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<blockquote data-quote="kronos182" data-source="post: 8141372" data-attributes="member: 6668634"><p>With the Zerg in Hawaii with the Aloana Pokemon, it was only a matter of time before the Zerg, or perhaps some company(ies??) combined the two species for some horrifying purpose.</p><p>The picture done by <a href="http://dragonstormstudios.ca/" target="_blank">Dragonstorm Studios</a> commissioned by me.</p><p></p><p>[ATTACH=full]129679[/ATTACH]<strong><span style="font-size: 26px">Skitterling</span></strong></p><p>The Skittering is a zerg-pokemon hybrid, formed from absorbing some Aloala rattata and creating a zerg version. This creature is roughly the size of a zergling, although a little heavier, fur replaced with a tough carapace. From the shoulders sprout the zergling's scythe claws, the jaws and mandibles are enlarged due to the rattata's large teeth and mouth. The heavy rattata's tail bulb has sprouted a stinger allowing it to stab anything around it. The rattata's whiskers have been replaced with feelers similar to a moth's which grants it enhanced senses.</p><p>The skitterling is particularly dangerous compared to the zergling as it combines the zergling's combat skills with the Aloalan rattata's resistances and abilities to enhance itself by gorging before a fight, and even during due to its enhanced metabolism.</p><p></p><p>CR 2;</p><p>Medium aberration [zerg], Dark, Pokemon;</p><p>Hit Dice: 2d8+2; hp 16; Mas —; Init +6;</p><p>Speed: 40 ft, burrow 20 ft, climb 30 ft, swim 10 ft;</p><p>Defense 15, touch 13, flat-footed 12 (+3 Dex, +2 natural);</p><p>BAB: +2; Grap +3;</p><p>Atk: +4 melee (1d4+1, claw), or +3 melee stinger (10 ft reach 1d6+1);</p><p>Full Atk: +4 melee 2 claws (1d4+1 ea) and -3 melee bite (2d4+1); or +3 melee bite (2d4+1) and -2 stinger (10 ft reach 1d6+1, 19-20x2)</p><p>FS: 5 ft. by 5 ft.;</p><p>Reach 5 ft., 10 ft with tail stinger;</p><p>Special Attack: Tail Whip, Crunch</p><p>SQ: darkvision 60 ft., fast healing 1, zerg traits, keen sight, scent, Hustle, Focus Energy, Gluttony, Thick Fat, Fast Heal 1;</p><p>AL: cerebrate;</p><p>SV: Fort +1, Ref +2 , Will +3; AP 0; Rep +0;</p><p>Ability Scores: Str 13, Dex 15, Con 12, Int 3, Wis10, Cha 2.</p><p>Skills: Balance +4, Climb +1, Hide +4, Jump +8, Listen +3, Move Silently +5, Spot +2, Swim +4, Survival +4</p><p>Feats: Improved Initiative<strong>, </strong>Weapon Finesse (claw).</p><p>Advancement: 3–6 HD (Medium).</p><p>Organization:</p><p></p><p><strong>Keen Sight (Ex)</strong></p><p>Skitterling's have darkvision 60 ft and low-light vision.</p><p></p><p><strong>Scent (Ex)</strong></p><p>The Skitterling can track by scent.</p><p></p><p><strong>Enhanced Senses (Ex)</strong></p><p>The Skitterling has enhanced senses due to the antenna, gaining tremor sense 30 feet, it can track by scent up to 60 feet instead of the normal 30 feet, or 60 feet up wind.</p><p></p><p><strong>Hustle (Ex)</strong></p><p>Similar to Power attack, however there is no limit to how much of a penalty the Skittering takes to its attack roll for bonus damage. This does stack with Power Attack doubling the bonus damage. Useable 3 + Con modifier times per day.</p><p></p><p><strong>Focus Energy (Ex)</strong></p><p>The Skitterling, as a move action, can focus and increases the chance of a critical strike of its next attack, increasing the critical threat range by 1. Most of the Skitterling's attacks have a critical 20, x2, unless specified, this ability raises them to 19-20x2.</p><p></p><p><strong>Tail Whip</strong></p><p>The long flexible tail of the Skitterling can be used to attack foes. Due to its flexibility and unpredictable path, opponents don't apply Dodge or Dex bonus to Defense against the tail whip attack. +3 melee attack, deals 1d6 bludgeoning damage against any target within 10 feet of the Skitterling.</p><p></p><p><strong>Crunch (Ex, Special Attack)</strong></p><p>As a full round attack, the Skitterling bites and gnaws on the target, tearing and damaging armour, both artificial and natural, +4 melee deals 1d3 damage and reduces the target's bonus to Defense from equipment or Natural armour by 1. Natural armour will heal at 1 point per day, while equipment will have to be repaired as normal. Usable every 1d4 rounds.</p><p></p><p><strong>Gluttony</strong></p><p>If the Skitterling has a chance to gorge on food, at least 15 lbs, taking about 1 minute to eat, it gains Fast Heal 3 for the next hour.</p><p></p><p><strong>Thick Fat</strong></p><p>The fat with its carapace helps to protect the Skitterling from damage, reducing damage from Fire and Ice energy attacks by half.</p><p></p><p><strong>Dark Subtype</strong></p><p>The Skitterling is of the dark subtype, taking 50% more damage from Light based attacks or creatures. However it also deals 50% more damage to creatures with the Light subtype or vulnerable to Dark based attacks.</p><p></p><p><strong><span style="font-size: 22px">Species Traits</span></strong></p><p><strong>Bonus Feat</strong>: Skitterlings gain Improved Initiative as a bonus feat.</p><p><strong>Fast Healing (Ex):</strong> Skitterlings 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.</p><p><strong>Leaper (Ex):</strong> Skitterlingss 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.</p><p><strong>Pounce (Ex):</strong> If the skitterling 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.</p><p><strong>Skill Bonuses:</strong> Zerglings gain a +2 species bonus on Climb and Survival checks.</p><p><strong>Zerg Traits:</strong> A skitterling possesses the standard Zerg traits as defined elsewhere.</p><p><strong>Skitterling Advancement:</strong> Skitterlings 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 Skitterling can, and instinctively does, hide any signs of its burrowing on the surface, except where impossible. Skitterlings 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. Skitterlings advanced to 3 hit dice have a base Challenge Rating of 3 instead of 2, while those advanced to 4 hit dice have a base Challenge Rating of 4 instead. Skitterlings cannot be advanced to 4 hit dice unless they are within 10 miles of a Zerg lair or hive, and a spawning pool. Skitterlings cannot be advanced to 5 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 skitterlings in hit dice takes much time and resources from a Zerg lair or hive.</p><p></p><p><strong><span style="font-size: 22px">Mutations</span></strong></p><p>A number of mutations are available to skitterlings only in addition to those common to the rest of the swarm.</p><p></p><p><strong>Metabolic Boost</strong></p><p>The skitterling'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.</p><p></p><p><strong>Adrenal Glands</strong></p><p>The adrenal glands of the skitterling is increased, giving the skitterling +1 to attack rolls, and an extra attack during a full attack, which stacks with Zergling Frenzy.</p><p></p><p><strong><span style="font-size: 22px">Zerg Traits</span></strong></p><p>Creatures of the Zerg subtype possess the following traits. Certain traits have specific exceptions and alterations noted for particular varieties of Zerg.</p><p><strong>Fast Healing (Ex):</strong> 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.</p><p><strong>Hivemind (Su):</strong> 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.</p><p><strong>Immunity to Fear (Ex):</strong> 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.</p><p><strong>Keen Sight (Ex):</strong> Zerg have darkvision to a range of 60 feet, and also possess low-light vision.</p><p><strong>Psychic Sensitivity (Ex):</strong> 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.</p><p><strong>Immunity to Death from Massive Damage (Ex):</strong> Zerg can take massive amounts of damage and will continue functioning, if limited, and are immune to death from massive damage.</p><p><strong>Environmental Resistance (Ex):</strong> 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.</p><p><strong>Mutable DNA (Ex):</strong> 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.</p><p><strong>Absorb Essence (Ex):</strong> 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.</p><p>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.</p><p></p><p><strong><span style="font-size: 22px">Variant Strains</span></strong></p><p>A few variant strains of the Skitterling have been developed but they are rare so far.</p><p></p><p><strong><span style="font-size: 18px">Spitling</span></strong></p><p>The Spitling variant has an enlarged stinger and a longer, thicker tail that can inject an acid through its stinger that eats away at a target, hopefully killing it even if the target manages to escape.</p><p>Make the following changes to the Skitterling to make a Spitling:</p><p>Extend tail to 20 feet long, granting 20 foot reach with stinger attacks;</p><p>Add +5 hit points;</p><p>Increase bonus to Natural defense to +3;</p><p>Stinger damage increased to 2d4+4;</p><p>Add Acid Gland;</p><p>Remove Tail Whip;</p><p>Remove Leaper.</p><p></p><p><strong>Acid Gland (Ex)</strong></p><p>The Spitling can inject acid when it makes a stinger attack, adding 1d6 points of acid damage that continues to deal 1d4 points of acid damage for 2 rounds unless it is treated.</p><p>Alternatively, the Spitling can shoot a stream of acid in 5 foot wide 20 foot long line dealing 2d4 points of acid, Reflex save DC 16.</p><p></p><p><strong><span style="font-size: 18px">Available Mutation</span></strong></p><p><strong></strong></p><p><strong>Regenerative Acid</strong></p><p>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.</p><p></p><p><strong><span style="font-size: 18px">Crushling</span></strong></p><p>This variant of the Skitterling has a larger and more powerful tail, the stinger is removed and replaced with a large club-like feature. The claws are larger and heavier, with heavier carapace covering the body, the Crushling is good throw use against heavier armoured targets.</p><p>Make the following changes to a Skitterling to make a Crushling:</p><p>Increase hit die by +1 plus an additional+5 hit points;</p><p>Increase Natural armour bonus to Defense to +5;</p><p>Stinger becomes Club dealing 2d4 points of bludgeoning damage;</p><p>Increase attack rolls by +1;</p><p>Tail Whip deals 2d6 points of damage plus ignores 2 points of hardness/DR;</p><p>Claws deal 1d6 points of damage;</p><p>Remove Leaper and Pounce;</p><p>Add Crunch;</p><p></p><p><strong>Crunch (Ex, Special Attack)</strong></p><p>As a full round attack, the Crushling bites and gnaws on the target, tearing and damaging armour, both artificial and natural, deals 1d6 damage and reduces the target's bonus to Defense from equipment or Natural armour by 1. Natural armour will heal at 1 point per day, while equipment will have to be repaired as normal. Usable every 1d4 rounds.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8141372, member: 6668634"] With the Zerg in Hawaii with the Aloana Pokemon, it was only a matter of time before the Zerg, or perhaps some company(ies??) combined the two species for some horrifying purpose. The picture done by [URL='http://dragonstormstudios.ca/']Dragonstorm Studios[/URL] commissioned by me. [ATTACH type="full" alt="GoodBoy-sm.png"]129679[/ATTACH][B][SIZE=7]Skitterling[/SIZE][/B] The Skittering is a zerg-pokemon hybrid, formed from absorbing some Aloala rattata and creating a zerg version. This creature is roughly the size of a zergling, although a little heavier, fur replaced with a tough carapace. From the shoulders sprout the zergling's scythe claws, the jaws and mandibles are enlarged due to the rattata's large teeth and mouth. The heavy rattata's tail bulb has sprouted a stinger allowing it to stab anything around it. The rattata's whiskers have been replaced with feelers similar to a moth's which grants it enhanced senses. The skitterling is particularly dangerous compared to the zergling as it combines the zergling's combat skills with the Aloalan rattata's resistances and abilities to enhance itself by gorging before a fight, and even during due to its enhanced metabolism. CR 2; Medium aberration [zerg], Dark, Pokemon; Hit Dice: 2d8+2; hp 16; Mas —; Init +6; Speed: 40 ft, burrow 20 ft, climb 30 ft, swim 10 ft; Defense 15, touch 13, flat-footed 12 (+3 Dex, +2 natural); BAB: +2; Grap +3; Atk: +4 melee (1d4+1, claw), or +3 melee stinger (10 ft reach 1d6+1); Full Atk: +4 melee 2 claws (1d4+1 ea) and -3 melee bite (2d4+1); or +3 melee bite (2d4+1) and -2 stinger (10 ft reach 1d6+1, 19-20x2) FS: 5 ft. by 5 ft.; Reach 5 ft., 10 ft with tail stinger; Special Attack: Tail Whip, Crunch SQ: darkvision 60 ft., fast healing 1, zerg traits, keen sight, scent, Hustle, Focus Energy, Gluttony, Thick Fat, Fast Heal 1; AL: cerebrate; SV: Fort +1, Ref +2 , Will +3; AP 0; Rep +0; Ability Scores: Str 13, Dex 15, Con 12, Int 3, Wis10, Cha 2. Skills: Balance +4, Climb +1, Hide +4, Jump +8, Listen +3, Move Silently +5, Spot +2, Swim +4, Survival +4 Feats: Improved Initiative[B], [/B]Weapon Finesse (claw). Advancement: 3–6 HD (Medium). Organization: [B]Keen Sight (Ex)[/B] Skitterling's have darkvision 60 ft and low-light vision. [B]Scent (Ex)[/B] The Skitterling can track by scent. [B]Enhanced Senses (Ex)[/B] The Skitterling has enhanced senses due to the antenna, gaining tremor sense 30 feet, it can track by scent up to 60 feet instead of the normal 30 feet, or 60 feet up wind. [B]Hustle (Ex)[/B] Similar to Power attack, however there is no limit to how much of a penalty the Skittering takes to its attack roll for bonus damage. This does stack with Power Attack doubling the bonus damage. Useable 3 + Con modifier times per day. [B]Focus Energy (Ex)[/B] The Skitterling, as a move action, can focus and increases the chance of a critical strike of its next attack, increasing the critical threat range by 1. Most of the Skitterling's attacks have a critical 20, x2, unless specified, this ability raises them to 19-20x2. [B]Tail Whip[/B] The long flexible tail of the Skitterling can be used to attack foes. Due to its flexibility and unpredictable path, opponents don't apply Dodge or Dex bonus to Defense against the tail whip attack. +3 melee attack, deals 1d6 bludgeoning damage against any target within 10 feet of the Skitterling. [B]Crunch (Ex, Special Attack)[/B] As a full round attack, the Skitterling bites and gnaws on the target, tearing and damaging armour, both artificial and natural, +4 melee deals 1d3 damage and reduces the target's bonus to Defense from equipment or Natural armour by 1. Natural armour will heal at 1 point per day, while equipment will have to be repaired as normal. Usable every 1d4 rounds. [B]Gluttony[/B] If the Skitterling has a chance to gorge on food, at least 15 lbs, taking about 1 minute to eat, it gains Fast Heal 3 for the next hour. [B]Thick Fat[/B] The fat with its carapace helps to protect the Skitterling from damage, reducing damage from Fire and Ice energy attacks by half. [B]Dark Subtype[/B] The Skitterling is of the dark subtype, taking 50% more damage from Light based attacks or creatures. However it also deals 50% more damage to creatures with the Light subtype or vulnerable to Dark based attacks. [B][SIZE=6]Species Traits[/SIZE] Bonus Feat[/B]: Skitterlings gain Improved Initiative as a bonus feat. [B]Fast Healing (Ex):[/B] Skitterlings 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. [B]Leaper (Ex):[/B] Skitterlingss 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. [B]Pounce (Ex):[/B] If the skitterling 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. [B]Skill Bonuses:[/B] Zerglings gain a +2 species bonus on Climb and Survival checks. [B]Zerg Traits:[/B] A skitterling possesses the standard Zerg traits as defined elsewhere. [B]Skitterling Advancement:[/B] Skitterlings 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 Skitterling can, and instinctively does, hide any signs of its burrowing on the surface, except where impossible. Skitterlings 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. Skitterlings advanced to 3 hit dice have a base Challenge Rating of 3 instead of 2, while those advanced to 4 hit dice have a base Challenge Rating of 4 instead. Skitterlings cannot be advanced to 4 hit dice unless they are within 10 miles of a Zerg lair or hive, and a spawning pool. Skitterlings cannot be advanced to 5 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 skitterlings in hit dice takes much time and resources from a Zerg lair or hive. [B][SIZE=6]Mutations[/SIZE][/B] A number of mutations are available to skitterlings only in addition to those common to the rest of the swarm. [B]Metabolic Boost[/B] The skitterling'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. [B]Adrenal Glands[/B] The adrenal glands of the skitterling is increased, giving the skitterling +1 to attack rolls, and an extra attack during a full attack, which stacks with Zergling Frenzy. [B][SIZE=6]Zerg Traits[/SIZE][/B] Creatures of the Zerg subtype possess the following traits. Certain traits have specific exceptions and alterations noted for particular varieties of Zerg. [B]Fast Healing (Ex):[/B] 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. [B]Hivemind (Su):[/B] 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. [B]Immunity to Fear (Ex):[/B] 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. [B]Keen Sight (Ex):[/B] Zerg have darkvision to a range of 60 feet, and also possess low-light vision. [B]Psychic Sensitivity (Ex):[/B] 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. [B]Immunity to Death from Massive Damage (Ex):[/B] Zerg can take massive amounts of damage and will continue functioning, if limited, and are immune to death from massive damage. [B]Environmental Resistance (Ex):[/B] 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. [B]Mutable DNA (Ex):[/B] 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. [B]Absorb Essence (Ex):[/B] 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. [B][SIZE=6]Variant Strains[/SIZE][/B] A few variant strains of the Skitterling have been developed but they are rare so far. [B][SIZE=5]Spitling[/SIZE][/B] The Spitling variant has an enlarged stinger and a longer, thicker tail that can inject an acid through its stinger that eats away at a target, hopefully killing it even if the target manages to escape. Make the following changes to the Skitterling to make a Spitling: Extend tail to 20 feet long, granting 20 foot reach with stinger attacks; Add +5 hit points; Increase bonus to Natural defense to +3; Stinger damage increased to 2d4+4; Add Acid Gland; Remove Tail Whip; Remove Leaper. [B]Acid Gland (Ex)[/B] The Spitling can inject acid when it makes a stinger attack, adding 1d6 points of acid damage that continues to deal 1d4 points of acid damage for 2 rounds unless it is treated. Alternatively, the Spitling can shoot a stream of acid in 5 foot wide 20 foot long line dealing 2d4 points of acid, Reflex save DC 16. [B][SIZE=5]Available Mutation[/SIZE] Regenerative Acid[/B] 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. [B][SIZE=5]Crushling[/SIZE][/B] This variant of the Skitterling has a larger and more powerful tail, the stinger is removed and replaced with a large club-like feature. The claws are larger and heavier, with heavier carapace covering the body, the Crushling is good throw use against heavier armoured targets. Make the following changes to a Skitterling to make a Crushling: Increase hit die by +1 plus an additional+5 hit points; Increase Natural armour bonus to Defense to +5; Stinger becomes Club dealing 2d4 points of bludgeoning damage; Increase attack rolls by +1; Tail Whip deals 2d6 points of damage plus ignores 2 points of hardness/DR; Claws deal 1d6 points of damage; Remove Leaper and Pounce; Add Crunch; [B]Crunch (Ex, Special Attack)[/B] As a full round attack, the Crushling bites and gnaws on the target, tearing and damaging armour, both artificial and natural, deals 1d6 damage and reduces the target's bonus to Defense from equipment or Natural armour by 1. Natural armour will heal at 1 point per day, while equipment will have to be repaired as normal. Usable every 1d4 rounds. [/QUOTE]
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