Here's some more Starcraft goodness.. The Zerg!
Zerg
Zerg Traits
Creatures of the Zerg subtype possess the following traits. Certain traits have specific exceptions and alterations noted for particular varieties of Zerg.
Fast Healing (Ex): All Zerg possess Fast Healing, but the rate at which they heal varies slightly amongst Zerg strains, as noted in the individual entries. However, unlike most creatures with Fast Healing, a live Zerg regenerates severed or destroyed body parts at the rate of 1 per 1d4x10 days.
Hivemind (Su): A Zerg has a limited telepathic connection to other Zerg nearby. Any large concentration of Zerg in one place will also collectively transmit their overall emotional state empathically across space to an unknown but significantly vast distance. Zerg are constantly transmitting empathically and telepathically to other Zerg within 10 miles, and they can sense the general direction to any other Zerg within that distance by following such transmissions. Certain varieties of Zerg may transmit and sense to a greater distance empathically and telepathically, as noted in their individual descriptions. Zerg receive telepathic commands from Zerg Overlords within this distance, or from Zerg Cerebrates on the same planet (or equivalent distance), or from a Zerg Overmind within the same star system (or equivalent distance). Zerg cannot resist these telepathic commands from such superior Zerg. Zerg not within the controlling telepathic influence of any such superior Zerg will behave viciously and instinctively, and their instinct is to kill and devour anything organic near them, including other Zerg. Once they run out of organic things to kill and devour, they become catatonic until more creatures approach that they can kill. Thus, they behave as though confused (as per the confusion spell in the D20 Modern System Reference Document, except nonmagical) when not under the telepathic guidance of the aforementioned superior Zerg. A Zerg hatchery, lair, or hive within 1 mile can also keep a Zerg under control. Zerg Overlords, Cerebrates, and Overminds need no telepathic control from others, and can function normally and rationally without such input, while such superior Zerg are also immune to the telepathic control of others of the same kind. For instance, Overlords don't take orders from other Overlords, though they are still compelled to follow the commands of Cerebrates and Overminds. Likewise, Cerebrates receive telepathic orders only from an Overmind, while an Overmind has no master and heeds no telepathic commands.
Immunity to Fear (Ex): Zerg are immune to all fear effects, as their Zerg nature suppresses their survival instinct. However, Zerg with Intelligence of 3 or higher can still worry and can still recognize when they ought to be afraid, though it is not felt with any intensity, merely felt as a realization that fear would be normal and logical at certain times.
Keen Sight (Ex): Zerg have darkvision to a range of 60 feet, and also possess low-light vision.
Psychic Sensitivity (Ex): Any Zerg senses the presence of, and general direction to, any reasonably strong telepathic or empathic transmitter within 1 mile, organic or otherwise. These include such things as an active Protoss pylon, an active Protoss temple, a Protoss character with 5 or more levels of Templar, or a Protoss character with 10 or more levels in any combination of classes. Specially-built telepathic transmitter machines may also make themselves detectable from a greater range. A Zerg within 500 feet of any minor psychic source can sense it in this manner as well. This would include any Protoss characters or any Protoss devices that are psionically-powered, as well as any Terrans or other creatures with psychic abilities, such as a Terran "Ghost" soldier. Certain superior varieties of Zerg can sense psychic emanations from greater distances, as noted in their individual descriptions. Zerg are instinctively drawn to psychic energy sources and, if presented with a non-Zerg psychic source that they can sense, the Zerg will attempt to kill and devour it if organic, or will attempt to attack and destroy it if inorganic. Zerg cannot sense the actual location or form of a psychic transmitter, only the general vicinity, so their Psychic Sensitivity is not of any significant help in finding invisible targets such as a cloaked Terran "Ghost". Zerg cannot sense the presence or direction to any psionically-cloaked psychic transmitter, anyway. However, a few Zerg exceptions exist, as noted in their individual descriptions.
Immunity to Death from Massive Damage (Ex): Zerg can take massive amounts of damage and will continue functioning, if limited, and are immune to death from massive damage.
Environmental Resistance (Ex): All zerg are resistant to most environmental effects, gaining +4 racial bonus to Fort saves. All zerg can also survive in the vacuum of space for 1 + Con modifier hours.
Mutable DNA (Ex): The DNA of zergs is highly mutable, allowing for new and quick evolutions. Once a new mutation is created, or selected by a ruling zerg (Overlord, Queen, Cerebrate, etc), the changes are transmitted to all related (changes can be strain specific, and even affect only specific zerg units of a strain) zerg within reach of the Hivemind, causing the affected zerg to enter a cocoon before emerging 1d4+1 rounds later.
Absorb Essence (Ex): The zerg is able to absorb the 'essence' of a creature eaten. This essence is the DNA of a creature, which the zerg can add to its own collected knowledge and possibly distributed to existing strains or creating new or variant strains, depending on the ability. After killing a living creature, a zerg can eat the corpse, which takes 1d4 +1 min/size category over small to eat the corpse, and absorb the DNA which is transmitted via the telepathic link to the Hivemind and the nearest hatchery or lair. The zerg must do nothing but consume the corpse with the purpose of absorbing its essence to absorb it, and a lair, hatchery, overlord or similarly powerful zerg must be within range to collect the essence and add it to the zerg swarm collective knowledge.
A zerg outside of the transmission range of the Hivemind can still absorb the essence, and attempt to gain 1 ability of the eaten corpse, which would give just that specific zerg that one random ability, which forces the zerg into a cocoon for 1d4 hours as it adds that ability to itself.
Mutations
The zerg DNA is highly mutable and flexible, allowing zerg to quickly evolve new abilities or strains, especially after absorbing new DNA from different creatures, to improve the swarm.
The following are a number of common mutations that can be applied to various zerg:
Scything Claws
The scything claws of ground based zerg can be enhanced, increasing damage by +1. This mutation can be added 3 times.
Hardened Carapace
Ground based zerg can have their carapace enhanced, increasing Natural armour by +1 and adds +2 hit points. This can be added 3 times.
Zergling
Zerglings are the most numerous of the zerg mutations, used as front line expendable troopers, sent in massive swarms. Zerglings are loosely based on ZZ'gash dune runner, with fairly simple DNA, which allows two zerglings to evolve from a single larva at a time. These creatures generally have six limbs, four legs with webbed feet and claws, two upper limbs ending in scything blades. Some grow wings that aren't fully developed that are used to help it jump.
Zergling
CR 1;
Medium aberration [zerg];
Hit Dice: 1d8+1; hp 6; Mas —; Init +6;
Speed: 40 ft, burrow 20 ft;
Defense 13, touch 12, flat-footed 11 (+2 Dex, +1 natural);
BAB: +0; Grap +4; Atk +0 melee (1d4, claw); Full Atk +0 melee 2 claws 1d4 and -5 melee bite 2d4;
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SQ: darkvision 60 ft., fast healing 1, zerg traits;
AL: cerebrate;
SV: Fort +1, Ref +2 , Will +1; AP 0; Rep +0;
Ability Scores: Str 11, Dex 15, Con 12, Int 3, Wis 8, Cha 2.
Skills: Climb +2, Jump +10, Listen +1, Spot +1, Swim +1, Survival +1
Feats: Improved Initiative.
Advancement: 2–5 HD (Medium).
Organization: Found in groups of 1, pairs or swarms as large as thousands.
Species Traits
Bonus Feat: Zerglings gain Improved Initiative as a bonus feat.
Fast Healing (Ex): Zerglings heal 1 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing.
Leaper (Ex): Zerglings are excellent jumpers, gaining a +8 racial bonus to Jump checks, and are not restricted in the height or length they can jump by their size.
Pounce (Ex): If the zergling leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Skill Bonuses: Zerglings gain a +2 species bonus on Climb and Survival checks.
Zerg Traits: A Zergling possesses the standard Zerg traits as defined elsewhere.
Zergling Advancement: Zerglings are adaptable creatures and may grow in strength, speed, and resilience with certain genetic manipulations by nearby Zerg hatcheries, lairs, or hives. Zerglings advanced to 3 hit dice gain a +2 increase to Strength, an increase of +20 feet to their base land speed, a burrow speed of +55 feet, and Damage Reduction 1/- functioning as per the same ability of the Tough character class. A Zergling can, and instinctively does, hide any signs of its burrowing on the surface, except where impossible. Zerglings advanced to 4 hit dice gain the aforementioned benefits as well as a further +2 increase to Strength, an increase of Damage Reduction to 2/-, an increase of +2 to their natural armor, and an extraordinary special attack called Zergling Frenzy. The Zergling Frenzy special attack allows the Zergling to attack with either two claws or a claw and a bite with any standard attack and with any charge attack. The extra attack in that case does not count as secondary. Zergling Frenzy also allows the Zergling to attack one extra time with each claw during any full-attack action, with the same modifiers as normal for such primary and secondary attacks. Regardless, any time that Zergling Frenzy is used, the attacks made with that Zergling Frenzy all suffer a -2 penalty on the attack rolls. Zerglings advanced to 3 hit dice have a base Challenge Rating of 2 instead of 1, while those advanced to 4 hit dice have a base Challenge Rating of 4 instead. Zerglings cannot be advanced to 3 hit dice unless they are within 10 miles of a Zerg lair or hive, and a spawning pool. Zerglings cannot be advanced to 4 hit dice unless they are within 10 miles of a Zerg hive and spawning pool. Either way, they need only be within such range when actually advancing to those hit dice. The process of advancing Zerglings in hit dice takes much time and resources from a Zerg lair or hive.
Evolve (Ex): The zergling, if the swarm has access to the Baneling DNA, can evolve into a Baneling by entering a cocoon for 1d4+1 rounds, then emerges as a baneling.
Mutations
A number of mutations are available to zerglings only in addition to those common to the rest of the swarm.
Metabolic Boost
The zegling's metabolic rate is increased to give it a boost in speed and reflexes, granting +10 ft to all speeds and +2 to Reflex saves.
Adrenal Glands
The adrenal glands of the zergling is increased, giving the zergling +1 to attack rolls, and an extra attack during a full attack, which stacks with Zergling Frenzy.
Variant Strains
A number of variants of of the zergling exist, each with different abilities over the standard zergling.
Devouring One
A specialized zergling strain more powerful and resilient than a normal zergling, created by dark archon Ulrezaj using warped khaydarin crystals that used Dark Templar and zerg energy. A few of these zerglings survived and brought into Coreline, with only a few known examples to exist in Kerrigan's swarm, and a few rogue ones have been spotted.
Make the following changes to the zergling to turn it into a Devouring One:
Increase Hit Dice to 6, hp to 51;
Increase Str to 16, Con to 18;
Claw damage to 1d6+5 crit 19-20x2 each, bite now 1d8+5;
Increase Fast Heal to 3;
Gains Improved Critical feat (claws);
+10 skill points;
Increase CR to 5
Eats the Fallen
This variant of zergling was created by the Incubus brood, which specialized in scouting and recon as it lacked the destructive capabilities of other broods. As a result, it created tougher zerglings that would survive longer behind enemy lines, with enhanced stealth and senses. These zerglings prefer to find ambush locations and make extensive use of their burrowing speed, and will lay in wait underground for targets. They are also enhanced to damaging vehicles and buildings, often making night raids to damage parked vehicles and factories to slow the enemies ability to build more vehicles and create chaos within a base.
To make an Eats the Fallen, make the following changes to a zergling:increase HD to 5, 29 hp;
Increase Burrow speed to 30 ft.
Gains +5 racial bonus to Move Silently and Hide checks;
Against vehicle and buildings, deals +2 damage and ignores 5 Hardness/DR;
Gains Tremor Sense 60 ft;
Gains racial bonus +5 to Listen, Search and Spot;
Increase CR to 3.
Raptor
This variant of the zergling has enhanced legs for leaping and grows a pair of wings that don't grant flight, but enhance the creature's leaping ability even farther.
Make the following changes to a zergling to turn it into a Raptor:
Add wings;
Can jump up to 50 ft high or long from standing with a Jump DC 10, increase to 100 ft with a running long jump, can reduce fall damage by 50 ft with a successful Tumble check DC 15;
Racial bonus to Tumble +4;
Reduce borrow speed to 10 ft;
Can pounce any time it moves a minimum of 30 feet to reach a target;
Gains +2 damage to all attacks made as part of a pounce;
Can only receive the Hardened Carapace mutation once.
Swarmling
Swarmlings are a variant of zergling that are created by simplifying the DNA of zerglings even more, allowing three to spawn from a single larva. Swarmlings are distinguished by a dorsal fin.
Make the following changes to a zergling to make it a Swarmling:
Rapid Gestation of 1 round to turn from a single larva into 3 swarmlings;
Rapid evolve into a baneling in 1 round;
Reduce melee damage by -1;
Reduce Con to 10 (hp down to 5 for 1 HD swarmling);
Can't advance past 3 HD;
Always found in minimum groups of 3, but typically swarms of 1d4x3 swarmlings or larger (massive swarms compared to zerglings).