Zerg

Overview

The Zerg are a race entirely unlike the Terrans or the Protoss. They are composed of many different species integrated into the Swarm via Zerg infestation. These creatures are rapidly and selectively evolved into deadly and efficient killers to further the driving Zerg imperative of achieving absolute domination. The Zerg make no use of technology to create their weapons, armor, or starships. Instead, these functions are efficiently fulfilled through biological adaptation and planned mutation of the Zerg strains. Even Zerg buildings are in fact specialized organs within the living, growing organism of a Zerg nest.

Quick Build

You can make a zerg quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Constitution. Second choose the Swarm background.

HIT POINTS

  • Hit Dice: 1d10 per Zerg level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Zerg level after 1st

PROFICIENCIES

  • Armor: none
  • Weapons: none
  • Tools: none
  • Saving Throws: Strength, Dexterity, Wisdom
  • Skills: Choose any four
  • Languages: Psionic Speech, can understand any language and can speak telepathically up to 60ft to any non-zerg creature and can speak telepathically to any zerg planet wide.

Upgrade

You start with the following upgrades in addition to the upgrades granted by your background.

  • • (a) +1 to melee attack or +1 to range attack
  • • (a) burrow stealth +1 or speed increase by 5ft
  • • Primordial Ooze Container-heals 2d4+2 hit points.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Constituion modifier.

Burrow

Starting at 1st level, as an action, you bury yourself underground. While burrowed you are unable to move or attack, but gain a +5 to stealth checks. You can unburrow yourself as a bonus action, if you were unnoticed by a creature you have advantage on the next attack roll you make against that creature.

Larva Cocoon

Also at 1st level, you mutate and spawn into one of the following zerg creatures. Hydralisk, Infested or Zergling. all detailed in the class description. Your mutation grants you features at 1st level and again at 3rd, 5th,  7th, 13th, 14th, 15th, 18th and 20th level.

  • Hydralisk
  • Infested
  • Zergling

Creeping Along

Starting at 3rd level, your walking speed is doubled when you are moving across creep. You also have advantage to Stealth and Perception checks while you are on the creep. Additionally, if you die while on creep that is connected to a Hatchery, Lair or Hive your body is reborn at teh nearest one after 24 hours.

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.

Frenzied

Beginning at 6th level, you are immune to restrained, stun, mind control, and movement altering effects. 

Mutated Attack

Starting at 11th level, your attacks count as Mutated for the purpose of overcoming Resistance and immunity.

Nydus Worm

Starting at 17th level, you can use your action to summon the Nydus Worm to a location you can see within 60ft on the ground. After 3 rounds a Nydus Worm emerges from the ground. Its size is Huge, has an AC of 17 an d 300 hit points. This requires at least one Zerg colony to be used. Stepping into this Nydus Worm instantly transports you to a Zerg colony and vice versa return to this Nydus Worm from any other colony. You can only have one Nydus Worm active at a time, if you use this feature again the previous is removed. Once you use this feature you must finish a Long Rest before you can use it again.