Brotter24
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Has anyone statted out Zerg creatures for the game? I've asked in other places and get a rather unhelpful "Just use the Swarm and flavor it." I've done a little work myself on some, and would like to share for thoughts.
Zergling CR 1/2
XP 200
Genderless Zerg
CN Tiny Abberation (Swarm)
Init +3 Senses Darkvision 60 Ft. Perception +4
DEFENSE
HP 13
EAC 10
KAC 12
Fort +4
Ref +4
Will +0
Immunities: Swarm Immunities
Defense Abilities: Swarm Defense
OFFENSE
Speed 40ft.
Melee Swarm attack (1d4+6+2(Str) P)
Space 10ft.; Reach 0ft.
Special Attack: Distraction (DC9)
STATISTICS
Str +2
Dex +3
Con +1
Int +0
Wis +0
Cha +0
Skills: Athletics +9; Intimidate +4; Stealth +4
Languages: Limited Telepath(Hive Minded)
Hive Minded(EX)
The Zerg have a constant connection to each other that allows them to know what other Zerg see and here. This ability can be spread across many hive swarms, but only if the controlling mind behind the hive swarm allows this 'sense' to be shared with hive swarms that it does not control.
Let me know of any suggestions or ideas, I'm planning to try and get all the Zerg critters statted out, just a work in progress.
Brotter24
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Update on this creature, under the advisement of several people I've discussed it with, I've changed their size to medium and removed the swarm traits. I've also given it a burrow speed of 0 ft and fast healing 3 while burrowed
Burrow The Zerg can burrow underground to gain enhanced healing and use abilities unique to specific mutation strains.
Fast Healing (Ex) The Zerg are possessed of an advanced healing ability, however this ability is further enhanced by submerging itself in the ground. A Zerg creature only gains the specified fast healing while 'burrowed'
I've also given it 2 claw attacks at +7 and 1d6+2 piercing damage.
| Isaac Zephyr |
Not a bad start. I know someone was working on a 5e D&D version of the Zerg as well. They focused more on the base Zerg lore rather than trying to recreate each individual creature as a monster.
As a Zerg fan myself (live for the swarm!) I'd probably start with the creep and hives. Treat them like a pseudo-starship, so a hive has a tier ranging from 1/4 to 20 that influences the types of Zerg it can spawn. Something like a base Zergling (or more appropriately 2 Zerglings) only needs a hive with tier equal to their CR for the base, then use the Starship CP to be able to further customize things.
Example, a base creep would have the standard hive (equivalent to the power core and required) which can spawn 3 larvae per day/hour/minute (balance testing would be required). From there the equivalent ship build points could be used for a spawning pool (to create Zerglings) and an evolution chamber. The evolution chamber could either offer "all zerg from this hive have +1 an attack and damage rolls" or alternatively "zerg from this hive recieve plus 1 CP". CP was on a number of Pathfinder creatures and allowed the GM to customize them. So that 1 CP could be used on Evolved Claws: +1 on attack and damage rolls with the zerg's Claw attacks, or Evolved Carapace: the Zerg gains +2 to their KAC. Burrow and the enhanced healing could also be purchasable with CP, allowing each Zerg to be unique and playing to their in-universe lore. More powerful abilities of course cost more CP, example taking from Starcraft 2, for 2 or 3 CP they could have a trait Incorporated Adaptation: the Zerg gains an (Ex) ability from another creature native to the current planet.
From there you could just run through the Zerg one by one and map out their various abilities. From their, give them a size based CP and HD value (Tiny 1 HD, 1 CP for example, going up with each size category) and assign the CR for size with +1 for each 2 CP you give it additionally (see the Necrocraft or Animated Object from Pathfinder). With that done, you then put together each Zerg base creature to make the power baseline for a GM wanting to use the "vanilla" Zerg.
Only other thing I would add after would be to play off their hive mind. If their hive is destroyed, all remaining Zerg creatures become feral. Their Int drops to 3 (or - if you want to go full mindless) and the become extra susceptible to psychic attacks/telepathic suggestion. I wpuld have the alignment for all Zerg either flat Neutral (as they are more like animals on their own) or Lawful Neutral. As much as Abberations look pretty chaotic, the Zerg have always had a strict heirarchy (Overmind/Kerrigan > Cerebrate > Buildings so on...). Kerrigan's Zerg would be more likely Lawful Evil, where the original Overmind's Lawful Neutral. She desired revenge and universal dominion after her betrayal, and all the Overmind wanted was to incorporate the Protos to create the untimate life form (the Zerg being the perfect physical creature, and the Protos being perfect spiritually and closer to their god. This lore runs really deep).
Just my thoughts on it anyway. :P
| KuroSapphire |
Has anyone statted out Zerg creatures for the game? I've asked in other places and get a rather unhelpful "Just use the Swarm and flavor it." I've done a little work myself on some, and would like to share for thoughts.
Zergling CR 1/2
XP 200
Genderless Zerg
CN Tiny Abberation (Swarm)
Init +3 Senses Darkvision 60 Ft. Perception +4DEFENSE
HP 13
EAC 10
KAC 12
Fort +4
Ref +4
Will +0
Immunities: Swarm Immunities
Defense Abilities: Swarm DefenseOFFENSE
Speed 40ft.
Melee Swarm attack (1d4+6+2(Str) P)
Space 10ft.; Reach 0ft.
Special Attack: Distraction (DC9)STATISTICS
Str +2
Dex +3
Con +1
Int +0
Wis +0
Cha +0
Skills: Athletics +9; Intimidate +4; Stealth +4
Languages: Limited Telepath(Hive Minded)Hive Minded(EX)
The Zerg have a constant connection to each other that allows them to know what other Zerg see and here. This ability can be spread across many hive swarms, but only if the controlling mind behind the hive swarm allows this 'sense' to be shared with hive swarms that it does not control.Let me know of any suggestions or ideas, I'm planning to try and get all the Zerg critters statted out, just a work in progress.
I was browsing around for alien's to add to Starfinder and I found this piece on zerg. http://knowdirectionpodcast.com/2017/10/monstrous-physique-zerg-part-1/
Valkyn Highwind
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Here's proper links to all three zerg postings at Know Direction.
Know Directon - Monstrous Physique - Zerg, Part 1 (Zergling, Drone, Overlord, Scourge)
Know Directon - Monstrous Physique - Zerg, Part 2 (Hydralisk, Lurker, Defiler, Ultralisk)
Know Directon - Monstrous Physique - Zerg, Part 3 (Mutalisk, Guarding, Devourer, Queen, Zerg-Infested Template Graft)