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Most races have a fairly distinct appearance. Humans are characterized by their tall, strong
builds, elves by their thin, graceful bodies, and dwarves by their sturdy appearance. The
defining trait of the zerg is their lack of uniform appearance and their capacity to change,
adapt, and evolve. The zerg live for change, reveling in the continually shifting nature of
their bodies and their ability to gain new traits from their defeated foes. For the zerg, every
hunt has its own reward.
A Better Monster
Zerg can be generally recognized by their dull purple skin, which is covered by a collage of
scales, pustules, membranes, and other tissues, each waiting to emerge as a distinctive
trait of the creature it is part of.
A zerg community has several traits that make it instantly recognizable. The ground near
any zerg residence is covered by a purple substance known as creep, which feeds zerg
structures and provides added nutrients which zerg can absorb through their skin. Creep
gives zerg a literal home field advantage. They move faster, fight better, and heal from
wounds more effectively while on creep. Creep is generated by pods known as creep
tumors, which are produced by queens and a few other zerg and are buried underground.
Only a queen can produce long-lived creep tumors required to sustain a hive or colony.
Zerg structures are living organisms formed when a zerg queen or broodmother orders one
of her mindless drones to begin mutating. The drone plants itself on a surface covered in
creep and forms a fluid-filled membrane around itself. The queen and other zerg feed fresh
meat to the growing mass until the membrane bursts, revealing a complete zerg structure
such as a hatchery or house.
A colony is much smaller than a hive and is ruled by an independent queen away from other
zerg communities. A colony typically has a higher non-drone to drone ratio than a hive, and
frequently serves as a residence for zerg that are traveling or have left their homes to seek
a new place to live. Over time, a colony may develop into a hive if one or more of the
queen’s female offspring become queens themselves and decide to settle near their place of
birth.
Any zerg can become a queen as a result of hormone changes. These may be triggered by
the death of a local queen or may come about if a female zerg settles down in an area away
from an existing hive. Upon becoming a queen, a female zerg produces only a few eggs at a
time. As she creates a hatchery and expands her brood, the queen begins producing
additional eggs. A queen may have any number of consorts, who live with her in the
hatchery. When a queen lays an egg that has been fertilized by a male zerg, it hatches into
a unique zerg creature. If a set of eggs remains unfertilized at the end of the queen’s egg
cycle, she fertilizes them herself before laying them. These eggs hatch into drones, mindless
zerg which the queen has telepathic control over. Drones are used to perform labor. They
are very poor fighters, however, and a hive relies on its non-drone members or specialized
structures for defense.
Female zerg who wish to become queens in the local area try to establish themselves as
well-liked members of their communities. Being asked to look after a queen’s newborn
larvae is a strong sign of approval from that queen. If a queen dies and multiple female zerg
are in a high enough position of status to fill the position, they compete to see which of
them will become the queen of that hive. This is typically determined by who can lay the
first egg. Once a winner has been declared, the other females typically leave to establish
their own colonies elsewhere.
Male zerg who wish to serve their hives or colonies can do so by taking on personal
assignments from their queen. Completing these assignments builds trust and can lead to
more rewarding or involved tasks, such as adventuring. Male and female zerg also go on
adventuring missions of their own volition, seeking to serve their community or simply
explore the area outside of their hive or colony.
Hive Hierarchy
Zerg form close ties with their broodmates, which refers to everyone else in the hive or
colony they call home. Romantic relationships tend to be stronger the earlier they form, and
very early romances typically result in couples which remain together for life. It is common
for a female zerg to have a consort picked out long before she becomes a queen, and many
zerg couples can be found within a hive or colony. Only queens are capable of producing
offspring.
Relations between different colonies or hives typically reflect relations between their ruling
queens or broodmothers. A colony that forms as a result of a female zerg storming out of
her hive to establish her own domain is usually on very poor terms with the female zerg’s
original home. On the other hand, a female zerg that leaves her home peacefully to
establish a colony may be able to form a strong alliance with her original residence. Colonies
or hives that are on poor terms tend to ignore each other. Open hostilities between zerg
communities are uncommon, especially when the zerg are facing a common enemy in
another race. Still, many zerg are ambitious, and assassinations, invasions, and murder do
happen from time to time.
The Toolmakers
Although they form strong bonds of friendship with their broodmates, zerg are aggressive
predators and will make sport of killing other sentient creatures if they think they can get
away with it. This most commonly occurs in untamed areas outside of civilization, and has
given the zerg a reputation of being heartless, bloodthirsty murderers. The truth is that zerg
simply don’t see eye to eye with the ethical standards of more common sentient races such
as humans, elves, dwarves, and halflings. No zerg in its right mind would think of entering a
city for the purpose of killing citizens, but zerg are quick to use violence when they feel they
have been deceived, insulted, or bullied. The way some humans or other sentient creatures
treat members of their own species is unsettling enough for most zerg. When push comes to
shove and they find themselves being treated poorly by members of those same races, zerg
cannot help responding in an equally harsh manner.
The Joiners
Not all zerg are born so, some are made. These beings are known as ‘Joiners’ and are
remade by a Hive’s queen into a new zerg, forever changed, but similar to the creature they
were before. The Joining Ritual changes every cell of the Joined creature, turning them into
zerg, but keeping the same basic form as the humanoid race they belonged too. They are
linked to the hive’s mind and provide needed knowledge and skills to the hive in which they
join.
It is a rare occurrence, the Joining Ritual, but many Hive’s welcome any who wish to leave
the complicated and dreary life of Toolmaker’s, and the occasional weary traveller who can
get past the alien nature of the zerg can petition the queen for the Joining Ritual. The ritual
itself takes only a few minutes to perform, but many reborn zerg will gestate much longer in
the chrysalis, as they are changed mind, body and soul into a zerg. After they emerge all
Hive-members treat the new zerg as one of their own, despite not having been born as a
larvae. Usually a Joiner is taught the ways of the hive from one of the broodmates, who will
treat the nascent zerg as a larvae. When the Joiner has successfully assimilated and evolved
then they are treated as any adult, broodmate is within the hive.
When a zerg dies, its soul does not go to one of the outer planes, but stays where it is, in
the zerg’s body. While in this state, the zerg’s soul becomes dormant and misshapen, like a
piece of metal which has been twisted out of shape. While the presence of the zerg’s soul in
its body prevents it from being animated as an undead creature, it also prevents the zerg
from being raised from the dead by spells which draw souls back from the outer planes,
since the zerg’s soul cannot be found there.
Spells such as Raise Dead, Resurrection, and other spells or psionic powers which result in
level loss cannot bring a dead zerg back to life, although True Resurrection is still effective.
On the other hand, spells and powers such as Psionic Revivify which depend on the target’s
soul still being close by function on a zerg which has been dead for up to 10 years, and
work as though the zerg had died no more than a few seconds before the spell or power
was used. After this time, the zerg’s body decays to the point where its soul can no longer
be contained in the remains, causing it to become trapped in the Ethereal Plane. At this
point, only True Resurrection can restore the zerg to life. A zerg’s soul can remain attached
to a pile of dust left by a disintegrate spell or within a pile of ashes, but only as long as
those remains are kept in the same place. If the ashes are scattered, the zerg’s soul
separates from them.
Making a Zerg Character
ZERG TRAITS
Ability Score Increases. Your Constitution score increases by 2, and increase any other
Ability Score, besides Constitution, by 1.
Age. Zerg hit maturity within a year or two of life, and have no upper limit to their age.
Alignment.
Size. While the size of zerg fluctuate, a fully mature zerg is at least five feet of length. Your
size is Medium.
Speed. Your base walking speed is 10 feet. Most Zerg evolve legs or other such modes of
transportation.
Aberration. Your character type is that of an Aberration, instead of a humanoid. This
comes with every benefit and drawback of your creature type.
Telepathy. Your alien physiology gives you the ability to touch the minds of other
creatures. You can communicate telepathically with any creature you can see within 50 feet
of you. You don't need to share a language with the creature for it to understand your
telepathic utterances, but the creature must be able to understand at least one language.
Mutable Genome. The zerg are masters of mutation, and all mature Zerg start down their
path to perfection early. A zerg starts with one additional Evolution selected from the Zerg
Primal Evolution list.
Razor Maw. All zerg are born with a mouth full of razor-sharp teeth. All zerg may make a
Bite attack as dealing 1d6 points of piercing damage.
Class Features
As a Zerg Primal, you gain the following class features.
PROFICIENCIES
Armor: No armor, or shields.
Weapons: Only natural weapons.
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation,
Investigation, Perception, Stealth, and Survival.
Form
The base form of the zerg primal sets it’s speed and bonus Evolutions.
Biped
Bipedal zerg have two arms and two legs.
Speed: 30 ft
Evolutions: Limbs (arms), Limbs (legs), Attack (any) (2)
Quadruped
Quadrupedal zerg have four legs.
Speed: 40 ft
Evolutions: Limbs (legs) (2), Attack (Bite), Attack (any)
Serpentine
Serpentine zergs move by slithering their bodies.
Speed: 30 ft
Evolutions: Attack (Bite), Attack (Tail), Climb or Swim
Evolutions
Zerg organisms do not grow in the same way that other creatures do. As their lives
progress, they mutate, changing on a cellular level to assume nearly any form imaginable.
Through intense focus and determination, a zerg can gain control over its evolution and
ensure that it adapts to survive, no matter what challenges it may face. When a zerg
evolves a new Evolution, it must have eaten the flesh, tasted the blood, to somehow gotten
the genetic information (say, from a hive) to evolve the evolution. You can spend an Action
eating a corpse, and gaining it’s Essence. You can then add it’s resistances, immunities,
natural traits and abilities to your Genetic Library.
Genetic Library
Quick Mutation
Beginning at 2nd level, a zerg can force part of its body to quickly mutate, giving it access to
new abilities for a short time. At the beginning of each day, a zerg prepares the quick
mutation sets it will be using for that day. Each quick mutation set can be used any number
of times in a day, but a zerg is limited by the number of different sets it can have prepared
at once, as shown on its class table.
Once a zerg has prepared its quick mutation sets, it can use them. Performing a quick
mutation is an Action. During this process, a zerg secretes a liquid from its skin which forms
a tough cocoon around it, giving it resistance to bludgeon, slashing, piercing, acid, cold,
electricity, fire, and sonic damage; the zerg’s speed drops to 0 during this process. A zerg
can take no actions during this time and is rooted to the surface it is standing on. When the
transformation is complete, the cocoon dissolves at the beginning of the zerg’s next turn,
allowing it to act at once.
Each quick mutation lasts up to 10 minute per class level plus a number of minutes equal to
the zerg’s Constitution modifier times 10, although the zerg can end the transformation
early if it wishes. Once the quick mutation ends, the zerg goes into another cocoon and
regains its normal evolutions. This process takes 1 round, starting from the beginning of the
zerg’s turn. A zerg cannot access a quick mutation set from another quick mutation set. It
can only use a quick mutation set from its normal form.
Regeneration
As a bonus action on your turn, you can activate your Regeneration, instantly regaining 1d6
+ your Constitution modifier hit points. In addition, you regain hit points equal to your
Constitution modifier (with a minimum of at least one) if you have no more than half of your
hit points left for the next 5 rounds. You regain this ability when you take a short or long
rest.
Essence Assimilation
At 6th level, you evolve extra adaptability. Environmental adaptation is the key for survival.
You must learn the strengths of your prey and take them for yourself. You can harvest the
Essence of a killed creature, you spend an Action to consume the corpse of the creature.
Afterwards, you know the damage resistance, vulnerability and immunity of the creature
you harvested from. As an action, you may reassign one Quick Mutation slot to learn all
damage resistance, vulnerability, and immunity the creature had. If do you so, you lose all
resistance, vulnerability and immunity gained from this feature previously. You can assume
the learned abilities by shifting to your Quick Mutation slots. This bypasses the usual rules
for Quick Mutation evolutions. You lose Essence Assimilation upon a new day.
Your appearance temporarily changes to reflect what you have consumed to gain resistance.
A DC 15 Intelligence check will allow other people to recognize what creature you last
harvested to gain these benefits.
Rapid Metabolism
The zerg adds ½ its Constitution modifier to the number of Hit Dice it receives after a long
rest.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take your
Attack action during a turn.
Empowered Strikes
At 6th level all your natural weapons count as magical for the purposes of overcoming
resistance and overcoming immunities.
Rapid Regeneration
At the start of each of your turns, you regain hit points equal to your Constitution modifier
(with a minimum of at least one) if you have no more than half of your hit points left. You
don’t gain this benefit if you have 0 hit points. At 18th level, your Regeneration further
increases to 5 + your Constitution modifier hit points per turn.
ZERG STRAINS
THE OVERSEER
The zerg are a naturally psionic species, each of them connected to hive mind to in which
they anchor their consciousness. The Overseers take the natural psionic ability of their
species and take it to a whole other level. With the boosted psionic abilities the Overseers
generally tend to work closely with a Hive Queen, extending her influence, or traveling the
world, feeding back their experience to the queen. In addition to that, the boosted
telepathic abilities allow the Overseer to support zerg (and others hooked into their limited
Hive Nexus) during battle.
PSIONICS
When you reach 3rd level, you augment your martial prowess with the ability to use psionic
powers. See the Psionic Disciplines section of the general rules of using powers.
Talents. You learn the two talents of your choice. You learn an additional talent of your
choice at 7th level.
Psi Points. The Overseer Psionics table shows how many psi points you have to use your
discipline effects. The table also shows your psi limit. You regain all expended psi points
when you finish a long rest.
Disciplines Known. You know two disciplines of your choice.
The Disciplines Known column of the Overseer Psionics table shows when you learn more
disciplines. You must be at least 13th level to learn a greater discipline.
In addition, whenever you gain a level in this class, you can replace one discipline you know
with a different one of your choice. You can replace a lesser discipline with a greater
discipline, but only if you are at least 13th level.
Psionics Ability. Intelligence is your psionic ability for your psionic disciplines. You use
your Intelligence modifier when setting the saving throw DC for a psionic discipline or when
making an attack roll with one.
OVERSEER PSIONICS
Zerg Talents Disciplines Psi Psi
Level Known Known Points Limits
3rd 2 2 4 2
4th 2 3 6 2
5th 2 3 6 2
6th 2 3 6 2
7th 2 3 14 3
8th 2 3 14 3
9th 2 3 14 3
10th 3 3 17 3
11th 3 3 17 3
12th 3 3 17 3
13th 3 4 27 5
14th 3 4 27 5
15th 3 4 27 5
16th 3 4 32 5
17th 3 4 32 5
18th 3 4 32 5
19th 3 5 38 6
20th 3 5 38 6
HIVE NEXUS
At 3rd level, the Overseer’s telepathy is empowered and extended beyond the rudimentary
kind that their brethren have. With this ability the zerg’s natural telepathic range now
extends to 80 feet, and any friendly units that you wish to include, and are willing too, can
be apart of your Hive Nexus. In a Hive Nexus participants can communicate freely with
telepathy. In addition, as a bonus action, once per long rest an Overseer can charge the
Hive Nexus, giving all participants 1d10 + Intelligence modifier temporary HP. This
increases to 2d10 + Intelligence at 11th level. You also gain another daily use of it at 11th,
and 16th levels.
SWARM ASSAULT
Beginning at 7th level, when you damage an enemy with a discipline, an ally within your
Hive Nexus can take a single attack as a bonus action against that same unit on your turn.
THE BEHEMOTH
Evolutionary Resilience
Behemoth zerg gain 2 extra hit points per zerg level. You also gain heavy natural armor. At
2nd level your base AC is 16 + Dexterity (max. 1) and at level 5, this increases to 18 +
Dexterity (max. 1)
Bigger, and Stronger
At 3rd level, the Behemoth learns the LArge evolution as a bonsu Evolution, and gains +1
Strength, and +1 Constitution; with a maximum of 22 in both stats.
FERAL INSTINCTS
At 3rd level, you tap into the feral instincts of your ancestors giving you advantage on
initiative rolls. If you go first in the round, you gain a +1 to hit and damage. Increasing to
+2 at level 11.
Evolutions
Evolutions are sorted alphabetically; each Evolution has a prerequisite that must be met
before taking them. You can switch out Evolutions upon taking a new level.
Attack Chart
Name Requires Ability Score Damage Special Ability
Bite -- Strength piercing Grapple, Poison, Pounce
Claws Limbs (arms/legs) Strength/Dexterity slashing Grapple, Pounce
Hooves/Stomp Limbs (legs) Strength bludgeoning Trampling Charge
Horn -- Strength piercing Charge, Trampling Charge
Slam Limbs (arms) Strength bludgeoning Grapple
Stinger -- Strength/Dexterity piercing Poison, Stinger Projectile
Tail -- Strength bludgeoning Grapple, Constrict
Tentacles Limbs (tentacles) Strength/Dexterity bludgeoning Fling, Grapple
Pincer Limbs (arms) Strength slashing Grapple, Fling
Adrenal Glands
Prerequisites: 6th
level.
The zerg can apply a haste effect, as the spell, to itself once per day as a bonus action.
This evolution can be taken multiple times. Each additional acquisition provides another
daily use of the haste effect.
Air Bladder
Prerequisites: 2nd
level.
The zerg develops an internal air bladder which it can inflate and deflate at will. Inflating the
air bladder as a full-round action allows the zerg to breathe for 10 minutes in an airless
environment. If the zerg has gills, it can refill 5 minutes’ worth of stored air while
underwater as an action. The zerg can also release 5 minutes’ worth of stored air as an
action to disperse any fog, clouds, or other gases in a 15 foot cone.
This evolution can be taken multiple times. Each additional acquisition allows the zerg to
store an additional 10 minutes’ worth of air. Multiple actions are required to inflate a large
air bladder to full capacity.
Acid Bomb
Prerequisites: 7th
level.
The zerg can launch spheres of acid over long distances. As an Attack action, the zerg can
launch a sphere up to 10 feet per class level. Upon impact, the sphere deals 2d6 points of
acid damage in a 5-foot radius burst. The damage can be avoided on a successful Dexterity
save. After using this ability, the zerg must wait 1 round before using it again.
This evolution can be taken an additional time for every 3 levels beyond 7th. Each additional
acquisition increases the damage dealt by 1d6.
Adaptive Plating
Prerequisites: 5th
level, natural armor evolution.
When injured, the zerg’s skin swells and toughens, sealing off gaps in its natural armor. The
zerg gains damage resistance to nonmagical damage whenever its hit points drop below half
of their maximum value.
Adhesive Spores
Prerequisites: 3rd
level.
The zerg can breathe a 15 foot cone of glowing spores as an Attack action. The spores stick
to any creature or object in the area, revealing invisible creatures and objects for 1 minute
unless they succeed on a Dexterity saving throw. The spores also provide shadowy
illumination in a 5 foot radius. This ability is usable a number of times per long rest equal to
the zerg’s class level.
This evolution can be taken again at 6th level, increasing the size of the cone to 30 feet and
allowing the zerg to use this ability an additional 3 times per day.
Adhesive Tongue
Prerequisites: 8th
level.
The zerg develops a very long, elastic tongue with an adhesive pad on the end. The zerg
can make a ranged touch attack against a target within 10 feet as an Attack action to attach
its tongue to that target. The zerg and the target then make opposed Strength checks. If
the zerg succeeds, it can pull the target in as a bonus action. The zerg must beat the
opponent’s Strength check by 5 or more in order to pull it in while flying. If the target is
heavier than the zerg’s maximum load, the zerg is pulled to the target instead. The zerg can
detach its tongue from the target as a move action.
This evolution can be taken again at 10th level, increasing the range of the zerg’s tongue to
15 feet and allowing it to detach its tongue from the target as a swift action. The zerg also
gains the ability to attach its tongue to a target, pull it in, and make a single melee attack
against it as an Action.
This evolution can be taken a third time at 15th level, allowing the zerg to throw targets it
has pulled in with its tongue by succeeding on an opposed Strength check as a standard
action. Thrown targets have a range increment of 20 feet, and the zerg must succeed on a
ranged attack roll to hit a square or intersection with the thrown target, as if throwing a
splash weapon. The zerg automatically detaches its tongue from the target when it throws
the target.
Aerial Body
Prerequisites: 10th level, fly speed.
The zerg can perform a quick roll while flying forward. At the beginning of its turn while
flying, the zerg can designate a creature or object it anticipates may obstruct its path.
Designating a creature also includes any attacks that creature may make against the zerg
during that round. If the designated creature or object obstructs the zerg’s path or make
any attack against it while it moves during that turn, the zerg can make a DC 15 Dexterity
saving throw. Success indicates that the zerg has dodged the creature or object. If the
target is a creature, all attacks made by it against the zerg during that round miss. The zerg
must move at least 20 feet during the round in order to use this ability, and it is limited to
making a single 45° turn. The zerg cannot dodge an obstacle if it spans an entire square
that the zerg flies through, but the zerg may use this ability to avoid rocky outcroppings,
cliff edges, or sections of buildings which partly cover a square in its flight path.
Additionally, the zerg gains a +1 bonus to AC while flying and its maneuverability while
flying increases to good.
Armor Spikes
Prerequisites: 7th
level, natural armor.
The zerg develops spikes on its natural armor, which deal 1d8 points of piercing damage to
any creature which strikes the zerg with an unarmed attack or natural weapon in melee
combat. The zerg also deals 1d8 points of piercing damage to opponents that it successfully
bull rushes, or is grappled.
This evolution can be taken again at 11th level, increasing the damage dealt to 2d6.
Attack
You evolve weapons that deal 1d8 damage plus the listed ability score modifier listed above.
Weapon Training (Simple) or Weapon Training (Martial) can be chosen instead of Attack
(any) if you possess arms with hands. The prerequisites must still be met.
This evolution can be selected more than once.
Amphibious
You evolve gills, slimy skin, or some other adaptation allowing you to breathe air or water.
Banelings
Prerequisites: 9th
level, spitbugs.
The zerg’s spitbugs are replaced with banelings, which roll towards targets and explode,
dealing acid damage.
BANELING
Small aberration (zerg), unaligned
Armor Class: 11 (natural armor)
Hit Points: 10 (3d6)
Speed: 40 ft
Str 12 (+1), Dex 10 (+0), Con 16 (+3), Int 3 (-4), Wis 10 (+0), Cha 6 (-2)
Burrow. The baneling is able to burrow into the ground, but cannot move while
burrowed. While burrowed, the baneling is difficult to detect and requires a DC 20
Wisdom (Perception) check to notice.
Death Burst. When the baneling dies, it explodes in a burst of acid. Each creature
within 10 feet of it must make a DC 13 Dexterity saving throw, taking 3d6 acid
damage on a failed save, or half as much on a successful one.
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 +1 acid
damage.
Battering Claws
Prerequisites: 10th
level, arms.
The zerg develops enormous bony protrusions on one pair of arms. Gain a claw attack that
does 1d8 + Strength bludgeoning damage. Creatures and objects hit that are medium or
smaller are knocked back 5 feet for every 5 points of damage dealt by attacks made with
these weapons, and large creatures and objects hit are knocked back 5 feet for every 10
points of damage dealt. On a successful Strength saving throw a creature can avoid being
thrown back. The zerg can use both claws to make a piledriver attack on an object as an
Action, dealing bludgeoning damage equal to 4d6 + Strength and ignoring up to 5 of the
object’s AC. Arms with this evolution cannot manipulate objects or wield manufactured
weapons.
This evolution can be taken again at 9th level, allowing the zerg to use this ability 3
additional times per day, and allowing the zerg to set the duration of the cloud from 1 to 10
rounds when it creates it. The zerg can also decide to create a 20 foot radius cloud by
expending 2 daily uses of this ability.
Blood Frenzy
You have advantage on melee attack rolls against any creature that is below half its hit
points.
Burrow
Prerequisite: Claws or Serpentine form
Your hands, claws, or feet grow powerful enough to force their way through tough soil,
giving it a burrow speed of half its move speed. Creatures at least one size smaller than
your eidolon may move through the tunnel unimpeded.
Burrow Charge
Prerequisites: 9th
level, burrow, legs.
The zerg can charge while digging, and it can transition between digging and running during
a charge. The zerg can change direction vertically without ending its charge.
Corrosive Bile
Prerequisites: 7th
level, acid bomb or elemental breath (acid) or fungal growth.
The zerg’s abilities that deal acid damage also weaken armor, reducing the armor bonus to
AC of damaged creatures by 1 for 5 rounds. This effect stacks up to 3 times, and each new
application of an acid damage-dealing ability on a creature resets the duration to 5 rounds.
Climb
You become a skilled climber, gaining a climb speed equal to your base speed. You can
climb difficult surfaces, including upside down on ceilings, without needing to make an
ability check.
Constrict
Prerequisite: 5th level, Tail, Grapple
When you grapple a creature you can instead constrict it. Until this grapple ends, the
creature is restrained, and you can't constrict another target.
Creep Tumor
Prerequisites: 4th level, arms or legs.
The zerg produces small pods known as creep tumors, which it can release and bury in the
ground over a period of 1 minute. If the zerg has digging claws, it can release and bury the
creep tumor as an Action instead.
A creep tumor spreads a dark purple organic substance known as creep along the ground,
which supports zerg structures and represents home to a zerg. The creep spreads out from
the creep tumor in a radius, beginning at 5 feet starting the round after the creep tumor is
buried and increasing by 5 feet per round to a maximum of 20 feet. While on creep, zerg
creatures gain a +10 bonus to their walking speed and gain a +1 bonus on attack rolls and
saving throws. A zerg that is on creep regenerates 1 extra HP per turn if it is below half its
maximum HP. A creep tumor is a tiny object with AC 14 and 10 hit points. It lasts for 24
hours before it dies, creep tumors near a hive structure last for as long as the structure
does. When it does, creep produced by the creep tumor withers and no longer provides
benefits to zerg creatures. This ability is usable a number of times per day equal to the
zerg’s Constitution modifier (minimum 1).
This evolution can be taken again at 6th level, increasing the maximum radius of creep
produced by the creep tumor to 30 feet. The regeneration effect increases to 2 hit points
per turn. Creep tumors the zerg produces has AC 16 and 15 hit points.
This evolution can be taken a third time at 10th level, increasing the maximum radius of
creep produced by the creep tumor to 40 feet. The rate at which creep spreads from the
creep tumor is also increased to 10 feet per round. The regeneration effect increases to 2
hit points per turn. Creep tumors the zerg produces has AC 18 and 20 hit points.
Darkvision
You evolve darkvision out to a range of 60 feet. If you already has darkvision, its range
increases by 60 feet. Magical darkness doesn't impede your darkvision.
Dive Attack
Prerequisite: Fly
You do not provoke an opportunity attack when you flies out of an enemy's reach. In
addition if you are flying and dive at least 30 feet straight toward a target and then hits it
with a melee weapon attack, the attack deals an extra 1d8 damage to the target.
Displacement Pads
Prerequisites: legs.
The zerg’s feet spread its weight over a larger area. The zerg does not treat gravel, sand, or
snow as difficult terrain.
Elemental Breath
Prerequisite: 4th level
You have grown an organ in its neck that enables it to exhale an element. You can pick
any damage type for this breath, besides thunder, or force damage. Choose a cone or line.
Each creature in a 15-foot cone or a line that is 30 feet long and 5 feet wide must make a
Dexterity saving throw, taking 4d8 elemental damage as chosen on a failed save, or half as
much damage on a successful one. Once you have used this feature you cannot use it again
until you have completed a short or long rest.
This evolution can be selected more than once. Double the range or increase the damage to
6d8.
Evolved Tools
Prerequisites: arms, tentacle or tail.
Why do you need a tool when you can use your tentacles? You can pick a tool, and use your
body parts as a tool. You have to evolve each tools separately and they need to be evolved
separately.
Fetid Cloud
Prerequisite: 5th level
Your emit a noxious cloud generated by specialized organs within your hide. Any creature
that starts its turn within 10 feet of you must succeed on a Constitution saving, throw or be
poisoned until the start of its next turn. On a successful saving throw, the creature is
immune to your stench for 24 hours.
Fling
Prerequisite: Tentacles, Grapple
As an Attack action an object held or creature grappled by you that is the same size or
smaller than your eidolon is thrown up to 30 feet and knocked prone. If a thrown target
strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it
was thrown. If the target is thrown at another creature, that creature must succeed on a
Dexterity saving throw (DC 8 + your eidolon's proficiency bonus + its Strength modifier) or
take the same damage and be knocked prone.
Fly
Prerequisite: 7th level
You evolve wings either, leathery flaps, or chitinous wings that allow it to soar through the
air. You gain a flying speed of 60 feet.
Grapple
Prerequisite: Bite, Claws, Slam, Tail, or Tentacles
Once per turn when the zerg makes a bite, claws, slam, tail, or tentacles attack and hits,
you can make a grapple attempt against the creature (no action required).
Improved Damage
Prerequisite: 5th level
One of your eidolon's attacks is particularly deadly. Select one attack form and increase the
damage die to 1d10.
This evolution can be selected more than once. Its effects do not stack. Each time your
eidolon selects this evolution, it applies to a different attack.
Improved Spitbugs
Prerequisites: 14th
level, spitbugs.
The zerg produces improved spitbugs, which are stronger than normal spitbugs.
Improved Spitbug
Tiny aberration (zerg), unaligned
Armor Class: 17 (natural armor)
Hit Points: 28 (4d8 + 12)
Speed: 10 ft
Str 10 (+0), Dex 18 (+4), Con 16 (+3), Int 3 (-4), Wis 10 (+0), Cha 6 (-2)
ACTIONS
Acid Spit. Ranged Weapon Attack: +7 to hit, range 10 ft., one target. Hit: 2d4 +4
acid damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 +1 piercing
damage.
Limbs
You grow an additional pair of limbs which can take several forms.
Legs. They can be made into legs, complete with feet, or tentacles. Each pair of legs or
tentacles increases your base speed by 10 feet.
Arms. They can be made into arms, complete with hands. Arms that have hands can be
used to wield weapons, if you are proficient. Hands do 1d4 + strength bludgeon damage,
without weapons.
This evolution can be selected more than once.
Neurolymph
Prerequisites: 5th
level.
The zerg’s lymphatic system becomes linked with its nervous system and becomes capable
of conducting electrical signals. Whenever the zerg would become paralyzed, it instead
takes a -2 penalty to Dexterity, using its augmented lymphatic system to boost its nervous
system. In addition, the zerg gains a +2 bonus on Constitution saves made to resist
diseases.
Poison Glands
Prerequisite: 5th level, Bite, Stinger or Projectile Spines
You evolve glands capable of producing a venomous substance. Chose one bite, stinger,
projectile spine attack. When you hit a creature with that attack, the target takes 1d6 extra
poison damage.
This evolution can be selected a second time at 11th level, and a third time at 15th level.
Each time the damage increases by 1d6.
Pounce
Prerequisite: Quadruped form, Claws, Bite
You have learned how to pounce like a panther. If you move at least 20 feet in a straight
line toward a creature and then hits it with a claw attack on the same turn, that target must
succeed on a Strength check (DC 8 + your eidolon's proficiency bonus + its Strength or
Dexterity modifier) or be knocked prone. If the target is prone, your eidolon can make a
Bite attack.
Rapid Digestion
Prerequisites: 6th
level.
The zerg can devour the bodies of its fallen enemies as an Action, consuming choice organs
and bits of meat to regain hit points equal to 1d6 + Constitution modifier. The zerg can only
devour corpses that have been dead for less than 10 minutes. Creatures that are medium or
smaller can be devoured in one round, but for each size category larger than medium, the
zerg can spend an additional round devouring it in order to regain more hit points.
Creatures of tiny size only restore half this amount when devoured, and creatures smaller
than tiny size only restore 1 hit point when devoured. Zerg creatures provide no benefit
when devoured.
This evolution can be taken again at 12th level, allowing the zerg to regain hit points equal
to 1d10 + Constitution modifier when it devours a small or larger creature. Tiny creatures
restore half this amount, and creatures smaller than tiny size restore 2 hit points when
devoured.
This evolution can be taken a third time at 18th level, allowing the zerg to regain hit points
equal to 2d8 + Constitution modifier when it devours a small or larger creature. Tiny
creatures restore half this amount, and creatures smaller than tiny size restore 3 hit points
when devoured.
Regenerative Bile
Prerequisites: 3rd
level.
The zerg can siphon and eject some of its own bodily fluids in order to heal a nearby living
creature. The zerg has a pool of hit points it can heal equal to it’s zerg levels times 5. As an
action, the zerg can spit a glob of fluid at another creature within 20 feet, causing it to heal
for the amount that the zerg wishes to heal, taken from it’s total pool. If the target is
unwilling to be hit, the zerg must make a ranged touch attack.
Restorative Bile
Prerequisites: 5th
level, Regenerative Bile evolution.
The zerg can can cure one disease or neutralize one poison with its Regenerative Bile
evolution. Each disease or poison healed takes 5 hit points from its total pool.
Reconstitution Glands
Prerequisites: 18th
level, regenerative bile, restorative bile, Zerg Queen feat.
The zerg can repair and reanimate the bodies of dead zerg, restoring life to the deceased.
The zerg must spend 10 minutes in concentration while adjacent to a dead zerg whose brain
is intact. The zerg must also deal 50 points of damage to itself as it disgorges some of its
own tissue, which is used to repair the dead zerg’s wounds and regenerate its vital systems.
If the zerg completes the process, the dead zerg is restored to life at 0 hit points and stable
with no level or Constitution loss. The zerg can use this ability once per day. This is a
supernatural ability.
Reach
Prerequisite: 5th level, Large
One of your attacks are capable of striking foes at a distance. Your reach with that attack is
10 feet.
Resistance
You take on a resiliency to one particular energy type, which is usually reflected in its
physical body. Pick one energy type (acid, cold, fire, lightning, poison, or thunder), and you
gain damage resistance for that energy type.
This evolution can be selected more than once. Its effects do not stack. Each time you
select this evolution, it applies to a different energy type.
Roar
Prerequisite: 9th level
You can emit a loud, psychically charged roar as an action. Each creature that is within 30
feet of it and aware of it must succeed on a Wisdom saving throw or become frightened for
1 minute. A frightened creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. You must finish a short or long rest before it can
use this power again.
Small
Prerequisite: 5th level, any Strain but Behemoth.
Rather than expending your evolutionary energy modifying or acquiring new appendages or
organs, you can use it to expel mass from your body. You are now Small and loses 1 hit
point for each zerg level.
Skill Proficiency
Choose one skill from Athletics, Acrobatics, Stealth, Insight, Perception, Survival, and
Intimidation. You are now proficient in that skill.
Shield Plates
Prerequisites: 1st
level, arms.
One of the zerg’s forearms become covered in bony plates, giving it a +1 bonus to AC. This
evolution does not prevent the zerg from also having claws or some other evolution on its
arms. A zerg can protect itself with these plates as though it was using a buckler. You can
only benefit from one shield at a time.
This evolution can be taken again at 4th level, giving the zerg a +2 bonus to AC instead.
Spiked Spores
Prerequisites: 2nd
level.
The zerg can spit a number of spores at a 5-foot square within 30 feet of it as an Attack
action, which sprout immediately and create a patch of spiky fungus. Any creature that
walks into the affected square is dealt piercing damage equal to 1d4 + Con unless it
succeeds on a Reflex save (DC 8 + proficiency modifier + the zerg’s Constitution modifier).
Creatures damaged by the spikes also have their speed reduced by 50% for 1 round. The
fungus lasts for a number of rounds equal to the zerg’s Constitution modifier before
withering and dying (minimum 1 round). This ability is usable a number of times per day
equal to the zerg’s class level.
This evolution can be taken again at 7th level, increasing the damage dealt to 1d6 + Con
and allowing the zerg to affect two separate squares each time it uses this ability. The
squares do not need to be adjacent to each other.
Spine Projectiles
You grow spines within your body which can be projected as a ranged attack. You store a
number of projectiles equal to twice your zerg levels + your Constitution modifier. You
regrow your spines on a long rest.
Ranged Weapon Attack, range 100/200 ft., one target. Hit: 1d8 + Dexterity modifier
piercing damage.
Swim
You evolve adaptation that makes you comfortable in water, such as webbed feet, fins or
other such piscine features. You gain a swim speed equal to your base speed.
Scent
Prerequisites: 5th
level.
The zerg gains the scent ability, allowing it to detect whether someone or something is
within 30 feet of it. The zerg cannot pinpoint the location of something by scent until it is
within 5 feet of the creature or object in question. If the target is downwind, the range is
halved, while the detection range is doubled if the target is upwind. Strong scents can be
detected at double or even triple normal range.
Scutes
Prerequisites: 2nd
level, tail, no legs.
The zerg can slither at a rate of 35 feet per move action. It also gains advantage on Stealth
checks and does not treat gravel sand, or snow as difficult terrain.
Spawning Glands
Prerequisites: 11th
level.
For each evolution the zerg has which has a limited number of uses per day, the zerg can
use that evolution an additional number of times per day equal to its Constitution modifier
(minimum 1). Save DCs required to resist, negate, or reduce the effects of the zerg’s
evolutions are all increased by 1.
Spitbugs
Prerequisites: 8th
level.
The zerg develops a membrane on its carapace behind which tiny acid-spitting creatures
known as spitbugs are produced. As an Action, the zerg can eject a spitbug from this
membrane. The spitbug lands in a square adjacent to the zerg and acts immediately, taking
a full round’s worth of actions as desired by the zerg. After this, the zerg can give the
spitbug simple telepathic commands as a bonus action. The spitbug continues to act on the
zerg’s turn for a number of rounds equal to the zerg’s Constitution modifier before dying
(minimum 1 round). After releasing a spitbug, it takes 1 minute to produce another one.
This evolution can be taken an additional time for every 2 levels beyond 9th. Each additional
acquisition allows the zerg to produce and release an additional spitbug at once. Multiple
spitbugs can be commanded as an Action.
Spitbug
Tiny aberration (zerg), unaligned
Armor Class: 14 (natural armor)
Hit Points: 14 (2d8 + 6)
Speed: 10 ft
Str 8 (-1), Dex 16 (+3), Con 14 (+2), Int 3 (-4), Wis 10 (+0), Cha 6 (-2)
ACTIONS
Acid Spit. Ranged Weapon Attack: +6 to hit, range 10 ft., one target. Hit: 1d6 +3
acid damage.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 +1 piercing
damage.
Subterranean Body
Prerequisites: 12th
level, digging claws, tremorsense.
The zerg’s natural weapons move through soil effortlessly, allowing the zerg to fight
normally while burrowing. The zerg can use any of its arm or tentacle attacks against
opponents it can sense, even if a layer of soil separates the zerg from its opponents. It can
launch spines, glaive worms, and parasitic darts through soil with no penalty. If the zerg has
spitbugs, it can launch them straight up through up to 5 feet of soil so that they land on the
ground at surface level.
Malignant Creep
Prerequisites: 11th
level, creep tumor.
Creep created by the zerg’s creep tumors is telepathically sensitive to the zerg,
automatically writhing to make it more difficult for the zerg’s enemies to move. As long as
the zerg is on creep created by a creep tumor it produced, its enemies treat all terrain
covered by that creep as difficult terrain. This is a supernatural ability.
Tail Fin
Prerequisites: 7th level, tail, swim.
The zerg develops a fin on its tail, increasing its existing swim speed by 10 feet and allowing
it to make a single 45° turn when it charges while swimming.
Teleport
Prerequisite: 5th level
As an action your eidolon can magically teleport, along with any equipment it is wearing or
carrying, up to 30 feet to an unoccupied space it can see. Before or after teleporting, your
eidolon can make a melee attack.
Tentacle Blades
Prerequisites: 5th
level, tentacles
The zerg grows blades upon its tentacles. The tentacles now deal slashing damage. This
evolution also allows the zerg to to make a single attack with both tentacle blades on up to
three enemies directly in front of it as an Action. The zerg gets a +1 bonus on its attack roll.
The attack deals slashing damage equal to 2d6 + Strength + Constitution slashing damage
to an enemy in a space adjacent or diagonal to the zerg and half that much damage to
enemies to the left and right of that enemy. The zerg uses the same attack roll result to hit
all three targets.
Tentacle Clubs
Prerequisites: 5th
level, tentacles.
One pair of the zerg’s tentacles develop hard knobs on the ends. This evolution allows the
zerg to make a single attack with both tentacle clubs on two different opponents which are
adjacent to each other as an Action. Both opponents must be within 10 feet of the zerg, and
the zerg makes a single attack roll against both of them with a +1 bonus. If either attack
succeeds, it deals normal damage and the target must succeed a Constitution save or be
Dazed until the start of your next turn. If both opponents are hit, they are knocked into
each other and each one must succeed on a DC 15 Dexterity save or fall prone. You can use
this special attack once per short rest. You can use it two times per short rest at 10th level,
and three times per short rest at 15th level.
Tentacle Spears
Prerequisites: 5th
level, tentacles.
One pair of the zerg’s tentacles develop long, sharp points, which allow the tenetacle to deal
piercing damage. This evolution also allows the zerg to make a single attack with both
tentacle spears on an enemy as an Action. The zerg gets a +1 bonus on its attack roll and
damage. The attack deals piercing damage equal to 2d6 + 2*Str. The zerg then attempts to
lift and throw the impaled enemy onto any square within 5 feet of its initial position by
succeeding on an opposed Strength check against the enemy. A thrown enemy must
succeed on a DC 15 Dexterity saving throw or land prone. You can use this special attack
once per short rest. You can use it two times per short rest at 10th level, and three times
per short rest at 15th level.
Temperature Regulation
Prerequisites: 3rd
level.
The zerg can withstand temperatures from -50° F to 200° F without suffering any ill effects.
Within this temperature range, the zerg is not subject to frostbite, hypothermia, heat
exhaustion, or dehydration.
Trampling Charge
Prerequisite: Charge
If you charge a target and knocks it prone, you can make a hoof or stomp attack.
Tremorsense
Prerequisite: 7th level
Your feet, cillia, or antennae have grown more sensitive to the subtle movement of the
earth beneath you. You gains tremorsense to a range of 60 feet.
Uncanny Dodge
Prerequisite: 9th level
When an attacker that you can see hits with an attack, you can use your reaction to halve
the attack's damage against you. You can use this ability once per short rest. If you evolve
this evolution multiple times, you gain extra uses per short rest.
Web
You evolve a gland in your mouth, near your wrist, or near your rectal cavity that can
produce sticky thread. You can store a number of threads equal to your proficiency bonus +
Constitution modifier. You regrow all threads on a long rest.
Web. Ranged Weapon Attack, range 30/60 ft., one target. Hit: The target is restrained by
webbing. As an action, the restrained target can make a Strength check, bursting the
webbing on a success. The DC is equal to 8 + your eidolon's proficiency bonus + it's
constitution modifier. The webbing can also be attacked and destroyed (AC 10; hp 10;
vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Webbing
Prerequisite: Web
You evolve a gland that can produce a sticky mass. You can shoot out the web as per the
Web spell. Once you uses this feature, you must finish a short or long rest before you can
use it again.
You ignore movement restrictions caused by your own webbing.
Web Walker
Prerequisites: 3rd
level, Web.
The zerg develops specialized points on its arms and legs which allow it to climb around and
move on adhesive webs without getting stuck. The zerg also gains advantage on Strength
(Athletics) checks made to move on ropes or webs, and the zerg treats webs as ordinary
ropes for the purpose of making Strength (Athletics) checks. The zerg can climb along a
single strand of silk webbing, provided it was produced by a creature of at least the zerg’s
size category. This evolution does not prevent the zerg from also having other evolutions on
its arms or legs.
UNFINISHED EVOLUTIONS
Fungal Pillar
Prerequisites: 3rd
level.
The zerg can secrete a number of large spores from glands under its skin and plant them in
an adjacent square containing soil, gravel, or hard earth as an Action. At the beginning of
its next turn, tall stalks burst from the spores, creating a 15-foot high pillar which can
support up to 1,000 lbs. at once. Large knobs sprout from the stalks, creating easy
handholds and footholds. A creature can climb the pillar by making a DC 5 Strength (Climb)
check. The pillar lasts for 1 minute before the stalks wither and die, causing the structure to
collapse. This ability is usable a number of times per day equal to ½ the zerg’s class level +
the zerg’s Constitution modifier.
This evolution can be taken again at 6th level, allowing the zerg to plant the spores in rock,
sand, or snow and providing the zerg with 5 additional daily uses of this ability. The zerg
gains the option of spending 2 daily uses of this ability to create a 30-foot high pillar
instead.
Vibration Claws
Prerequisites: 8th
level, digging claws.
The zerg can vibrate its digging claws on hard earth, stone, or ice as an Action, turning the
area into a 5-foot cube of soil, gravel, or crushed ice that the zerg can dig through.
Glaive Worm: The zerg’s carapace produces small creatures known as glaive worms, which
live in a dagger-like shell with many spiky protrusions. The zerg can use the glaive worms
as ranged weapons, compelling them to launch themselves at opponents. The zerg makes a
ranged attack roll to hit its target. A glaive worm has a range increment of 30 feet and deals
piercing damage equal to 1d8 + Con. After impacting a creature, the glaive worm flicks its
body, causing it to bounce and strike another opponent within 15 feet of the first using the
same result on its attack roll. The worm then falls to the ground, and the zerg can pick it up
and replace it within its carapace as a standard action by moving into the square it is lying
in. The zerg can store up to 1 glaive worm per two class levels at a time. Prerequisites: 8th
level.
This mutation can be taken an additional time for every 2 levels beyond 8th. Each additional
acquisition causes glaive worms to deal 1 additional point of damage and bounce an
additional time. Glaive worms can strike the same opponent multiple times, but not twice in
a row.
Glaive worms are diminutive creatures with an AC of 16 (+2 natural armor bonus to AC),
damage reduction 2/-, and 2 hit points. The zerg replaces lost glaive worms at the
beginning of each day.
Glaive worms can be wielded as daggers. They provide a +1 bonus on attack rolls when
thrown.
Parasitic Dart: The zerg can launch a dart containing a tiny parasitic creature into an
enemy, which consumes the enemy from the inside. As a standard action, the zerg can
launch a dart with a range increment of 20 feet, making a ranged attack roll to hit the
enemy. If the attack succeeds, it deals 1d6 points of piercing damage and injects a zerg
parasite into the enemy. For the next minute, the parasite grows rapidly as it devours the
enemy, dealing 1d6 points of damage each round and causing the target to be nauseated
unless it succeeds on a Fortitude save (DC 10 + ½ the zerg’s class level). The target can
attempt a new Fortitude save each round to negate both the nausea and damage for that
round. If the target’s Fortitude save beats the DC by 5 or more, the parasite dies
immediately. Otherwise, the parasite dies at the end of the duration or when its host is
dead. The spell Remove Disease will also kill the parasite. The zerg can launch a number of
these darts per day equal to its Constitution modifier (minimum 1). Prerequisites: 11th level.
This mutation can be taken again at 15th level, increasing the duration of the effect to 2
minutes. If the host dies before the duration ends, the zerg parasite tears itself free of the
host’s body at the beginning of the zerg’s next turn and can be commanded by the zerg
telepathically as a swift action. It acts on the zerg’s turn and dies when the duration ends.
Zerg Parasite
CN tiny aberration (zerg)
Init –; Senses: Listen +4, Spot +4
Languages: None (receives telepathic signals)
AC: 16, touch 14, flat-footed 14
(+2 Dex, +2 natural armor, +2 size)
HP: 25 (3d8+12)
Immunities: None
Saves: Fort +6, Ref +3, Will +3
Speed: 20 feet (2 squares)
Melee: Bite +6 (1d6+1 slashing)
Space: 2 ½ ft.; Reach: 0 ft.
Base Attack: +3
Grapple: +16
Special Attacks: Improved Grab
Special Qualities: Fast healing 1, Rapid Digestion
Abilities: Str 12, Dex 14, Con 17, Int 3, Wis 10, Cha 12
Feats: Toughness
Skills: Intimidate +5, Jump +4, Listen +4, Spot +4, Tumble +6
Rapid Digestion (Ex): A zerg parasite digests and metabolizes food at incredible speeds.
Whenever it deals damage to a living creature with its bite attack, the zerg parasite regains
half that many hit points.
ZERG FEATS
A hatchery has 1,000 hit points and hardness 5. If damaged, it regains 50 hit points per
day.
A zerg house has 300 hit points and hardness 5. If damaged, it regains 15 hit points per
day.
This feat can be used to create nearly any physical structure with the above dimensions, not
just a house.