Professional Documents
Culture Documents
A
collection of Monsters for D&D 5E based on
and adapted from the Starcraft Zerg
Zerg Larva
The creatures most similar to the original Zerg insectoids are Zerg Egg
the Zerg Larvae. Each Larva contains within it the genetic Tiny aberration, neutral evil
makeup of every other Zerg strain available to the Hive. A Armor Class 20 (natural armor)
young Hive will have only the genetic codes for the most Hit Points 5 (1d4 + 3)
basic of Zerg strains, such as the Drone, but as the Hive Speed 0 ft.
grows and develops new structures, the Larvae can expand
its library of genetic strains. With a command from the
Overlords, Larvae will enter a pupal state and begin the STR DEX CON INT WIS CHA
metamorphosis into whichever strains the Hive requires 4 (-3) 8 (-1) 16 (+3) 4 (-3) 6 (-2) 4 (-3)
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. hit: 3 (1d4 + 1) slashing damage.
Metamorphosis. The Drone can morph into either a
spine crawler or a spore crawler.
Spine Crawler Spore Crawler
Huge aberration, neutral evil Huge aberration, neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 8 (-1) 6 (-2) 4 (-3) 16 (+3) 8 (-1) 16 (+3) 8 (-1) 6 (-2) 4 (-3)
Creep Nourishment. The Spine Crawler regains 26 Creep Nourishment. The Spore Crawler regains 26
(2d20 + 6) hit points at the start of its turn if it is (2d20 + 6) hit points at the start of its turn if it is
standing on creep and has at least 1 hit point. standing on creep and has at least 1 hit point.
Impaler Tentacle. When the Spine Crawler detects a Seeker Spore. When the Spore Crawler detects a
hostile creature with its tremorsense, it sinks a hostile creature with its blindsense, it launches a
massive tentacle into the ground that instantly mass of biotic acid towards the detected creature.
erupts at the point of detection. Each creature The creature must make a DC 15 Dexterity saving
within 5 feet of that point must make a DC 15 throw, or be struck by the spore, taking 15 (6d4)
Dexterity saving throw. A creature takes 13 (3d8) acid damage on a failed save, or half damage on a
piercing damage on a failed save, or half damage on successful one. This effect can occur three times
a successful one. This effect can occur three times per round (every 2 seconds). A creature that is on
per round (every 2 seconds). A creature moving at a the ground or moving at a speed of 50 or more
speed of 50 or more gains advantage on the gains advantage on the Dexterity saving throw
Dexterity saving throw against this effect. against this effect.
Actions Actions
Root. The Spine Crawler can root itself into any Root. The Spore Crawler can root itself into any
earth that is covered in creep, gaining the benefits earth that is covered in creep, gaining the benefits
of half cover (+2 to AC and Dexterity saving of half cover (+2 to AC and Dexterity saving
throws). Only while rooted can the Spine Crawler throws). Only while rooted can the Spore Crawler
use its Impaler Tentacle. The Spine Crawler can use its Seeker Spore. The Spore Crawler can uproot
uproot as a bonus action. as a bonus action.
Zergling Metamorphosis. The Zergling can morph into a
Small aberration, neutral evil Baneling.
Armor Class 12 Ravager Strain. If the Zergling moves at least 20 feet
Hit Points 9 (2d6 + 2) straight toward a creature and then hits it with a claw
Speed 50 ft., burrow 5 ft. attack on the same turn, that target must succeed on a
DC 12 Strength saving throw or be knocked prone. If
the target is prone, the Zergling can make one claw
STR DEX CON INT WIS CHA attack against it as a bonus action.
12 (+1) 14 (+2) 12 (+1) 8 (-1) 6 (-2) 4 (-3) Swarmling Strain. Zerglings are always born in threes
from a single larva.
Saving Throws Dex +4
Damage Immunities psychic Actions
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive perception 8 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Languages — target. Hit: 4 (1d4 + 2) slashing damage.
Challenge 1/2 (100 XP)
Baneling
Small aberration, neutral evil
Armor Class 11
Hit Points 18 (4d6 + 4)
Speed 30 ft., burrow 20 ft.
Actions
Explode The Baneling detonates where it is
standing, triggering its Erupting Demise ability. This
ability can be used while the Baneling is burrowed.
Roach Potent Regeneration. The Roach has a highly specialized
metabolism that enables rapid regeneration,
Medium aberration, neutral evil
particularly while underground. If the roach begins its
Armor Class 15 (natural armor) turn on creep, it regains 7 (1d8 + 3) hit points. If the
Hit Points 45 (6d8 + 18) roach begins its turn burrowed, it regains 22 (3d8 + 9)
Speed 35 ft., burrow 35 ft. hit points.
Responsive Creep. The Roach gains 10 to its speed
while on creep.
STR DEX CON INT WIS CHA
Vile Strain. When the Roach hits an enemy with its Acid
14 (+2) 14 (+2) 16 (+3) 8 (-1) 6 (-2) 4 (-3) Saliva, they must succeed on a DC 12 Constitution
saving throw or have their movement speed reduced
Saving Throws Con +5 by 10 feet until the end of their next turn. If a
Damage Resistance fire, acid creature's saving throw is successful, the creature is
Damage Immunities psychic immune to this effect for the next 24 hours.
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., tremorsense 30ft., passive Actions
perception 8
Languages — Multiattack. The Roach makes two attacks, using either
Challenge 2 (450 xp) its claws or its acid saliva.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Metamorphosis. The Roach can morph into a Ravager. target. Hit: 6 (1d8 + 2) slashing damage
Acid Saliva. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit 5 (1d6 + 2) acid damage
Saving Throws Wis +6 Spawn Larva (Recharge 3-4). The Queen releases 3 (1d4
Damage Immunities psychic + 1) larva from within its mutated ovipositor. Choose a
Condition Immunities charmed, exhaustion, frightened different unoccupied space within 15 feet of the queen
Senses darkvision 60 ft., passive perception 8 for each larva, if no space is available the larva dies. The
Languages — larva act on the Queens initiative starting the following
Challenge 5 (1800 xp) turn.
Spawn Creep Tumor (Recharge 5-6). The Queen expels a
Creep Nourishment. The Queen regains 8 (1d10 + 3) creep tumor onto an unoccupied space within 5 feet of
hit points at the start of its turn if it is standing on it. The creep tumor is burrowed and requires a DC 15
creep and has at least 1 hit point. Intelligence (Investigation) check to be discovered. It
has an AC of 10 and 5 hit points and will produce
Responsive Creep. The Queen gains 30 to its speed creep continuously up to a maximum range of 300
while on creep. feet in a circle around itself.
Infested
Small aberration, neutral evil
Armor Class 9
Hit Points 22 (4d6 + 8)
Speed 20 ft.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) slashing damage
Swarm Host Creep Nourishment. The Swarm Host regains 10 (1d12
+ 4) hit points at the start of its turn if it is standing on
Huge aberration, neutral evil
creep and has at least 1 hit point.
Armor Class 18 (natural armor) Responsive Creep. The Swarm Host gains 10 to its
Hit Points 168 (16d12 + 64) speed while on creep.
Speed 20 ft., burrow 10 ft.
Actions
STR DEX CON INT WIS CHA Creep Tunneler. The Swarm Host can tunnel while
16 (+3) 8 (-1) 18 (+4) 10 (0) 8 (-1) 4 (-3) standing on creep to an unoccupied space within 60
feet of it that is also covered in creep.
Saving Throws Con +6 Root. The Swarm Host can root itself into the earth and
Damage Resistance bludgeoning, piercing, and slashing rock, gaining the benefits of half cover (+2 to AC and
from nonmagical weapons Dexterity saving throws). While rooted, the swarm host
Damage Immunities psychic can use spawn locusts as an action. The Swarm Host
Condition Immunities charmed, exhaustion, frightened can uproot as a bonus action.
Senses darkvision 60 ft., tremorsense 60 ft., passive
perception 8 Spawn Locusts. The Swarm Host releases 3 (1d4 + 1)
Languages — locusts from within its incubator. Choose a different
Challenge 8 (3900 xp) unoccupied space within 25 feet of the swarm host for
each locust, if no space is available the locust dies. The
locusts act on the swarm hosts initiative starting the
following turn. The Swarm Host can choose a set of
either Carrion Locusts or Creeper Locusts.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 12 (+1) 4 (-3) 4 (-3) 4 (-3) 6 (-2) 12 (+1) 12 (+1) 4 (-3) 4 (-3) 4 (-3)