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The Zerg

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)

Saving Throws Con +5


Zerg Larva Damage Resistance acid, cold, fire, lightning;
bludgeoning, piercing, and slashing from
Tiny aberration, neutral evil
nonmagical weapons
Armor Class 20 (natural armor) Damage Immunities poison, psychic
Hit Points 5 (1d4 + 3) Condition Immunities blinded, charmed, deafened,
Speed 10 ft. exhaustion, frightened, prone, poisoned
Senses blindsight 10 ft. (blind beyond this radius),
passive perception 8
STR DEX CON INT WIS CHA Languages —
Challenge 0 (10 XP)
4 (-3) 8 (-1) 16 (+3) 4 (-3) 6 (-2) 4 (-3)

Saving Throws Con +5


Damage Resistance acid, cold, fire, lightning;
.
bludgeoning, piercing, and slashing from
nonmagical weapons Zerg Metamorphosis
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, When a Zerg Larva enters metamorphosis, it
exhaustion, frightened, prone, poisoned spends a number of rounds in a Zerg Egg,
Senses blindsight 10 ft. (blind beyond this radius), determined by the final creature, before hatching.
passive Perception 8 Each of these creatures must be morphed from a
Languages — larva, unless otherwise specified in parenthesis.
Challenge 0 (10 XP)

Actions Zerg Entity Number of Rounds


Metamorphosis. The Larva can morph into multiple Drone 5 (30 seconds)
Zerg creatures, becomg a Zerg Egg for a number of Zergling 5 (30 seconds)
rounds depending on the chosen creature.
Roach 10 (1 minute)
Hydralisk 20 (2 minutes)
Queen 20 (2 minutes)
Infestor 20 (2 minutes)
Aberration 30 (3 minutes)
Swarm Host 40 (4 minutes)
Ultralisk 100 (10 minutes)

Baneling (Zergling) 5 (30 seconds)


Ravager (Roach) 10 (1 minute)
Lurker (Hydralisk) 10 (1 minute)

Spine Crawler (Drone) 50 (5 minutes)


Spore Crawler (Drone) 50 (5 minutes)
The Drone
The original Drone organisms were initially inducted into the Drone
Swarm to serve as resource gatherers. Engineered with the Small aberration, neutral evil
Larvae’s ability to break down their own genetic code, drones Armor Class 11
can transform themselves into rudimentary Zerg structures. Hit Points 9 (2d6 + 2)
These structures house and nourish larva awaiting their Speed 30 ft., burrow 5 ft.
metamorphosis, hold and sequence collected genetic
samples, facilitate restructuring of strains and guiding the
evolution of the swarm, and serve as mobile defensive STR DEX CON INT WIS CHA
structures for a hive or other important locations. A mutating 12 (+1) 12 (+1) 12 (+1) 8 (-1) 6 (-2) 4 (-3)
Drone needs creep to provide nourishment and biomass to
support its new form. Like Larvae, Drones are controlled by Damage Immunities psychic
the Overlords, who monitor their progress through a type of Condition Immunities charmed, exhaustion,
instinctive telepathy. Drones are single-minded about their frightened
tasks, diligently working even in the face of raging combat Senses darkvision 60 ft., passive perception 8
and the possible destruction of the Hive Languages —
Challenge 1/4 (50 XP)

Creep Nourishment. The Drone regains 4 (1d6 + 1)


hit points at the start of its turn if it is standing on
creep and has at least 1 hit point.

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

Armor Class 16 (natural armor) Armor Class 16 (natural armor)


Hit Points 190 (20d12 + 60) Hit Points 190 (20d12 + 60)
Speed 10 ft. Speed 10 ft.

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)

Damage Immunities psychic Damage Immunities psychic


Damage Resistance bludgeoning, piercing, and Damage Resistance bludgeoning, piercing, and
slashing from nonmagical weapons slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened frightened
Senses tremorsense 60 ft., passive perception 8 Senses blindsight 60 ft., passive perception 8
Languages — Languages —
Challenge 10 (5900 XP) Challenge 10 (5900 XP)

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)

Swarm of Zerglings Senses darkvision 120 ft., passive perception 8


Languages —
Medium Swarm of Small aberrations, neutral evil
Challenge 2 (450 XP)
Armor Class 12
Hit Points 33 (6d8 + 6) Swarm. The Swarm can occupy another creature's
Speed 50 ft., burrow 5 ft. space and vice versa, and the swarm can move through
any opening large enough for a Small Zergling. The
swarm can't regain hit points or gain temporary hit
STR DEX CON INT WIS CHA points.
12 (+1) 14 (+2) 12 (+1) 8 (-1) 6 (-2) 4 (-3)
Actions
Saving Throws Dex +4 Claws. Melee Weapon Attack: +4 to hit, reach 0 ft., one
Damage Resistances bludgeoning, piercing, slashing creature in the swarm's space. Hit: 15 (6d4) slashing
Damage Immunities psychic damage or 7 (3d4) slashing damage if the swarm has
Condition Immunities charmed, exhaustion, frightened, half of its hit points or fewer.
paralyzed, petrified, prone, restrained, stunned
_

Baneling
Small aberration, neutral evil

Armor Class 11
Hit Points 18 (4d6 + 4)
Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 8 (-1) 6 (-2) 4 (-3)

Damage Immunities psychic


Condition Immunities charmed, exhaustion,
frightened
Senses darkvision 60 ft., passive perception 8
Languages —
Challenge 1 (200 xp)

Erupting Demise. When the Baneling dies, it


explodes in a 10-foot radius circle centered on
itself. Each creature in that area must make a DC 12
dexterity saving throw, taking 5 (2d4) acid damage
on a failed save, or half as much damage on a
successful one.
Siege Monster. The Baneling deals double damage
to objects and structures.
Splitter Strain. When the Baneling dies, two lesser
Banelings spawn from its corpse and act on its next
initiative. They share the same stats and abilities
(minus this ability) and they have 1 maximum hit
point.
Tunneler. The Baneling can burrow through solid
rock at half its burrow speed and leaves a 1-foot-
diameter tunnel in its wake.

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

Ravager Responsive Creep. The Ravager gains 10 to its speed


while on creep.
Large aberration, neutral evil

Armor Class 14 (natural armor) Actions


Hit Points 51 (6d10 + 18) Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 30 ft., burrow 5 ft. target. Hit: 6 (1d8 + 2) slashing damage
Plasma Discharge. Ranged Weapon Attack: +4 to hit,
STR DEX CON INT WIS CHA range 60/240 ft., one target. Hit: 5 (1d6 + 2)
14 (+2) 14 (+2) 16 (+3) 10 (0) 6 (-2) 4 (-3) Corrosive Bile (Recharge 5-6). The Ravager launches a
gob of corrosive bile at a point it can see within 120
Saving Throws Con +5 feet of it. Each creature in a 20-foot-radius sphere
Damage Immunities psychic centered on that point must make a DC 13 dexterity
Condition Immunities charmed, exhaustion, frightened saving throw. A creature takes 10 (4d4) acid damage
Senses darkvision 60 ft., passive perception 8 on a failed save, or half as much damage on a
Languages — successful one. The affected area is covered with acid
Challenge 2 (450 xp) until the end of the ravagers next turn. When a creature
enters the area for the first time on a turn or starts its
Creep Nourishment. The Ravager regains 8 (1d10 + 3) turn there, it takes 2d4 acid damage.
hit points at the start of its turn if it is standing on
creep and has at least 1 hit point.
Hydralisk Creep Nourishment. The Hydralisk regains 6 (1d8 + 2)
hit points at the start of its turn if it is standing on
Medium aberration, neutral evil
creep and has at least 1 hit point.
Armor Class 15 (natural armor) Metamorphosis. The Hydralisk can morph into a lurker.
Hit Points 65 (10d8 + 20)
Speed 25 ft., burrow 5 ft. Responsive Creep. The Hydralisk gains 15 to its speed
while on creep.
Surprise Attack. If the Hydralisk attacks a creature with
STR DEX CON INT WIS CHA advantage and hits it, the target takes an extra 7 (2d6)
12 (+1) 16 (+3) 14 (+2) 10 (0) 6 (-2) 4 (-3) damage from the attack.

Saving Throws Dex +5 Actions


Damage Immunities psychic Multiattack. The Hydralisk makes two attacks, using
Condition Immunities charmed, exhaustion, frightened either its claws or its needle spines.
Senses darkvision 60 ft., passive perception 8
Languages — Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Challenge 3 (700 xp) target. Hit: 12 (2d8 + 3) slashing damage
Needle Spines. Ranged Weapon Attack: +5 to hit, range
Ambusher. The Hydralisk has advantage on attacks rolls 80/320 ft., one target. Hit 10 (2d6 + 3) acid damage
against any creature that hasn't acted yet.

Lurker Responsive Creep. The Lurker gains 10 to its speed


while on creep.
Large aberration, neutral evil
Subterranean Ambusher. The Lurker must be burrowed
Armor Class 15 (natural armor) in order to make its attack.
Hit Points 85 (10d10 + 30)
Speed 30 ft., burrow 15 ft. Actions
Impaler Strain. The Lurker sends forth a massive
STR DEX CON INT WIS CHA tentacle that erupts at a point up to 120 feet away.
Each creature within 5 feet of the target must make a
12 (+1) 16 (+3) 16 (+3) 10 (0) 6 (-2) 4 (-3) DC 14 Dexterity saving throw. On a failed save, a
creature takes 18 (4d8) piercing damage and is
Saving Throws Con +6 knocked prone. On a successful save, a creature takes
Damage Immunities psychic half as much damage and is not knocked prone.
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., tremorsense 120 ft., passive Seismic Spines. The Lurker releases spines in a 40-foot
perception 8 line that is 5 feet wide. Each creature in that line must
Languages — make a DC 14 dexterity saving throw. On a failed save,
Challenge 5 (1800 xp) a creature takes 14 (4d6) piercing damage and is
knocked prone. On a successful save, a creature takes
Creep Nourishment. The Lurker regains 8 (1d10 + 3) hit half as much damage and is not knocked prone.
points at the start of its turn if it is standing on creep
and has at least 1 hit point.
Queen Qctions
Large aberration, neutral evil Talons. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 8 (1d12 + 2) piercing damage.
Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36) Acid Spines. Ranged Weapon Attack: +5 to hit, range
Speed 15 ft. 80/320 ft., one target. Hit: 7 (1d10 + 2) acid damage
Infuse (Recharge 1-2). The Queen spews a liquid
STR DEX CON INT WIS CHA secretion at a creature it can see within 30 feet of it.
The secretion restores 22 (3d10 + 6) hit points to the
12 (+1) 14 (+2) 16 (+3) 14 (2) 10 (0) 6 (-2) target.

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.

Aberration Spawning Demise. When the Abomination dies, two


Banelings spawn from its corpse and act on its next
Huge aberration, neutral evil
initiative.
Armor Class 16 (natural armor) Responsive Creep. The Abomination gains 10 to its
Hit Points 152 (16d12 + 48) speed while on creep.
Speed 30 ft.
Towering. Opportunity attacks against the Abomination
are made at disadvantage. The Abomination can
STR DEX CON INT WIS CHA occupy another creature's space and can move through
another creature's space at normal speed if they are
16 (+3) 12 (+1) 16 (+3) 6 (-2) 6 (-2) 4 (-3) size Medium or smaller. While occupying the same
space as another friendly creature, that creature gains
Saving Throws Con +6 the benefits of three-quarters cover (+5 to AC and
Damage Immunities psychic Dexterity saving throws.)
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive perception 8 Actions
Languages —
Challenge 8 (3900 xp) Multiattack. The Abomination makes three attacks with
its claws.
Creep Nourishment. The Abomination regains 8 (1d10 Claws. Melee Weapon Attack: +6 to hit, reach 10 ft.,
+ 3) hit points at the start of its turn if it is standing on one target. Hit 10 (2d6 + 3).
creep and has at least 1 hit point.
Infestor Spawn Infested. The Infestor releases 3 (1d4 + 1)
Infested from within its storage sacs. Choose a
Large aberration, neutral evil
different unoccupied space within 20 feet of the
Armor Class 15 (natural armor) Infestor for each Infested, if no space is available the
Hit Points 104 (16d10 + 16) Infested dies. The Infested act on the Infestors
Speed 30 ft., burrow 30 ft. initiative starting the following turn.
Fungal Growth (Recharge 5-6). The Infestor spews a
liquified solution of fungal spores at a point it can see
STR DEX CON INT WIS CHA within 60 feet of it. Each creature in a 20-foot-radius
8 (-1) 12 (+1) 12 (+1) 14 (2) 10 (0) 6 (-2) sphere centered on that point must make a DC 15
Dexterity saving throw. on a failed save, a creature
Saving Throws Wis +3 takes 15 (6d4) acid damage immediately and 7 (3d4)
Damage Immunities psychic acid damage at the beginning of its next turn, and is
Condition Immunities charmed, exhaustion, frightened immediately covered in fungal spores for 1 minute. On
Senses darkvision 60 ft., tremorsense 60 ft., passive a successful save, a creature takes 7 (3d4) acid damage
perception 8 immediately and suffers no other effects. Any attack
Languages — roll against a creature covered in fungal spores has
Challenge 6 (2300 xp) advantage if the attacker can see it, and the creature
can't benefit from being invisible.
Creep Nourishment. The Infestor regains 6 (1d10 + 1) Neural Parasite (1/day). The Infestor attempts to take
hit points at the start of its turn if it is standing on control of a humanoid it can see within 30 feet of it.
creep and has at least 1 hit point. The target must succeed on a DC 15 Wisdom saving
throw or become charmed by the infestor who can use
Responsive Creep. The Infestor gains 10 to its speed its action to exert precise control over the target, as if
while on creep. by the Dominate Person spell. Each time the target
takes damage, it can make a DC 15 Wisdom saving
Actions throw to break the charm. The effect fails if the target
Consume. The Infestor can ingest a friendly zerg unit of and Infestor move more than 60 feet apart.
size medium or smaller, killing the creature. Upon
ingestion, the Infestor gains hit points equal to 5 times
the hit die of the ingested creature. Additionally, a
medium creature will give the Infestor another use of
Neural Parasite, and a small creature will instantly
recharge the Fungal Growth ability.

Infested
Small aberration, neutral evil

Armor Class 9
Hit Points 22 (4d6 + 8)
Speed 20 ft.

STR DEX CON INT WIS CHA


12 (1) 8 (-1) 14 (+2) 4 (-3) 4 (-3) 4 (-3)

Damage Immunities psychic


Condition Immunities charmed, exhaustion,
frightened
Senses darkvision 60 ft., passive perception 8
Languages —
Challenge 1/4 (50 xp)

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.

Carrion Locust Creeper Locust


Tiny aberration, neutral evil Tiny aberration, neutral evil

Armor Class 11 Armor Class 11


Hit Points 14 (4d4 + 4) Hit Points 14 (4d4 + 4)
Speed 30 ft, fly 30 ft. Speed 25 ft, fly 25 ft.

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)

Damage Immunities psychic Damage Immunities psychic


Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened frightened
Senses darkvision 60 ft., passive perception 8 Senses darkvision 60 ft., passive perception 8
Languages — Languages —
Challenge 1/4 (50 xp) Challenge 1/4 (50 xp)

Actions Erupting Demise. When the Creeper Locust dies, it


explodes in a 10-foot radius circle centered on
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., itself. Each creature in that area must make a DC 12
one target. Hit: 4 (1d6 + 1) slashing damage dexterity saving throw, taking 10 (4d4) acid
damage on a failed save, or half as much damage on
Acid Saliva. Ranged Weapon Attack: +3 to hit, range a successful one.
30/120 ft., one target. Hit 4 (1d6 + 1) acid damage
Actions
Explode The Creeper Locust detonates where it is
standing, triggering its Erupting Demise ability.
Ultralisk Actions
Gargantuan aberration, neutral evil Multiattack. The Ultralisk makes four attacks with its
kaiser blades.
Armor Class 18 (natural armor)
Hit Points 248 (16d20 + 80) Kaiser Blades. Melee Weapon Attack: +10 to hit, reach
Speed 40 ft., burrow 5 ft. 10 ft., one target. hit 15 (2d10 + 5).
Burrow Charge (Recharge 5-6). The Ultralisk quickly
STR DEX CON INT WIS CHA burrows and charges through the earth to a point
within 60 feet of it, upon where it emerges. Each
20 (+5) 8 (-1) 20 (+5) 6 (-2) 6 (-2) 4 (-3) creature within 5 feet of the Ultralisk when it emerges
must make a DC 18 Dexterity saving throw. On a failed
Saving throws Str +10, Con +10 save the creature takes 30 (6d10) bludgeoning
Damage Resistance acid, fire; bludgeoning, piercing, damage and is pushed 10 feet away and knocked
and slashing from nonmagical weapons prone. On a successful save, the creature takes half as
Damage Immunities psychic much damage and is pushed 20 feet away, but is not
Condition Immunities charmed, exhaustion, frightened, knocked prone.
grappled, paralyzed, poisoned, restrained, stunned
Senses darkvision 60 ft., passive perception 8 Legendary Actions
Languages —
Challenge 15 (13000 XP) The Ultralisk can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
Creep Nourishment. The Ultralisk regains 15 (1d20 + 5) another creature's turn. The Ultralisk regains spent
hit points at the start of its turn if it is standing on legendary actions at the start of its turn.
creep and has at least 1 hit point.
Stomp. Each creature adjacent to the Ultralisk must
Responsive Creep. The Ultralisk gains 10 to its speed succeed on a DC 18 Dexterity saving throw or be
while on creep. knocked prone.
Siege Monster. The Ultralisk deals double damage to Tissue Assimilation. The Ultralisk makes an attack with
objects and structures. its Kaiser Blades, regaining hit points equal to the
Chrysalis Strain (1/day). If the Ultralisk is destroyed, it amount of damage dealt.
enters a chrysalis state for 8 rounds, after which it Noxious Strain (Costs 2 Actions). The Ultralisk emits a
regains all its hit points and becomes active again. The noxious cloud of poisonous gas in the area directly
chrysalis has an AC of 18, 80 hit points and a 10 for around itself. Each creature adjacent to the Ultralisk
each stat. If the chrysalis is destroyed, the Ultralisk also must make a DC 18 constitution saving throw, taking
dies. 14 (4d6) poison damage on a failed save, or half as
much damage on a successful one.

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