5 (2d4) acid damage on a failed save, or half as much damage on a successful one.

Siege Monster. The Baneling deals double damage to objects and structures.

Splitter Strain. When the Baneling dies, two lesser Banelings spawn from its corpse and act on its next initiative. They share the same stats and abilities (minus this ability) and they have 1 maximum hit point.

Tunneler. The Baneling can burrow through solid rock at half its burrow speed and leaves a 1-foot-diameter tunnel in its wake.

Actions

Explode The Baneling detonates where it is standing, triggering its Erupting Demise ability. This ability can be used while the Baneling is burrowed.



Roach

Medium aberration, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 35 ft., burrow 35 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 8 (-1) 6 (-2) 4 (-3)

  • Saving Throws Con +5
  • Damage Resistance fire, acid
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., tremorsense 30ft., passive perception 8
  • Languages
  • Challenge 2 (450 xp)

Metamorphosis. The Roach can morph into a Ravager.

Potent Regeneration. The Roach has a highly specialized metabolism that enables rapid regeneration, particularly while underground. If the roach begins its turn on creep, it regains 7 (1d8 + 3) hit points. If the roach begins its turn burrowed, it regains 22 (3d8 + 9) hit points.

Responsive Creep. The Roach gains 10 to its speed while on creep.

Vile Strain. When the Roach hits an enemy with its Acid Saliva, they must succeed on a DC 12 Constitution saving throw or have their movement speed reduced by 10 feet until the end of their next turn. If a creature's saving throw is successful, the creature is immune to this effect for the next 24 hours.

Actions

Multiattack. The Roach makes two attacks, using either its claws or its acid saliva.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage

Acid Saliva. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit 5 (1d6 + 2) acid damage



Ravager

Large aberration, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 30 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 10 (0) 6 (-2) 4 (-3)

  • Saving Throws Con +5
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive perception 8
  • Languages
  • Challenge 2 (450 xp)

Creep Nourishment. The Ravager regains 8 (1d10 + 3) hit points at the start of its turn if it is standing on creep and has at least 1 hit point.

Responsive Creep. The Ravager gains 10 to its speed while on creep.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage

Plasma Discharge. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 5 (1d6 + 2)

Corrosive Bile (Recharge 5-6). The Ravager launches a gob of corrosive bile at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 dexterity saving throw. A creature takes 10 (4d4) acid damage on a failed save, or half as much damage on a successful one. The affected area is covered with acid until the end of the ravagers next turn. When a creature enters the area for the first time on a turn or starts its turn there, it takes 2d4 acid damage.



Hydralisk

Medium aberration, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 25 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (0) 6 (-2) 4 (-3)

  • Saving Throws Dex +5
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive perception 8
  • Languages
  • Challenge 3 (700 xp)

Ambusher. The Hydralisk has advantage on attacks rolls against any creature that hasn't acted yet.

Creep Nourishment. The Hydralisk regains 6 (1d8 + 2) hit points at the start of its turn if it is standing on creep and has at least 1 hit point.

Metamorphosis. The Hydralisk can morph into a lurker.

Responsive Creep. The Hydralisk gains 15 to its speed while on creep.

Surprise Attack. If the Hydralisk attacks a creature with advantage and hits it, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The Hydralisk makes two attacks, using either its claws or its needle spines.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage

Needle Spines. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit 10 (2d6 + 3) acid damage



Lurker

Large aberration, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 30 ft., burrow 15 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 10 (0) 6 (-2) 4 (-3)

  • Saving Throws Con +6
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., tremorsense 120 ft., passive perception 8
  • Languages
  • Challenge 5 (1800 xp)

Creep Nourishment. The Lurker regains 8 (1d10 + 3) hit points at the start of its turn if it is standing on creep and has at least 1 hit point.

Responsive Creep. The Lurker gains 10 to its speed while on creep.

Subterranean Ambusher. The Lurker must be burrowed in order to make its attack.

Actions

Impaler Strain. The Lurker sends forth a massive tentacle that erupts at a point up to 120 feet away. Each creature within 5 feet of the target must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) piercing damage and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone.

Seismic Spines. The Lurker releases spines in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 dexterity saving throw. On a failed save, a creature takes 14 (4d6) piercing damage and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone.



Queen

Large aberration, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 15 ft.

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

  • Saving Throws Wis +6
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive perception 8
  • Languages
  • Challenge 5 (1800 xp)

Creep Nourishment. The Queen regains 8 (1d10 + 3) hit points at the start of its turn if it is standing on creep and has at least 1 hit point.

Responsive Creep. The Queen gains 30 to its speed while on creep.

Qctions

Talons. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Acid Spines. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d10 + 2) acid damage

Infuse (Recharge 1-2). The Queen spews a liquid secretion at a creature it can see within 30 feet of it. The secretion restores 22 (3d10 + 6) hit points to the target.

Spawn Larva (Recharge 3-4). The Queen releases 3 (1d4 + 1) larva from within its mutated ovipositor. Choose a different unoccupied space within 15 feet of the queen for each larva, if no space is available the larva dies. The larva act on the Queens initiative starting the following turn.

Spawn Creep Tumor (Recharge 5-6). The Queen expels a creep tumor onto an unoccupied space within 5 feet of it. The creep tumor is burrowed and requires a DC 15 Intelligence (Investigation) check to be discovered. It has an AC of 10 and 5 hit points and will produce creep continuously up to a maximum range of 300 feet in a circle around itself.



Aberration

Huge aberration, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 152 (16d12 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 6 (-2) 4 (-3)

  • Saving Throws Con +6
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive perception 8
  • Languages
  • Challenge 8 (3900 xp)

Creep Nourishment. The Abomination regains 8 (1d10 + 3) hit points at the start of its turn if it is standing on creep and has at least 1 hit point.

Spawning Demise. When the Abomination dies, two Banelings spawn from its corpse and act on its next initiative.

Responsive Creep. The Abomination gains 10 to its speed while on creep.

Towering. Opportunity attacks against the Abomination are made at disadvantage. The Abomination can occupy another creature's space and can move through another creature's space at normal speed if they are size Medium or smaller. While occupying the same space as another friendly creature, that creature gains the benefits of three-quarters cover (+5 to AC and Dexterity saving throws.)

Actions

Multiattack. The Abomination makes three attacks with its claws.

Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 10 (2d6 + 3).



Infestor

Large aberration, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 104 (16d10 + 16)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 14 (2) 10 (0) 6 (-2)

  • Saving Throws Wis +3
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., tremorsense 60 ft., passive perception 8
  • Languages
  • Challenge 6 (2300 xp)

Creep Nourishment. The Infestor regains 6 (1d10 + 1) hit points at the start of its turn if it is standing on creep and has at least 1 hit point.

Responsive Creep. The Infestor gains 10 to its speed while on creep.

Actions

Consume. The Infestor can ingest a friendly zerg unit of size medium or smaller, killing the creature. Upon ingestion, the Infestor gains hit points equal to 5 times the hit die of the ingested creature. Additionally, a medium creature will give the Infestor another use of Neural Parasite, and a small creature will instantly recharge the Fungal Growth ability.

Spawn Infested. The Infestor releases 3 (1d4 + 1) Infested from within its storage sacs. Choose a different unoccupied space within 20 feet of the Infestor for each Infested, if no space is available the Infested dies. The Infested act on the Infestors initiative starting the following turn.

Fungal Growth (Recharge 5-6). The Infestor spews a liquified solution of fungal spores at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. on a failed save, a creature takes 15 (6d4) acid damage immediately and 7 (3d4) acid damage at the beginning of its next turn, and is immediately covered in fungal spores for 1 minute. On a successful save, a creature takes 7 (3d4) acid damage immediately and suffers no other effects. Any attack roll against a creature covered in fungal spores has advantage if the attacker can see it, and the creature can't benefit from being invisible.

Neural Parasite (1/day). The Infestor attempts to take control of a humanoid it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or become charmed by the infestor who can use its action to exert precise control over the target, as if by the Dominate Person spell. Each time the target takes damage, it can make a DC 15 Wisdom saving throw to break the charm. The effect fails if the target and Infestor move more than 60 feet apart.


Infested

Small aberration, neutral evil


  • Armor Class 9
  • Hit Points 22 (4d6 + 8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
12 (1) 8 (-1) 14 (+2) 4 (-3) 4 (-3) 4 (-3)

  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive perception 8
  • Languages
  • Challenge 1/4 (50 xp)

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage



Swarm Host

Huge aberration, neutral evil


  • Armor Class 18 (natural armor)
  • Hit Points 168 (16d12 + 64)
  • Speed 20 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+4) 10 (0) 8 (-1) 4 (-3)

  • Saving Throws Con +6
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., tremorsense 60 ft., passive perception 8
  • Languages
  • Challenge 8 (3900 xp)

Creep Nourishment. The Swarm Host regains 10 (1d12 + 4) hit points at the start of its turn if it is standing on creep and has at least 1 hit point.

Responsive Creep. The Swarm Host gains 10 to its speed while on creep.

Actions

Creep Tunneler. The Swarm Host can tunnel while standing on creep to an unoccupied space within 60 feet of it that is also covered in creep.

Root. The Swarm Host can root itself into the earth and rock, gaining the benefits of half cover (+2 to AC and Dexterity saving throws). While rooted, the swarm host can use spawn locusts as an action. The Swarm Host can uproot as a bonus action.

Spawn Locusts. The Swarm Host releases 3 (1d4 + 1) locusts from within its incubator. Choose a different unoccupied space within 25 feet of the swarm host for each locust, if no space is available the locust dies. The locusts act on the swarm hosts initiative starting the following turn. The Swarm Host can choose a set of either Carrion Locusts or Creeper Locusts.


Carrion Locust

Tiny aberration, neutral evil


  • Armor Class 11
  • Hit Points 14 (4d4 + 4)
  • Speed 30 ft, fly 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 12 (+1) 4 (-3) 4 (-3) 4 (-3)

  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive perception 8
  • Languages
  • Challenge 1/4 (50 xp)

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage

Acid Saliva. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit 4 (1d6 + 1) acid damage


Creeper Locust

Tiny aberration, neutral evil


  • Armor Class 11
  • Hit Points 14 (4d4 + 4)
  • Speed 25 ft, fly 25 ft.

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 12 (+1) 4 (-3) 4 (-3) 4 (-3)

  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive perception 8
  • Languages
  • Challenge 1/4 (50 xp)

Erupting Demise. When the Creeper Locust dies, it explodes in a 10-foot radius circle centered on itself. Each creature in that area must make a DC 12 dexterity saving throw, taking 10 (4d4) acid damage on a failed save, or half as much damage on a successful one.

Actions

Explode The Creeper Locust detonates where it is standing, triggering its Erupting Demise ability.



Ultralisk

Gargantuan aberration, neutral evil


  • Armor Class 18 (natural armor)
  • Hit Points 248 (16d20 + 80)
  • Speed 40 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 6 (-2) 6 (-2) 4 (-3)

  • Saving throws Str +10, Con +10
  • Damage Resistance acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, poisoned, restrained, stunned
  • Senses darkvision 60 ft., passive perception 8
  • Languages
  • Challenge 15 (13000 XP)

Creep Nourishment. The Ultralisk regains 15 (1d20 + 5) hit points at the start of its turn if it is standing on creep and has at least 1 hit point.

Responsive Creep. The Ultralisk gains 10 to its speed while on creep.

Siege Monster. The Ultralisk deals double damage to objects and structures.

Chrysalis Strain (1/day). If the Ultralisk is destroyed, it enters a chrysalis state for 8 rounds, after which it regains all its hit points and becomes active again. The chrysalis has an AC of 18, 80 hit points and a 10 for each stat. If the chrysalis is destroyed, the Ultralisk also dies.

Actions

Multiattack. The Ultralisk makes four attacks with its kaiser blades.

Kaiser Blades. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. hit 15 (2d10 + 5).

Burrow Charge (Recharge 5-6). The Ultralisk quickly burrows and charges through the earth to a point within 60 feet of it, upon where it emerges. Each creature within 5 feet of the Ultralisk when it emerges must make a DC 18 Dexterity saving throw. On a failed save the creature takes 30 (6d10) bludgeoning damage and is pushed 10 feet away and knocked prone. On a successful save, the creature takes half as much damage and is pushed 20 feet away, but is not knocked prone.

Legendary Actions

The Ultralisk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Ultralisk regains spent legendary actions at the start of its turn.

Stomp. Each creature adjacent to the Ultralisk must succeed on a DC 18 Dexterity saving throw or be knocked prone.

Tissue Assimilation. The Ultralisk makes an attack with its Kaiser Blades, regaining hit points equal to the amount of damage dealt.

Noxious Strain (Costs 2 Actions). The Ultralisk emits a noxious cloud of poisonous gas in the area directly around itself. Each creature adjacent to the Ultralisk must make a DC 18 constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.