Fangbrood Zergling Strains
The Fangbrood zerglings are even far more aggressive than other zerglings, with razor sharp claws excellent for rending light armour, work even better within groups, coordinately their attacks so well that multiple zerglings can delivery successful strikes and each can take advantage of the initial wounds to make them even more devastating. To aid them in their increased aggression is a thicker and hardened carapace to protect them from enemy attacks to allow them to swarm over their foes. This base zergling would make up the backbone of Ssythara's forces, and lost the ability to evolve into banelings as Ssythara focused on purity of the zergling and hydralisk, and would make some use of the Raptor and Swarmling strains of zergling for a time, or when the situation required. Eventually Ssythara has created variant strains of zergling that are unique to her Brood, and eventually dropped the use of the Raptor and Swarmling unless absolutely required, seeing them a relic of Kerrigan's rule.
Fangbrood 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, +2 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 +5 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.
Razor Claws (Ex): Fangbrood zergling claws are capable of penetrating armour better than regular zerglings, ignoring 1 point of Hardness/DR and 1 point of Defense provided by natural armour or equipment.
Pack Instinct (Ex): Fangbrood zergling become even more deadly in greater and greater numbers. For every 4 zerglings within 20 feet, the zergling's attacks deal +1 damage.
Adaptive Carapace (Ex): Fangbrood zerglings have thicker carapace, granting them +1 Natural armour (already factored in stats).
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.
Fangbrood Exclusive Mutations
Blood Frenzy
Upon slaying a foe, the zerg releases a pheromone, driving the swarm into a frenzy.
All Fangbrood Zerglings and Hydralisks gain 1 additional attack, regardless if they made a full attack or not, at -5 with their primary weapon (Hydralisks can use claws or spines), for 2 seconds after a kill. Stacks up to 3 times.
Chitin Weave
Interwoven plates of hardened chitin protect the swarm against space and piercing damage
Fangbrood zerg gain +1 natural armour to all strains and DR 1 against area attacks (explosives for examples) and Piercing and Ballistic damage types. Can be applied twice.
Hive Synergy
The Fangbrood coordinates via instinctual signals, turning mixed forces into hyper-effective killers.
Zergling strains gain +5 ft movement speed when within 100 feet of Hydralisk strains; Hydralisk strains gain +1 attack at -5 to attack rolls with primary attack when making full attack when within 100 feet of Zergling strains.
Variant Strains
A number of variants of the zergling exist, each with different abilities over the standard zergling. Ssythara has access to the Raptor and Swarmling, and will make use of them occasionally, particularly when they will fill be useful tactically, or to probe new worlds, and in one occasion to fool a Terran force into believing a different brood was responsible for the initial attack; but she has created three new strains unique to her Brood to fill roles and expand her perfect units.
Ravagerspawn
Ravagerspawn are larger, bulkier zerglings with bone plating and acid sacs along their flanks, making them excellent for smashing heavy armour of heavy vehicles and structures. Their jaws are much larger than zerglings, capable of crushing and tearing much heavier armour than other zergling strains. Upon their deaths, the acid sacs explode with potent concussive force, splashing bone, chitin and acid to heavily damage armour. They are typically found working with Hydralisks to break base and hive defenses.
Make the following changes to a Fangbrood zergling to turn it into a Ravagerspaw:
Increase size to Large;
Added 3d8+3 (16) die (average to 22 hit points);
Reduce speed to 35 ft;
Increase Strength by +2;
Increase base attack to +x;
Bite becomes primary attack, now dealing 2d6+3 damage, ignoring 4 points of Defense from Natural armour or Equipment, 5 points of DR/Hardness;
Gains Seismic Charge;
Can only receive the Hardened Carapace mutation once.
Seismic Charge (Ex): Upon the Ravagerspawn's death, it explodes violently, spraying the area in bone, chitin and acid. Deals 5d6 damage that is half acid, half concussive, which ignores half the hardness for buildings, in a 10 foot radius, Reflex save DC 15 (14 base + Con modifier) for half. Also large sized and smaller vehicles, robots, creatures must make a secondary Reflex save at same DC or be knocked prone, vehicles loose control and must make a Drive/Pilot check to maintain control (DC the same).
Ravagerspawn Mutations
Seismic Resonance
Increases explosion radius on death, damaging clustered structures and mechanical units. Blast radius increased by 5 ft.
Terror Bite
Attacks briefly reduce enemy armor by 1, allowing allies to deal more damage. Bite attacks reduce the target's DR/Hardness and bonus to Defense from Natural armour or equipment by 1. These reductions can be repaired, or healed after 24 hours.
Shadeclaw
Shadeclaws are sleeker, darker zerglings with chitin ridges adapted for stealth, making them excellent scouts and infiltrators. When they are stationary, they blend into shadows and darkness perfectly, cloaking them from prying eyes and sensors.
Make the following changes to a Fangbrood zergling to turn it into a Shadeclaw:
Reduce Constitution by 1, reduces hit points by 1 per hit die;
Increase Dex by +2, increasing Defense by 1 (total +3 Dex);
Reduce Natural armour to +1;
Gain +8 racial bonus to Hide and Move Silently (plus +3 from Dex grants +11 to each);
Add Natural Cloak;
Add Ambush Leap.
Can't receive the Hardened Carapace, Chitin Weave mutations.
Natural Cloak (Ex): Shadeclaws are built for stealth, striking from the shadows. When motionless, the Shadeclaw is effectively invisible to visual, IR/Thermal senses, and scent, gaining a +20 to Hide checks, which stacks with their racial bonus.
Ambush Leap (Ex): Shadeclaws are deadly first strike, ambush predators. If their first attack against a target while hiding, is a pounce attack as a full attack, it deals double damage, and each attack has critical modifier increased by 1 (19-20), and critical modifier increased by 1 (x3).
Shadeclaw Mutations
Shadow Hunger
Cloak duration after moving is extended, leting them dart between shadows. For 1 round after start moving, their natural cloak still renders them invisible, granting +20 to Hide, even moving at full speed that round and the round immediately after moving.
Silent Pack
Shadeclaws can coordinate and function in groups. When 3+ Shadeclaws attack from cloak at the same time, first strikes deal double damage, which stacks with their Ambush Leap if using pounce attack.
Spinescourge
A Zergling with its forelimbs evolved into barbed launchers, resembling a smaller, feral Hydralisk. Used when the larger Hydralisk is not practical, such as in tight quarters or mixed in with other zergling units as surprised ranged combatants.
Make the following changes to a Fangbrood zergling to turn it into a Spinescourge:
Burrow Speed reduced to 15 ft;
Increase Dex by +2, increasing Defense by 1 (total +3 Dex), ranged attack +1;
Loses Claw attacks;
Add Barbed Spines (1d6, spine 50 ft, 19-20x2);
Swarm Instinct.
Can add Hydralisk ranged attack mutations only once.
Swarm Instinct (Ex): When within 100 ft of a Hydralisk, gain +1 ranged attack with Barbed Spines at -5 when using full attack.
Spinescourge Mutations
Serrated Barbs
Spines now apply a bleed effect, dealing 1 point of cumulative bleed damage over time, only stops when treated (Treat Injury DC 15 or magical healing, or Fast Heal 1, Regeneration).
Twin Launchers
Can make two Barbed Spine attacks, with second attack at -5.