Zerglings (3.5e Race)
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Zerglings are a twin creature. They are hatched in pairs, and as such will very rarely be seen by themselves. One of these twins is male, while the other is female. The zergling itself is in fact a psionic entity inhabiting both zerglings equally. Though they are in fact the same entity, they might still act differently to eachother. The entity is split equally between the two zerglings, but it might not be split symmetrically. They tend to scavenge or hunt most of the time. When not doing anything in particular, they might mock-fight eachother. Though they are usually enslaved to a large overmind of some sort, rare occasions display zerglings as independent (though twin) creatures. In such a case, they are suprisingly intelligent for a feral predator, capable of language (though their vocal cords don't allow for many tongues), math and even philosophy. They still display a more feral cunning, rather than an elightened understanding, though. Although they are usually pretty aggressive, they are capable of forming friendships and other social bonds just like humanoids. Every zergling-pair is unique, though, so there's a lot of variance.
Zerglings come in many colours, though the most common one is purple. All other colours are mutations designed to try and blend in with their enviroment. They are bipedal, though when they run they do use their forearms to support themselves. Even when standing still, they are hunched over to such a degree that it'd be easy to mistake them as quadrupedal. They have 2-3 claws on their hind legs and 1-3 on their forearms (Note: The amount of claws varies from 'Ling to 'Ling, and is purely cosmetic.). They posses no opposable thumbs or even hands, so fine manipulation is usually done with their claws or mouth. Their mouth hosts a ferocious double row of teeth, and protruding from their face are 2 mandible-like horns. On their shoulders they house 2 more appendages, both again tipped with 1-3 claws. Zerglings also have a short spiked tail. Though useless as a weapon, it helps them balance themselves as they run. The skin on their back and the top of their head is covered in chitin, though the belly and neck are exposed flesh. As they grow older and thus evolve further, they might also sport insect-like wings. While these wings arn't sufficient for any flight longer than a few moments, they are enough to add a significant boost to their speed and jump distance.
Zerglings see most other races as prey, though they won't attack them if they have no reason to. Hunger is a hell of a reason, however. Still, they are curious and playful by nature, and will not hesitate to try and befriend a creature if it piques their interest.
Zerglings are Lawful Neutral if slaved to an overmind. When left alone, however, they become chaotic. Be they playful or malicious, they are curious by heart and thoroughly enjoy their freedom, sometimes at the expence of others.
Zerglings can be found in every wild location. They avoid urban areas, as their appearance screams 'Danger' to most settlements. They have no issues settling in tundra or desert alike. Their colour might change from the normal purple employed in the marches, though. Swamps and wetlands alongside marches are their favourite location, as it allows for an abundance of biomass.
They usually revere their overmind as a deity, regardles of it's actual status. Isolated pairs are usually not religious, though they could be converted or made to see the light like any other creature.
Zerglings communicate psionically with their twin, using images and feelings rather than words. When made to communicate with another pair, they produce clicks and high pitched growls. They are more than capable of understanding pictures and images, though.
Zerglings don't have names. They could be given them, though, to differentiate between the two twins.
- +4 Dexterity, +2 Wisdom, -2 Constitution, -2 Strength, -2 Intelligence and -2 Charisma: Zerglings are small and fast, but not very durable or strong. Their appearance and feral mindset prevent them from making social connections as wel as other races. They're cunning, but not particularly bright by human standards.
- Aberration: Zerglings are a fast blur of teeth and claws, optimised for killing and hunting, they're unlike the creatures usually found in the wild.
- Small: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
- Zergling base land speed is 40 feet: Burrow is 5 feet
- Twin Creatures(Ex): A zergling is always 2 creatures. They split their max hp evenly between the 2 creatures. When they're too far away from eachother, one of them will stop functioning and die off within 4d4 days. When one of them dies, the other flies into a Rage as a level 1 barbarian. Additinally, Zerglings can not be revived, unless both are dead. Doing so will revive one zergling, the other needs to be Reborn (see below).
- Psionic Bond(Su): A zergling is able to telepathically communicate with their twin.
- Rebirth(Ex): When one zergling is dead, it's twin may form a chrysalis where it will attempt to split itself in order to recreate it's twin. This process takes 2d4 days and leaves the zerglings vulnerable. While in the chrysalis, the zergling is blind and deaf to the world. It's unconscious and unaware of anything happening outside it's chrysalis. If the chrysalis breaks (DC 20 strength check or deal 20 damage to it at AC 16) the zerglings die. The chrysalis has Fast Healing 1. The ability may be used only once every month, as it requires a lot of biomass.
- Biomass: Zerglings live off biomass. They can eat anything, but they do require 1 pound of biomass between them each day at minimum to survive. Both zerglings must eat. One eating won't sustain the other. Any biomass will do, so in a pinch a zergling might eat it's twin, in hopes of rebirthing it later when biomass is more readily available.
- Zerg Tenacity: Zerglings have Fast Healing 1, as their wounds slowly close on their own.
- Claws: A zergling's claws deal 1d2 damage. A zergling has 4 of these. These are it's primary natural weapons.
- Teeth: A zergling's secondary natural weapon is it's fangs. It's bite does 1d4 damage.
- Biological Wonder(Ex): A zergling does not age. They are hatched as adults. As such, they also gain no bonuses or penalties for aging.
- Tail: A zergling's tail provides it with a +8 Racial Bonus to Balance
- Born Hunter: A zergling gains the Scent ability and the Track Feat. It also gains a +2 Racial Bonus to Hide, Move Silently and a +4 Racial Bonus to Survival and Jump.
- Huh?: Having a harder time dealing with information that doesn't concern fighting or playing, a zergling gets a -4 Racial Modifier to all Knowledge and Craft checks.
- No Hands!: Zerglings have a hard time manipulating fine objects, and as such gain a -8 racial modifier to Open Lock, Sleight of Hand, Forgery, Ride, Use Magic Device and Use Rope
- Bloody Carnage: A zergling's instincts will always drive it to fight in melee. A zergling may never make a ranged attack of any kind, be it magical or mudane. They also won't use any weapons other than their natural weapons.
- Get it off!: A zergling can't use any magical items except for amulets, belts and hats.
- Not Quite The Same: A zergling whose twin has been dead for longer than a day suffers a -2 to all it's Base Attributes. Every day that it goes Twin-less these penalties increase by -2. When one of it's Attributes reaches 0 this way, the zergling dies. Once the twin is back, it instantly regains all that it had lost this way.
- Automatic Languages:Zergling (clicks and growls). Bonus Languages: Zerglings are capable of learning any language that they could pick up.
- Favored Class: Zergling (3.5e Class).
|Middle Age1||Old2||Venerable3||Maximum Age|
|N/A years||N/A years||N/A years||+N/A years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||2"||+1d2||40 lb.||× (1d10) lb.|
|Female||2"||+1d2||40 lb.||× (1d10) lb.|