Zergling (3.5e Creature)

This small alien-looking quadrupedal creature is covered in spiky chitin. Its limbs end in two-fingered claws, a pair of short tusks poke out from its mouth, and two scythe-shaped barbs protrude from a pair of long, thick antennae-like structures.

Zergling
Size/Type: Medium Alien
Hit Dice: 2d12+2 (15 hp)
Initiative: +7
Speed: 40 ft (8 squares), burrow 5 ft.
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-2
Attack: Claw +2 melee (1d4+1)
Full Attack: 2 claws +2 melee (2d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Fast healing 1, hiveminded, low-light vision, tremorsense 30 ft.
Saves: Fort 4, Ref 5, Will 1
Abilities: Str 12, Dex 16, Con 14, Int 1, Wis 12, Cha 4
Skills: Jump +5, Listen +1, Spot +1
Feats: Improved Initiative
Environment: Warm and temperate plains, hills, and badlands
Organization: Hunting pack (5-20), swarm (50-200), or colony (500-1000)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD
Level Adjustment:

The zergling is a pack-hunting ambush predator. When hunting they will find a spot where prey are likely to walk by and burrow a few feet into the ground. When they sense significant vibrations in the earth, they will pop out of the ground and tear into their prey using their scythelike claws.

A single zergling poses little threat to anyone with modest combat training and armament. It is only in large groups that they become truly dangerous. Unfortunately, they are rarely found in anything but large groups. Where there is one zergling, you can bet that there are at least a dozen more somewhere nearby.

Combat

Zerglings hide by burrowing a few feet into the ground, then ambush any creatures they sense walking nearby. They work in groups to bring down their foes and attack by using their scythed appendages.

Fast Healing 1 (Ex): Zerglings have extraordinarily fast metabolism, which allows them to quickly heal injuries. A damaged zergling recovers 1 hit point per round until it dies.

Hiveminded (Ex): Zerglings are in constant communication with every other zergling within 30 feet. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No zergling in a group is considered flanked unless all of them are. All zerglings within 30 feet of at least one other zergling in the same group act at the same initiative (make a single initiative roll for the entire group).

A group of 10 or more zerglings, none of which may be more than 30 feet away from at least one other zergling in the group, receives the benefits of the SwarmfightingCW feat.

A zergling receives a +1 morale bonus on Will saves for every 3 other zerglings within 30 feet. However, if a zergling fails a Will save against anything that causes a shaken, frightened, or panicked effect, all other zerglings in the group also become shaken, frightened, or panicked, respectively.

Low-Light Vision (Ex): A zergling can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination.

Tremorsense (30 ft) (Ex): Zerglings are highly sensitive to ground vibrations, allowing them to pinpoint the location of any creature within 30 feet that is in contact with the ground, unless that creature is standing perfectly still.



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