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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7330502" data-attributes="member: 6668634"><p>Any Terran base commander's nightmare if sufficient heavy ranged fire power isn't available..</p><p>The Baneling...</p><p></p><p></p><p>Baneling</p><p></p><p>The baneling is an explosive zerg strain, evolved from the zergling to act as a suicide bomber. Banelings were created after the Zerg incorporated an acidic mold from the planet Sorona into the zergling DNA. After a zergling enters a brief chrysalis phase, it emerges with a new form, with the normal zergling claws shriveled and withered, a swollen sac filled with volatile chemicals and acids growing out of its back. The skin is repurposed, stretched over newly formed growths while its bone plates soften to hold bulbous, pulsating acid sacs in place. The remaining carapace offer o real protection, they allow for unhindered delivery of the baneling's payload. The digestive, reproductory tracts are assimilated as nutrients to accelerate the process, and make room for the fleshy, mutalated adrenal glands, which are repurposed to produce and store large quantities of highly corrosive acid.</p><p>Because of the increased mass, the baneling's legs are thicker than a zerglings, in order to stabilize itself. Its feet are replaced with sharp spikes to allow it to navigate rough terrain, albeit at a slower pace. Banelings possess a rudimentary sonar system, allowing to receive a continuous stream of spatial information. Banelings attack by, once within melee range of a target, triggering a reaction within its volatile chemical payload, causing it to explode in a shower of searing acid, destroying the baneling and inflicting terrible damage to those within the blast area. Banelings do retain the zergling's ability to burrow, making them excellent ambush units, quickly unburying themselves within the mist of a group of targets and exploding before the enemy can react.</p><p></p><p>Baneling</p><p>CR 1;</p><p>Medium aberration [zerg]; </p><p>Hit Dice: 1d8+1; hp 6; Mas —; Init +3; </p><p>Speed: 30 ft, burrow 20 ft; </p><p>Defense 9, touch 9, flat-footed 9 (-1 Dex); </p><p>BAB: +0; Grap +4; Atk +0 melee (1d3, claw); </p><p>FS: 5 ft. by 5 ft.; Reach 5 ft.; </p><p>SA: Rupture</p><p>SQ: darkvision 60 ft., fast healing 1, zerg traits, blindsense 60 ft; </p><p>AL: cerebrate; </p><p>SV: Fort +1, Ref +2 , Will +1; AP 0; Rep +0; </p><p>Ability Scores: Str 11, Dex 8, Con 12, Int 3, Wis 8, Cha 2.</p><p>Skills: Climb +2, Listen +11, Spot +1, Survival +1</p><p>Feats: Improved Initiative<strong>.</strong></p><p><strong>Advancement: </strong></p><p><strong>Organization: Found in groups of 1, pairs or swarms as large as thousands.</strong></p><p><strong></strong></p><p><strong>Species Traits</strong></p><p><strong>Bonus Feat: Banelings gain Improved Initiative as a bonus feat.</strong></p><p><strong>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.</strong></p><p><strong>Sonar Senses (Ex): Banelings possess a rudimentary sonar, allowing them to sense everything around them, and particularly useful when buried underground waiting for a target. Grants a +10 racial bonus to Listen checks and Blindsense 60 feet. Able to make listen checks while burrowed without any penalty to detect targets nearby.</strong></p><p><strong>Rupture (Ex): When the baneling gets close to a target, it starts a chemical reaction within the acid and chemical sacs in its body, causing a massive explosion of acid, killing itself and splashing all within 20 feet with acid, dealing 6d6 acid damage, Reflex save DC 15 (14 base + Con modifier) for half damage. This can be done as part of a charge or regular attack, automatically triggered upon death.</strong></p><p><strong>Skill Bonuses: Zerglings gain a +2 species bonus on Climb and Survival checks.</strong></p><p><strong>Zerg Traits: A Zergling possesses the standard Zerg traits as defined elsewhere.</strong></p><p><strong></strong></p><p><strong>Combat</strong></p><p><strong>Banelings have a very straight forward approach to combat.. Either hide, usually buried underground, or an other location such as in vegetation, and use their rupture ability once targets get within 20 ft or less, or charge a target and use its rupture ability.</strong></p><p><strong></strong></p><p><strong>Mutations</strong></p><p><strong>A number of mutations are available to banelings only in addition to those common to the rest of the swarm.</strong></p><p><strong></strong></p><p><strong>Centrifugal Hooks</strong></p><p><strong>A number of hooks and a modification to the baneling's muscles and balance centers of the brain allow the baneling to tuck into a ball and roll, increasing its speed dramatically, however its walking speed drops significantly. Reduce walking speed to 15 ft, but gains rolling speed of 60 ft, but can not charge, gains +2 hit points. When attacking a target, will roll to the target, requiring a touch attack at -1 to attack roll, but the target hit does not get to save for half the acid damage when using the rupture attack.</strong></p><p><strong></strong></p><p><strong>Corrosive Acid</strong></p><p><strong>Acidic compounds are altered with mutation of production cells within the membrane of the acid sacs, making the acid even more dangerous. The primary target struck by the baneling with the rupture attack suffers the same amount of acid damage the following round as the acid continues to eat away at the target. Those in the blast radius only suffer the initial damage. Can't be combined with Increased Rupture or Regenerative Acid.</strong></p><p><strong></strong></p><p><strong>Increased Rupture</strong></p><p><strong>The membrane of acid sacs are thickened to allow increased acid volume, which increases the radius of the Rupture attack to 30 feet, also increasing the Reflex save DC by +1. Can't be combined with Corrosive Acid or Regenerative Acid.</strong></p><p><strong></strong></p><p><strong>Regenerative Acid</strong></p><p><strong>The acid of the baneling is modified by being infused with debriding properties of the swarm queen's transfusion to heal zerg units. Upon detonation, any zerg units or structures part of the same brood within the blast range of the baneling's rupture have necrotic tissue dissolved from injured zerg, healing them 2d6 hit points. Zerg can not heal past their normal full hit points. Can not be combined with Corrosive Acid or Increase Rupture.</strong></p><p><strong></strong></p><p><strong>Variant Strains</strong></p><p><strong>A number of variants of the baneling exist, each with different abilities over the standard baneling.</strong></p><p><strong></strong></p><p><strong>Hunter</strong></p><p><strong>This strain of baneling retains the zerglings leaping abilities, typically evolved from Raptor zerglings, with more powerful legs built for leaping.</strong></p><p><strong>Make the following changes to the baneling to make a Hunter:</strong></p><p><strong>Can jump up to 40 ft high or long from standing with a Jump DC 10, increase to 80 ft with a running long jump, can reduce fall damage by 30 ft with a successful Tumble check DC 15;</strong></p><p><strong>Racial bonus to Tumble +4;</strong></p><p><strong>Reduce borrow speed to 10 ft;</strong></p><p><strong>Can pounce any time it moves a minimum of 30 feet to reach a target;</strong></p><p><strong>When using rupture as part of a pounce attack, increase damage to primary target to 8d6 points of acid damage, but reduce damage to blast area to 4d6 points of acid damage;</strong></p><p><strong>Can only receive the Hardened Carapace mutation once.</strong></p><p><strong></strong></p><p><strong>Splitter</strong></p><p><strong>The splitter is a special variant of the baneling that upon using its rupture ability, two baneling spawns are released. Available to the Swarm after absorbing the essence of mitoscarabs from the planet Nelyth, that spawn two smaller copies of itself upon its death as its form of reproduction. Unfortunately baneling spawns aren't as powerful as their parent creature, and have short lifespans. Splitters differ visually from other banelings by emitting a faint green acid vapour from its acid sacs.</strong></p><p><strong>Make the following changes to the baneling to make a Splitter:Reduce Rupture damage to 5d6 points of acid damage;</strong></p><p><strong>Upon using the Rupture ability and the splitter dies, two smaller baneling spawns appear, with the following differences 3 hit points, small size, Defense 11, Rupture deals 3d6 points of acid damage to a 15 foot radius, Reflex save DC 14;</strong></p><p><strong>If a baneling spawn doesn't use its rupture ability, and not on Creep, it will die in 1d4 hours, using its rupture ability on its death, but not creating any more baneling spawn. If on creep, it can live up to 1d4 days, after which if it doesn't attack anything, it'll just dissolve and die.</strong></p><p><strong></strong></p><p><strong>Kaboomer</strong></p><p><strong>This large variant strain of the baneling is larger, slower, and able to spew acid as a regular attack, using the rupture ability only upon its death, or if overwhelmed or ordered to.</strong></p><p><strong>Make the following changes to a baneling to create a Kaboomer:</strong></p><p><strong>Increase size to Large;</strong></p><p><strong>Increase Con to 14;</strong></p><p><strong>Increase Hit Dice to 3d8, increasing hit points to 20;</strong></p><p><strong>Reduce speed to 20 ft;</strong></p><p><strong>Increase Natural Armour bonus to Defense to +1, -1 to Defense due to size;</strong></p><p><strong>Add Acid Spew attack with +2 ranged attack roll 2d6 acid damage, range increment 50 ft out to 5 range increments;</strong></p><p><strong>Rupture deals 7d6 acid damage over a 40 foot radius, Reflex save DC 16.</strong></p></blockquote><p></p>
[QUOTE="kronos182, post: 7330502, member: 6668634"] Any Terran base commander's nightmare if sufficient heavy ranged fire power isn't available.. The Baneling... Baneling The baneling is an explosive zerg strain, evolved from the zergling to act as a suicide bomber. Banelings were created after the Zerg incorporated an acidic mold from the planet Sorona into the zergling DNA. After a zergling enters a brief chrysalis phase, it emerges with a new form, with the normal zergling claws shriveled and withered, a swollen sac filled with volatile chemicals and acids growing out of its back. The skin is repurposed, stretched over newly formed growths while its bone plates soften to hold bulbous, pulsating acid sacs in place. The remaining carapace offer o real protection, they allow for unhindered delivery of the baneling's payload. The digestive, reproductory tracts are assimilated as nutrients to accelerate the process, and make room for the fleshy, mutalated adrenal glands, which are repurposed to produce and store large quantities of highly corrosive acid. Because of the increased mass, the baneling's legs are thicker than a zerglings, in order to stabilize itself. Its feet are replaced with sharp spikes to allow it to navigate rough terrain, albeit at a slower pace. Banelings possess a rudimentary sonar system, allowing to receive a continuous stream of spatial information. Banelings attack by, once within melee range of a target, triggering a reaction within its volatile chemical payload, causing it to explode in a shower of searing acid, destroying the baneling and inflicting terrible damage to those within the blast area. Banelings do retain the zergling's ability to burrow, making them excellent ambush units, quickly unburying themselves within the mist of a group of targets and exploding before the enemy can react. Baneling CR 1; Medium aberration [zerg]; Hit Dice: 1d8+1; hp 6; Mas —; Init +3; Speed: 30 ft, burrow 20 ft; Defense 9, touch 9, flat-footed 9 (-1 Dex); BAB: +0; Grap +4; Atk +0 melee (1d3, claw); FS: 5 ft. by 5 ft.; Reach 5 ft.; SA: Rupture SQ: darkvision 60 ft., fast healing 1, zerg traits, blindsense 60 ft; AL: cerebrate; SV: Fort +1, Ref +2 , Will +1; AP 0; Rep +0; Ability Scores: Str 11, Dex 8, Con 12, Int 3, Wis 8, Cha 2. Skills: Climb +2, Listen +11, Spot +1, Survival +1 Feats: Improved Initiative[B]. Advancement: Organization: Found in groups of 1, pairs or swarms as large as thousands. Species Traits Bonus Feat: Banelings 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. Sonar Senses (Ex): Banelings possess a rudimentary sonar, allowing them to sense everything around them, and particularly useful when buried underground waiting for a target. Grants a +10 racial bonus to Listen checks and Blindsense 60 feet. Able to make listen checks while burrowed without any penalty to detect targets nearby. Rupture (Ex): When the baneling gets close to a target, it starts a chemical reaction within the acid and chemical sacs in its body, causing a massive explosion of acid, killing itself and splashing all within 20 feet with acid, dealing 6d6 acid damage, Reflex save DC 15 (14 base + Con modifier) for half damage. This can be done as part of a charge or regular attack, automatically triggered upon death. 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. Combat Banelings have a very straight forward approach to combat.. Either hide, usually buried underground, or an other location such as in vegetation, and use their rupture ability once targets get within 20 ft or less, or charge a target and use its rupture ability. Mutations A number of mutations are available to banelings only in addition to those common to the rest of the swarm. Centrifugal Hooks A number of hooks and a modification to the baneling's muscles and balance centers of the brain allow the baneling to tuck into a ball and roll, increasing its speed dramatically, however its walking speed drops significantly. Reduce walking speed to 15 ft, but gains rolling speed of 60 ft, but can not charge, gains +2 hit points. When attacking a target, will roll to the target, requiring a touch attack at -1 to attack roll, but the target hit does not get to save for half the acid damage when using the rupture attack. Corrosive Acid Acidic compounds are altered with mutation of production cells within the membrane of the acid sacs, making the acid even more dangerous. The primary target struck by the baneling with the rupture attack suffers the same amount of acid damage the following round as the acid continues to eat away at the target. Those in the blast radius only suffer the initial damage. Can't be combined with Increased Rupture or Regenerative Acid. Increased Rupture The membrane of acid sacs are thickened to allow increased acid volume, which increases the radius of the Rupture attack to 30 feet, also increasing the Reflex save DC by +1. Can't be combined with Corrosive Acid or Regenerative Acid. Regenerative Acid The acid of the baneling is modified by being infused with debriding properties of the swarm queen's transfusion to heal zerg units. Upon detonation, any zerg units or structures part of the same brood within the blast range of the baneling's rupture have necrotic tissue dissolved from injured zerg, healing them 2d6 hit points. Zerg can not heal past their normal full hit points. Can not be combined with Corrosive Acid or Increase Rupture. Variant Strains A number of variants of the baneling exist, each with different abilities over the standard baneling. Hunter This strain of baneling retains the zerglings leaping abilities, typically evolved from Raptor zerglings, with more powerful legs built for leaping. Make the following changes to the baneling to make a Hunter: Can jump up to 40 ft high or long from standing with a Jump DC 10, increase to 80 ft with a running long jump, can reduce fall damage by 30 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; When using rupture as part of a pounce attack, increase damage to primary target to 8d6 points of acid damage, but reduce damage to blast area to 4d6 points of acid damage; Can only receive the Hardened Carapace mutation once. Splitter The splitter is a special variant of the baneling that upon using its rupture ability, two baneling spawns are released. Available to the Swarm after absorbing the essence of mitoscarabs from the planet Nelyth, that spawn two smaller copies of itself upon its death as its form of reproduction. Unfortunately baneling spawns aren't as powerful as their parent creature, and have short lifespans. Splitters differ visually from other banelings by emitting a faint green acid vapour from its acid sacs. Make the following changes to the baneling to make a Splitter:Reduce Rupture damage to 5d6 points of acid damage; Upon using the Rupture ability and the splitter dies, two smaller baneling spawns appear, with the following differences 3 hit points, small size, Defense 11, Rupture deals 3d6 points of acid damage to a 15 foot radius, Reflex save DC 14; If a baneling spawn doesn't use its rupture ability, and not on Creep, it will die in 1d4 hours, using its rupture ability on its death, but not creating any more baneling spawn. If on creep, it can live up to 1d4 days, after which if it doesn't attack anything, it'll just dissolve and die. Kaboomer This large variant strain of the baneling is larger, slower, and able to spew acid as a regular attack, using the rupture ability only upon its death, or if overwhelmed or ordered to. Make the following changes to a baneling to create a Kaboomer: Increase size to Large; Increase Con to 14; Increase Hit Dice to 3d8, increasing hit points to 20; Reduce speed to 20 ft; Increase Natural Armour bonus to Defense to +1, -1 to Defense due to size; Add Acid Spew attack with +2 ranged attack roll 2d6 acid damage, range increment 50 ft out to 5 range increments; Rupture deals 7d6 acid damage over a 40 foot radius, Reflex save DC 16.[/B] [/QUOTE]
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