JPlayah
2016-02-17, 12:12 AM
Zerg (racial class)
Alignment: Any.
Hit Die: d8.
Race: Zerg.
Table: The Zerg
Hit Die: d8
Level
Base
Attack Bonus
Saving Throws
Special
Quick Mutation Sets
Mutation Points
Fort
Ref
Will
1st
+0
+2
+0
+2
Mutation, Rapid Metabolism
0
3
2nd
+1
+3
+0
+3
Bonus Feat, Quick Mutation
1
4
3rd
+2
+3
+1
+3
1
6
4th
+3
+4
+1
+4
Rapid Regeneration 1
1
7
5th
+3
+4
+1
+4
Bonus Feat
1
9
6th
+4
+5
+2
+5
2
10
7th
+5
+5
+2
+5
2
12
8th
+6/+1
+6
+2
+6
Bonus Feat
2
13
9th
+6/+1
+6
+3
+6
2
15
10th
+7/+2
+7
+3
+7
Rapid Regeneration 2
3
16
11th
+8/+3
+7
+3
+7
Bonus Feat
3
18
12th
+9/+4
+8
+4
+8
3
19
13th
+9/+4
+8
+4
+8
3
21
14th
+10/+5
+9
+4
+9
Bonus Feat
4
22
15th
+11/+6/+1
+9
+5
+9
4
24
16th
+12/+7/+2
+10
+5
+10
Rapid Regeneration 3
4
25
17th
+12/+7/+2
+10
+5
+10
Bonus Feat
4
27
18th
+13/+8/+3
+11
+6
+11
5
28
19th
+14/+9/+4
+11
+6
+11
5
30
20th
+15/+10/+5
+12
+6
+12
Bonus Feat
5
31
Class Skills (4 + Int modifier per level, ×4 at 1st level): Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Class Features
All the following are class features of the zerg.
Weapon and Armor Proficiency: Zerg are proficient with their mutations, but not with any manufactured weapons, armor, or shields.
Mutation: 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 mutations and ensure that it adapts to survive, no matter what challenges it may face.
As a zerg increases in level, it gains mutation points as shown on its class table, which are used to select mutations from a list given below. Each time the zerg gains a level in this class, the zerg may assign new points and reassign previous points to create a new set of mutations as desired.
Each mutation has prerequisites, as given in its description. Mutations and their descriptions are found below the class features.
Each mutation costs a certain number of mutation points. Some mutations can be taken multiple times to gain additional benefits, as given in their descriptions. The total cost of the mutations a zerg selects cannot exceed the number of mutation points available to it. Once mutations have been chosen, they cannot be undone until the zerg reaches a higher level and gains additional mutation points, at which point it can reassign all of its mutation points as it sees fit.
In its basic form without any mutations, a zerg is a medium creature with no limbs. It can slither along the ground like a snake at a speed of 10 feet per move action and it has a bite attack which deals slashing damage equal to 1d6 + Str.
A zerg can take the limb mutation to gain a new pair of limbs in the form of either arms or legs. Several mutations affect a zerg’s limbs, such as by giving it claws or pincers. A zerg may only have one such mutation on each pair of limbs it has unless stated otherwise.
Because of the way a zerg uses its natural weapons, they are treated as manufactured weapons for the purpose of using the Multiweapon Fighting feat. A zerg qualifies for this feat if it has three or more natural weapons. A zerg’s natural weapons are categorized as being equivalent to light, one-handed, or two-handed weapons rather than being described as primary or secondary attacks, and the number of attacks a zerg can make using the full attack option is determined by its base attack bonus. The zerg can gain additional attacks through the use of feats such as Two-Weapon Fighting and Multiweapon Fighting in the same way that other characters can.
When a zerg makes a Strength-based check to pull, push, or lift an object with its arms, it adds ½ its Strength bonus to the check result for each additional pair of arms or tentacles it has. It also adds ½ its Strength bonus to the check result if it has the tail mutation, and again if it has the adhesive tongue mutation. This bonus does not apply to grapple checks. A body part can only be used to assist in a Strength check if it has not been used to make an attack in the same round.
All mutations are extraordinary abilities unless stated otherwise.
Rapid Metabolism: At 1st level, a zerg gains Rapid Metabolism as a bonus feat.
Bonus Feat: At 2nd level and every 3 levels after, a zerg gains a bonus feat. A zerg may choose any feat it qualifies for when selecting a bonus feat. Monstrous feats which require certain characteristics (wings, a minimum number of limbs, etc.) function only when the zerg meets those requirements.
Quick Mutation (Su): 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.
To prepare a quick mutation set, a zerg decides on a number of mutation points to reassign. A zerg can use any unassigned mutation points it may have plus a number of mutation points that are already assigned equal to ½ the zerg’s class level + ½ the zerg’s Constitution modifier. The zerg must choose which existing mutations it will lose in order to free up the assigned mutation points it wishes to access, if any, when it prepares the quick mutation set. The zerg then chooses how it will reassign its newly freed mutation points, choosing from any mutations it has access to. The zerg repeats this process for each quick mutation set it is preparing. This entire process takes 1 hour. A zerg can skip this process if it wishes to keep all of its prepared quick mutation sets from the previous day.
Once a zerg has prepared its quick mutation sets, it can use them. Performing a quick mutation is a full-round action. During this process, a zerg secretes a liquid from its skin which forms a tough cocoon around it, giving it damage reduction X/- and resistance to acid, cold, electricity, fire, and sonic X, where X is ½ its class level. 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 1 minute per class level plus a number of minutes equal to the zerg’s Constitution modifier, 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 mutations. 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.
Rapid Regeneration (Su): At 4th level, a zerg can energize its cells to quickly heal itself. A zerg can activate this process as a move action, causing it to gain fast healing 1 for a number of rounds equal to ½ its class level plus its Constitution bonus. At 10th level, the zerg gains fast healing 2 instead, and at 16th level it gains fast healing 3 when it activates this ability. This ability is usable 3 times per day.
Mutation List
Mutations are sorted by the number of mutation points they cost and then alphabetically.
1-point mutations
Air Bladder: 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 a full-round action. The zerg can also release 5 minutes’ worth of stored air as a standard action to disperse any fog, clouds, or other gases in a 15 foot cone. Prerequisites: 2nd level.
This mutation 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.
Climbing Hooks: The zerg gains a number of hooks on its arms, giving it a +5 bonus on Climb checks made to scale surfaces. This mutation does not prevent the zerg from also having claws or some other mutation on its arms. Prerequisites: 1st level, arms.
This mutation can be taken again at 3rd level, giving the zerg a climb speed of 20 feet per move action. Each additional acquisition after this increases the zerg’s climb speed by another 10 feet per move action.
Claws: The zerg gains claws on one pair of arms, which are treated as light weapons. Each attack deals slashing damage equal to 1d8 + Str. Prerequisites: 1st level, arms.
This mutation can be taken multiple times.
Displacement Pads: The zerg’s feet spread its weight over a larger area. The zerg does not treat gravel, sand, or snow as difficult terrain. Prerequisites: 2nd level, legs.
Gills: The zerg develops gills, allowing it to breathe underwater. Prerequisites: 3rd level.
Hooves: The zerg gains hooves on one pair of legs, which are treated as one-handed weapons. Each attack deals bludgeoning damage equal to 1d4 + Str. Each pair of hooves also increases the zerg’s land speed by 5 feet per move action and gives it a +1 bonus on opposed Strength checks and on melee attack rolls while charging on land. Prerequisites: 2nd level, legs.
This mutation can be taken multiple times.
Limbs: The zerg gains either a pair of arms or a pair of legs. Arms allow the zerg to wield weapons and manipulate objects. The zerg can also make unarmed attacks which deal bludgeoning damage equal to 1d4 + Str. Legs increase the zerg’s speed by 10 feet per move action and allow it to run. Prerequisites: 1st level.
This mutation can be taken two times plus an additional time for every 4 class levels the zerg has.
Pincers: The zerg gains pincers on one pair of arms, which are treated as light weapons. Each attack deals bludgeoning damage equal to 1d6 + Str. The zerg also gains a +2 bonus on grapple checks and on Strength checks made to pull, drag, lift, or hold onto objects using its arms for each pair of pincers it has. Prerequisites: 1st level, arms.
This mutation can be taken multiple times.
Shield Plates: One pair of the zerg’s forearms become covered in bony plates, giving it a +1 shield bonus to AC. This mutation does not prevent the zerg from also having claws or some other mutation on its arms. A zerg can protect itself with these plates as though it was using a buckler. Prerequisites: 1st level, arms.
This mutation can be taken again at 4th level, giving the zerg a +2 shield bonus to AC instead. The zerg can also make a shield bash attack with each arm which deals bludgeoning damage equal to 1d4 + Str. This is treated as a light weapon.
Spike Spores: The zerg can spit a number of spores at a 5-foot square within 30 feet of it as a standard 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 10 + ½ the zerg’s class level + 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. Prerequisites: 2nd level.
This mutation 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.
Spines: The zerg grows a number of spines on its body, which it can launch at enemies. The zerg can launch one spine as a standard action, making a ranged attack roll to hit the target. Spines deal 1d4 points of piercing damage and have a range increment of 20 feet. Prerequisites: 1st level.
This mutation can be taken again at 4th level, plus an additional time for every 2 levels beyond 4th. Each additional acquisition allows the zerg to launch one more spine every time it uses this ability, and the zerg can divide the spines among multiple targets. All targets must be within 10 feet of each other for the zerg to launch spines at them. The zerg makes a separate attack roll for each target. A successful attack roll indicates that all spines launched at a target hit, and the zerg rolls damage dice accordingly.
Tail: The zerg gains a long, prehensile tail. It can use its tail to make skill checks that would normally require it to use its hands, applying half its Strength bonus and half its Dexterity bonus to such checks as applicable. It is not able to wield manufactured weapons with its tail, but it can grab and move objects by coiling around them. Prerequisites: 1st level.
This mutation can be taken again at 3rd level, allowing the zerg to apply its full Strength bonus to all checks and rolls involving its tail. It also gains a slam attack with its tail which deals bludgeoning damage equal to 1d8 + 1.5*Str. This is treated as a two-handed weapon.
This mutation can be taken a third time at 5th level, allowing the zerg to reach up to 10 feet with its tail. It can use its tail as a normal or reach weapon which deals bludgeoning damage equal to 2d6 + 1.5*Str. If the zerg hits an opponent with its tail attack, it can immediately make a trip attempt against that opponent with a +2 bonus on its Strength check.
Tail Claw: The zerg gains a simple grabbing claw on the end of its tail, allowing it to wield manufactured weapons with it and apply its full Dexterity bonus to skill checks involving its tail. The zerg takes a -2 penalty on its attack roll when wielding manufactured weapons in this way. Prerequisites: 4th level, tail.
Talons: The zerg gains talons on one pair of legs, which are treated as one-handed weapons. Each attack deals slashing damage equal to 1d8 + Str. The zerg also gains a +1 bonus on attack rolls and grapple checks while it has a creature pinned or while flying for each pair of talons it has. The zerg also gains a +2 bonus on Climb checks for each pair of talons it has. Prerequisites: 8th level, legs.
This mutation can be taken multiple times.
Tentacle Blades: One pair of the zerg’s tentacles develop large blades, which are treated as light weapons. Each attack deals slashing damage equal to 1d8 + Str. Tentacles with this mutation cannot be used to manipulate objects or wield manufactured weapons. Prerequisites: 5th level, tentacles.
This mutation can be taken multiple times.
This mutation can be taken again on each pair of tentacles at 8th level, allowing the zerg to make a single attack with both tentacle blades on up to three enemies directly in front of it as a standard action. The zerg gets a +1 bonus on its attack roll. The attack deals slashing damage equal to 2d6 + 2*Str 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: One pair of the zerg’s tentacles develop hard knobs on the ends, which are treated as light weapons. Each attack deals bludgeoning damage equal to 1d8 + Str. Tentacles with this mutation cannot be used to manipulate objects or wield manufactured weapons. Prerequisites: 5th level, tentacles.
This mutation can be taken multiple times.
This mutation can be taken again on each pair of tentacles at 8th level, allowing the zerg to make a single attack with both tentacle clubs on two opponents which are adjacent to each other as a standard 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 bludgeoning damage equal to 1d6 + Str and dazes the opponent hit, causing him or her to be limited to taking only a standard or move action on his or her next turn. If both opponents are hit, they are knocked into each other and each one must succeed on a DC 15 Reflex save or fall prone.
Tentacle Spears: One pair of the zerg’s tentacles develop long, sharp points, which are treated as light weapons. Each attack deals piercing damage equal to 1d8 + Str. Tentacles with this mutation cannot be used to manipulate objects or wield manufactured weapons. Prerequisites: 5th level, tentacles.
This mutation can be taken multiple times.
This mutation can be taken again on each pair of tentacles at 8th level, allowing the zerg to make a single attack with both tentacle spears on an enemy as a standard action. The zerg gets a +1 bonus on its attack roll and 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 Reflex save or land prone.
Tentacles: One pair of the zerg’s arms become tentacles, allowing the zerg to reach creatures and objects up to 10 feet away with them. The tentacles can still be used to lift, move, and manipulate objects, although the zerg takes a -2 penalty on attack rolls when attempting to wield manufactured weapons with them. Tentacles are not compatible with claws or other mutations specifically designed for arms. Mutations designed for tentacles can be applied to them instead. The zerg can make unarmed attacks with its tentacles, which deal bludgeoning damage equal to 1d4 + Str. Tentacles can be used as either normal or reach weapons. Prerequisites: 4th level, arms.
This mutation can be taken multiple times.
Tough Skin: The zerg’s skin becomes tough and leathery, giving it a +2 natural armor bonus to AC. Prerequisites: 1st level.
Trample: The zerg can make a free hoof attack against an opponent that it makes a successful overrun attempt against. Prerequisites: 3rd level, legs, hooves.
Web Walker: 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 a +5 bonus on Climb checks made to move on ropes or webs, and the zerg treats webs as ordinary ropes for the purpose of making Climb 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 mutation does not prevent the zerg from also having other mutations on its arms or legs. Prerequisites: 3rd level, climbing hooks.
Webbed Limbs: The zerg’s digits on one pair of arms or legs become webbed, increasing its swim speed by 10 feet per move action. Prerequisites: 5th level, swim speed.
This mutation can be taken multiple times.
2-point mutations
Acid Spray: The zerg can spray acid from glands in its mouth as a standard action, dealing acid damage equal to 1d6 + Con to an enemy within 15 feet on a successful ranged touch attack. Prerequisites: 3rd level.
This mutation can be taken an additional time for every 2 levels beyond 3rd. Each additional acquisition increases the acid damage dealt by 1d6 and increases the range by 5 feet.
Adaptive Plating: When injured, the zerg’s skin swells and toughens, sealing off gaps in its natural armor. The zerg gains damage reduction X/- whenever its hit points drop below half of their maximum value and for 10 minutes after its hit points exceed this amount, where X is either half its class level or its natural armor bonus to AC, whichever is lower. Prerequisites: 5th level, natural armor bonus to AC.
Adhesive Spores: The zerg can breathe a 15 foot cone of glowing spores as a standard 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 Reflex save (DC 10 + ½ the zerg’s class level + the zerg’s Dexterity modifier). The spores also provide shadowy illumination in a 5 foot radius. This ability is usable a number of times per day equal to the zerg’s class level. Prerequisites: 3rd level.
This mutation 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.
Adrenal Glands: The zerg can apply a Haste effect to itself once per day as a free action. This effect lasts a number of rounds equal to the zerg’s class level. Prerequisites: 4th level.
This mutation can be taken multiple times. Each additional acquisition provides another daily use of the Haste effect.
Aerial Body: 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 Reflex save. 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 circumstance bonus to AC while flying and its maneuverability while flying increases to good. Prerequisites: 10th level, fly speed.
Aquatic Body: The zerg can fight normally while underwater using its natural weapons. Its ability to maneuver and dodge is not affected by water resistance. In addition, the zerg gains a +1 circumstance bonus to AC while swimming, it can see 10 feet further than it could otherwise while underwater, and it does not risk taking damage from being in a high pressure environment. Prerequisites: 6th level, swim speed.
Arctic Body: The zerg’s speed is increased by 10 feet per move action and the zerg gains a +1 circumstance bonus on attack rolls and a +1 circumstance bonus to AC while on snow and ice. The zerg develops bony protrusions on its feet or scutes which dig into ice, allowing it to move normally on icy surfaces. If the zerg has digging claws, its burrow speed is increased by 10 feet per move action while digging in snow. Prerequisites: 4th level, displacement pads or scutes, temperature regulation.
Arm Blades: The zerg develops enormous blades on one pair of arms, which are treated as one-handed weapons. The zerg gets a +2 bonus on attack rolls with these weapons, and each attack deals slashing damage equal to 2d6 + Str. Arms with this mutation cannot manipulate objects or wield manufactured weapons. Prerequisites: 9th level, arms.
This mutation can be taken multiple times.
Armor Spikes: 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. Prerequisites: 7th level, natural armor bonus to AC.
This mutation can be taken again at 11th level, increasing the damage dealt to 2d6.
Banelings: The zerg’s spitbugs are replaced with banelings, which roll towards targets and explode, dealing acid damage. Prerequisites: 9th level, spitbugs.
Baneling
CN tiny aberration (zerg)
Init –; Senses: Listen +4, Spot +4
Languages: None (receives telepathic signals)
AC: 17, touch 15, flat-footed 14
(+3 Dex, +2 natural armor, +2 size)
HP: 15 (2d8+6)
Immunities: None
Saves: Fort +6, Ref +3, Will -2
Speed: 20 feet (4 squares)
Melee: Bite +3 (1d4-1 slashing)
Ranged: None
Space: 2 ½ ft.; Reach: 0 ft.
Base Attack: +2
Grapple: -7
Special Attacks: Detonate
Special Qualities: None
Abilities: Str 8, Dex 16, Con 16, Int 2, Wis 6, Cha 6
Feats: None
Skills: Intimidate +5, Listen +4, Spot +4
Detonate (Ex): As a standard action, a baneling can detonate the acid sacs in its abdomen. This kills the baneling and deals 2d6+3 points of acid damage in a 5 foot radius burst. Creatures caught in the area can attempt a DC 15 Reflex save for half damage.
Battering Claws: The zerg develops enormous bony protrusions on one pair of arms, which are treated as one-handed weapons. Each attack deals bludgeoning damage equal to 2d6 + Str. 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. Creatures can avoid being thrown by succeeding on a Strength check (DC 10 + ½ the zerg’s class level + the zerg’s Strength modifier). The zerg can use both claws to make a piledriver attack on an object as a full-round action, dealing bludgeoning damage equal to 4d6 + 2*Str and ignoring up to 5 of the object’s hardness. Arms with this mutation cannot manipulate objects or wield manufactured weapons. Prerequisites: 10th level, arms.
This mutation can be taken multiple times.
Blinding Cloud: The zerg can release a jet of dense green vapor as a standard action which forms a 10 foot radius cloud centered on a point up to 30 feet away. The cloud provides total concealment and persists for 5 rounds or until blown away. Creatures that enter the cloud must succeed on a Fortitude save (DC 10 + ½ the zerg’s class level + the zerg’s Constitution modifier) or be blinded while it remains in the cloud and for 1 round after. A creature that makes a successful save is immune to this effect for 1 hour. Creatures within the cloud when it forms make their saves immediately. Zerg are immune to the blinding effect. This ability is usable a number of times per day equal to ½ the zerg’s class level. Prerequisites: 4th level.
This mutation 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.
Bone-Studded Carapace: The zerg develops bony studs which protect its body, giving it a +4 natural armor bonus to AC. Prerequisites: 2nd level.
Corrosive Bile: 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 5 times, and each new application of an acid damage-dealing ability on a creature resets the duration to 5 rounds. Prerequisites: 7th level, acid bomb or acid spray or fungal growth.
Darkvision: The zerg’s eyes can see into the infrared, allowing it to see up to 60 feet in total darkness. Prerequisites: 3rd level.
This mutation can be taken multiple times. Each additional acquisition increases the range of the zerg’s darkvision by 60 feet.
Desert Body: The zerg’s speed is increased by 10 feet per move action and the zerg gains a +1 circumstance bonus on attack rolls and a +1 circumstance bonus to AC while on sand. The zerg develops a filter over its nose and mouth which prevents the zerg from being harmed by sandstorms and allows it to drink salt water safely. The filter automatically lifts while the zerg is eating. If the zerg has digging claws, its burrow speed is increased by 10 feet per move action while digging in sand. Prerequisites: 4th level, displacement pads or scutes, temperature regulation.
Digging Claws: The zerg gains powerful digging claws on one pair of arms, giving it a burrow speed of 20 feet per move action. Prerequisites: 5th level, arms.
This mutation can be taken multiple times on the same pair of arms. Each additional acquisition increases the zerg’s burrow speed by 10 feet per move action.
Fins: The zerg develops fins, giving it a +10 bonus on Swim checks. Prerequisites: 3rd level.
This mutation can be taken again at 5th level, giving the zerg a swim speed of 20 feet per move action. Each additional acquisition after this increases the zerg’s swim speed by another 20 feet per move action.
Frost Jet: The zerg develops a specialized chamber which concentrates and stores urea produced by the kidneys. As a standard action, the zerg can pump water from its body into this chamber and release the mixture as a jet from a nearby orifice, making a ranged touch attack to hit a target within 15 feet. If this attack hits, the stream of water saps heat from the zerg’s target, dealing cold damage equal to 1d6 + the zerg’s Constitution modifier. This ability is usable a number of times per day equal to the zerg’s class level. Prerequisites: 4th level.
This mutation can be taken an additional time for every 2 levels beyond 4th. Each additional acquisition increases the cold damage dealt by 1d6 and grants a +1 bonus on attack rolls when using this weapon.
Fungal Growth: The zerg can breathe a narrow jet of fungus spores up to 30 feet as a standard action, making a ranged touch attack to hit its target. If the spores hit a creature, they quickly grow, trapping that creature unless it succeeds on a Fortitude save (DC 10 + ½ the zerg’s class level + the zerg’s Constitution modifier). A creature that that fails its save is dealt 1d6 points of acid damage per round and becomes entangled for 3 rounds. After 3 rounds, the fungus dies and falls off the creature or object it was attached to. The zerg can use this ability a number of times per day equal to 3 + its Constitution modifier (minimum 3). Prerequisites: 5th level.
This mutation can be taken again at 9th level, increasing the duration of the effect to 5 rounds and allowing the zerg to use this ability an additional 3 times per day. The zerg also gains a +2 bonus on its attack roll made to hit the target.
Fungal Pillar: 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 a full-round 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 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. Prerequisites: 3rd level.
This mutation 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.
Grooved Spines: Spines that the zerg launches have grooves running down them, increasing their range increment by 10 feet and causing them to deal 1d6 points of damage instead of 1d4. Prerequisites: 6th level, spines.
Horn Toss: The zerg can choose to make a free bull rush attempt instead of an overrun attempt when it hits an opponent with its gore attack while charging. The zerg does not provoke an attack of opportunity when making a bull rush attempt using this ability. If the zerg succeeds, it tosses the opponent up into the air so that it lands one space to the left or right for every 5 points of damage dealt to it by the zerg’s gore attack. The opponent must then make a DC 20 Reflex save or fall prone in that space. If the zerg has multiple acquisitions of the horns mutation, it can continue charging as if it had succeeded on an overrun attempt. Prerequisites: 9th level, horns.
Horns: The zerg grows several horns on its head, allowing it to make a gore attack which deals bludgeoning damage equal to 1d8 + Str. If the zerg makes this attack while charging at an opponent, it deals bludgeoning damage equal to 2d6 + Str instead and the zerg gains a free overrun attempt against that opponent, which the opponent may not choose to avoid. If the zerg succeeds on this overrun attempt, it can continue moving. Prerequisites: 7th level.
This mutation can be taken an additional time for every 2 levels beyond 7th. Each additional acquisition allows the zerg to perform the charge-overrun process one additional time after knocking an opponent prone with a gore attack, as if it had not yet charged, attacked, or made an overrun attempt, and each additional acquisition provides the zerg with a +1 bonus on attack and damage rolls using its horns. The maximum distance a zerg can move in a round using this ability is equal to four times its move speed (or five times its move speed if it has the Run feat).
Hydrazoic Acid: Acid that the zerg produces is laced with an explosive compound. Whenever the zerg deals at least 5 points of acid damage to a creature or object at once, that creature or object is lit on fire, taking 1d6 points of fire damage per round. Objects that are not flammable are dealt damage for 1 round as the acid on them burns. Creatures can avoid being set on fire by succeeding on a Reflex save (DC 10 + ½ the zerg’s class level + the zerg’s Constitution modifier), and they can attempt a DC 15 Reflex save each round to extinguish the flames. Prerequisites: 7th level, acid bomb or acid spray or fungal growth.
This mutation can be taken again at 10th level, giving the zerg the option to deal fire damage instead of acid damage with its mutations. When the zerg uses this option, creatures and objects can be lit on fire when the zerg deals at least 5 points of fire damage to them at once.
Improved Spitbugs: The zerg produces improved spitbugs, which are stronger than normal spitbugs. The zerg can also release spitbugs as a standard action instead of as a full-round action. Prerequisites: 14th level, spitbugs.
Improved Spitbug
CN tiny aberration (zerg)
Init –; Senses: Listen +6, Spot +6
Languages: None (receives telepathic signals)
AC: 23, touch 17, flat-footed 18
(+5 Dex, +6 natural armor, +2 size)
HP: 31 (3d8+18)
Immunities: None
Saves: Fort +8, Ref +6, Will +2
Speed: 10 feet (2 squares)
Melee: Bite +5 (1d4 slashing)
Ranged: Acid Spit +10 (10 foot range increment, 1d8+1 acid)
Space: 2 ½ ft.; Reach: 0 ft.
Base Attack: +3
Grapple: -7
Special Attacks: None
Special Qualities: Damage reduction 2/-
Abilities: Str 10, Dex 20, Con 20, Int 2, Wis 12, Cha 6
Feats: Point Blank Shot, Precise Shot, Toughness
Skills: Intimidate +10, Listen +6, Spot +6
Killer Talons: The zerg can charge an airborne enemy and seize it with its talons, tearing it from the sky. When the zerg charges at an airborne enemy while flying and makes a successful attack against it with its talons, it can immediately make an opposed grapple check against that enemy without provoking an attack of opportunity. If the enemy creature is larger than the zerg, the zerg must beat the creature’s grapple check by 5 times the difference in their size categories. If the zerg succeeds on its grapple check, it can then swing the enemy around and release it, causing it to fall unless it succeeds on a Reflex save to catch itself (DC 15 + ½ the zerg’s class level + the zerg’s Strength modifier). The zerg determines which direction to throw the creature in when it uses this ability, and the creature is launched in that direction at a rate of 120 feet per round as it falls. If the creature succeeds on its Reflex save and recovers, roll 1d6 and multiply the result by 10 to find out how many feet it traveled before recovering. Prerequisites: 10th level, talons, fly speed.
Lightning Rod: The zerg develops metallic structures inside its natural weapons. The zerg can take a move action to build up static electricity, causing it to deal an extra 1d6 points of electricity damage the next time it attacks with one of its natural weapons in melee combat, provided it makes the attack within 1 minute. However, this also causes the zerg to take 50% additional electricity damage. Prerequisites: 3rd level.
This mutation can be taken again at 8th level, allowing the zerg to build up a charge much more easily. The zerg’s first melee attack made with one of its natural weapons each round deals an extra 1d6 points of electricity damage. The zerg can still take a move action to further increase this damage by 1d6 for a single attack.
Malignant Creep: 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. Prerequisites: 11th level, creep tumor.
Neurolymph: 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 Fortitude saves made to resist diseases. Prerequisites: 5th level.
Pounce Instinct: The zerg can make a full attack against an opponent that it charges at instead of only making a single attack. If the zerg also has the horns mutation, it can still make an overrun attempt and knock the opponent prone with its gore attack when using this ability, but it cannot continue charging. Prerequisites: 8th level, legs.
Regenerative Bile: The zerg can siphon and eject some of its own bodily fluids in order to heal a nearby living creature. As a standard action, the zerg can deal 5 points of damage to itself and spit a glob of fluid at another creature within 20 feet, causing it to gain fast healing 1 for 5 rounds. If the target is unwilling to be hit, the zerg must make a ranged touch attack. This is a supernatural ability. Prerequisites: 3rd level.
This mutation can be taken an additional time for every 4 levels beyond 3rd. Each additional acquisition gives the zerg the option of dealing 5 more points of damage to itself in order to increase the amount of fast healing the target receives by 1.
Restorative Bile: The zerg can siphon and eject some of its own bodily fluids in order to heal ability damage. As a standard action, the zerg can deal 5 points of damage to itself and spit a glob of fluid at another creature within 20 feet, curing it of 1 point of ability damage to each of its ability scores. If the target is unwilling to be hit, the zerg must make a ranged touch attack. This ability is usable a number of times per day equal to ½ the zerg’s class level + the zerg’s Constitution modifier. This is a supernatural ability. Prerequisites: 5th level.
Scent: 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. Prerequisites: 5th level.
Scutes: The zerg can slither at a rate of 30 feet per move action. It also gains a +5 bonus on Move Silently checks and does not treat gravel sand, or snow as difficult terrain. Prerequisites: 2nd level, tail, no legs.
Spawning Glands: For each mutation the zerg has which has a limited number of uses per day, the zerg can use that mutation 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 mutations are all increased by 2. Prerequisites: 11th level.
Subterranean Body: 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. Prerequisites: 12th level, digging claws, tremorsense.
Tail Fin: The zerg develops a fin on its tail, increasing its existing swim speed by 50% and allowing it to make a single 45° turn when it charges while swimming. Prerequisites: 7th level, tail, swim speed.
Telepathic Enhancement Glands: The zerg’s supernatural ability to send telepathic messages improves, allowing it to send messages up to 100 feet away. Prerequisites: 9th level.
Temperature Regulation: 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. Prerequisites: 3rd level.
Tremorsense: The zerg can sense vibrations in the ground using its digging claws, allowing it to pinpoint the location of any creature that moves within 20 feet of the zerg, provided both the zerg and the other creature are in contact with the ground. Prerequisites: 7th level, digging claws.
This mutation can be taken again at 9th level, increasing the range of the zerg’s tremorsense ability by 10 feet. Each additional acquisition after this increases the range by another 10 feet.
Vibration Claws: The zerg can vibrate its digging claws on hard earth, stone, or ice as a full-round action, turning the area into a 5-foot cube of soil, gravel, or crushed ice that the zerg can dig through. Prerequisites: 8th level, digging claws.
Water Wings: The zerg adds half its fly speed to its existing swim speed. Prerequisites: 11th level, wings, fly speed, swim speed.
Alignment: Any.
Hit Die: d8.
Race: Zerg.
Table: The Zerg
Hit Die: d8
Level
Base
Attack Bonus
Saving Throws
Special
Quick Mutation Sets
Mutation Points
Fort
Ref
Will
1st
+0
+2
+0
+2
Mutation, Rapid Metabolism
0
3
2nd
+1
+3
+0
+3
Bonus Feat, Quick Mutation
1
4
3rd
+2
+3
+1
+3
1
6
4th
+3
+4
+1
+4
Rapid Regeneration 1
1
7
5th
+3
+4
+1
+4
Bonus Feat
1
9
6th
+4
+5
+2
+5
2
10
7th
+5
+5
+2
+5
2
12
8th
+6/+1
+6
+2
+6
Bonus Feat
2
13
9th
+6/+1
+6
+3
+6
2
15
10th
+7/+2
+7
+3
+7
Rapid Regeneration 2
3
16
11th
+8/+3
+7
+3
+7
Bonus Feat
3
18
12th
+9/+4
+8
+4
+8
3
19
13th
+9/+4
+8
+4
+8
3
21
14th
+10/+5
+9
+4
+9
Bonus Feat
4
22
15th
+11/+6/+1
+9
+5
+9
4
24
16th
+12/+7/+2
+10
+5
+10
Rapid Regeneration 3
4
25
17th
+12/+7/+2
+10
+5
+10
Bonus Feat
4
27
18th
+13/+8/+3
+11
+6
+11
5
28
19th
+14/+9/+4
+11
+6
+11
5
30
20th
+15/+10/+5
+12
+6
+12
Bonus Feat
5
31
Class Skills (4 + Int modifier per level, ×4 at 1st level): Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Class Features
All the following are class features of the zerg.
Weapon and Armor Proficiency: Zerg are proficient with their mutations, but not with any manufactured weapons, armor, or shields.
Mutation: 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 mutations and ensure that it adapts to survive, no matter what challenges it may face.
As a zerg increases in level, it gains mutation points as shown on its class table, which are used to select mutations from a list given below. Each time the zerg gains a level in this class, the zerg may assign new points and reassign previous points to create a new set of mutations as desired.
Each mutation has prerequisites, as given in its description. Mutations and their descriptions are found below the class features.
Each mutation costs a certain number of mutation points. Some mutations can be taken multiple times to gain additional benefits, as given in their descriptions. The total cost of the mutations a zerg selects cannot exceed the number of mutation points available to it. Once mutations have been chosen, they cannot be undone until the zerg reaches a higher level and gains additional mutation points, at which point it can reassign all of its mutation points as it sees fit.
In its basic form without any mutations, a zerg is a medium creature with no limbs. It can slither along the ground like a snake at a speed of 10 feet per move action and it has a bite attack which deals slashing damage equal to 1d6 + Str.
A zerg can take the limb mutation to gain a new pair of limbs in the form of either arms or legs. Several mutations affect a zerg’s limbs, such as by giving it claws or pincers. A zerg may only have one such mutation on each pair of limbs it has unless stated otherwise.
Because of the way a zerg uses its natural weapons, they are treated as manufactured weapons for the purpose of using the Multiweapon Fighting feat. A zerg qualifies for this feat if it has three or more natural weapons. A zerg’s natural weapons are categorized as being equivalent to light, one-handed, or two-handed weapons rather than being described as primary or secondary attacks, and the number of attacks a zerg can make using the full attack option is determined by its base attack bonus. The zerg can gain additional attacks through the use of feats such as Two-Weapon Fighting and Multiweapon Fighting in the same way that other characters can.
When a zerg makes a Strength-based check to pull, push, or lift an object with its arms, it adds ½ its Strength bonus to the check result for each additional pair of arms or tentacles it has. It also adds ½ its Strength bonus to the check result if it has the tail mutation, and again if it has the adhesive tongue mutation. This bonus does not apply to grapple checks. A body part can only be used to assist in a Strength check if it has not been used to make an attack in the same round.
All mutations are extraordinary abilities unless stated otherwise.
Rapid Metabolism: At 1st level, a zerg gains Rapid Metabolism as a bonus feat.
Bonus Feat: At 2nd level and every 3 levels after, a zerg gains a bonus feat. A zerg may choose any feat it qualifies for when selecting a bonus feat. Monstrous feats which require certain characteristics (wings, a minimum number of limbs, etc.) function only when the zerg meets those requirements.
Quick Mutation (Su): 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.
To prepare a quick mutation set, a zerg decides on a number of mutation points to reassign. A zerg can use any unassigned mutation points it may have plus a number of mutation points that are already assigned equal to ½ the zerg’s class level + ½ the zerg’s Constitution modifier. The zerg must choose which existing mutations it will lose in order to free up the assigned mutation points it wishes to access, if any, when it prepares the quick mutation set. The zerg then chooses how it will reassign its newly freed mutation points, choosing from any mutations it has access to. The zerg repeats this process for each quick mutation set it is preparing. This entire process takes 1 hour. A zerg can skip this process if it wishes to keep all of its prepared quick mutation sets from the previous day.
Once a zerg has prepared its quick mutation sets, it can use them. Performing a quick mutation is a full-round action. During this process, a zerg secretes a liquid from its skin which forms a tough cocoon around it, giving it damage reduction X/- and resistance to acid, cold, electricity, fire, and sonic X, where X is ½ its class level. 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 1 minute per class level plus a number of minutes equal to the zerg’s Constitution modifier, 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 mutations. 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.
Rapid Regeneration (Su): At 4th level, a zerg can energize its cells to quickly heal itself. A zerg can activate this process as a move action, causing it to gain fast healing 1 for a number of rounds equal to ½ its class level plus its Constitution bonus. At 10th level, the zerg gains fast healing 2 instead, and at 16th level it gains fast healing 3 when it activates this ability. This ability is usable 3 times per day.
Mutation List
Mutations are sorted by the number of mutation points they cost and then alphabetically.
1-point mutations
Air Bladder: 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 a full-round action. The zerg can also release 5 minutes’ worth of stored air as a standard action to disperse any fog, clouds, or other gases in a 15 foot cone. Prerequisites: 2nd level.
This mutation 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.
Climbing Hooks: The zerg gains a number of hooks on its arms, giving it a +5 bonus on Climb checks made to scale surfaces. This mutation does not prevent the zerg from also having claws or some other mutation on its arms. Prerequisites: 1st level, arms.
This mutation can be taken again at 3rd level, giving the zerg a climb speed of 20 feet per move action. Each additional acquisition after this increases the zerg’s climb speed by another 10 feet per move action.
Claws: The zerg gains claws on one pair of arms, which are treated as light weapons. Each attack deals slashing damage equal to 1d8 + Str. Prerequisites: 1st level, arms.
This mutation can be taken multiple times.
Displacement Pads: The zerg’s feet spread its weight over a larger area. The zerg does not treat gravel, sand, or snow as difficult terrain. Prerequisites: 2nd level, legs.
Gills: The zerg develops gills, allowing it to breathe underwater. Prerequisites: 3rd level.
Hooves: The zerg gains hooves on one pair of legs, which are treated as one-handed weapons. Each attack deals bludgeoning damage equal to 1d4 + Str. Each pair of hooves also increases the zerg’s land speed by 5 feet per move action and gives it a +1 bonus on opposed Strength checks and on melee attack rolls while charging on land. Prerequisites: 2nd level, legs.
This mutation can be taken multiple times.
Limbs: The zerg gains either a pair of arms or a pair of legs. Arms allow the zerg to wield weapons and manipulate objects. The zerg can also make unarmed attacks which deal bludgeoning damage equal to 1d4 + Str. Legs increase the zerg’s speed by 10 feet per move action and allow it to run. Prerequisites: 1st level.
This mutation can be taken two times plus an additional time for every 4 class levels the zerg has.
Pincers: The zerg gains pincers on one pair of arms, which are treated as light weapons. Each attack deals bludgeoning damage equal to 1d6 + Str. The zerg also gains a +2 bonus on grapple checks and on Strength checks made to pull, drag, lift, or hold onto objects using its arms for each pair of pincers it has. Prerequisites: 1st level, arms.
This mutation can be taken multiple times.
Shield Plates: One pair of the zerg’s forearms become covered in bony plates, giving it a +1 shield bonus to AC. This mutation does not prevent the zerg from also having claws or some other mutation on its arms. A zerg can protect itself with these plates as though it was using a buckler. Prerequisites: 1st level, arms.
This mutation can be taken again at 4th level, giving the zerg a +2 shield bonus to AC instead. The zerg can also make a shield bash attack with each arm which deals bludgeoning damage equal to 1d4 + Str. This is treated as a light weapon.
Spike Spores: The zerg can spit a number of spores at a 5-foot square within 30 feet of it as a standard 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 10 + ½ the zerg’s class level + 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. Prerequisites: 2nd level.
This mutation 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.
Spines: The zerg grows a number of spines on its body, which it can launch at enemies. The zerg can launch one spine as a standard action, making a ranged attack roll to hit the target. Spines deal 1d4 points of piercing damage and have a range increment of 20 feet. Prerequisites: 1st level.
This mutation can be taken again at 4th level, plus an additional time for every 2 levels beyond 4th. Each additional acquisition allows the zerg to launch one more spine every time it uses this ability, and the zerg can divide the spines among multiple targets. All targets must be within 10 feet of each other for the zerg to launch spines at them. The zerg makes a separate attack roll for each target. A successful attack roll indicates that all spines launched at a target hit, and the zerg rolls damage dice accordingly.
Tail: The zerg gains a long, prehensile tail. It can use its tail to make skill checks that would normally require it to use its hands, applying half its Strength bonus and half its Dexterity bonus to such checks as applicable. It is not able to wield manufactured weapons with its tail, but it can grab and move objects by coiling around them. Prerequisites: 1st level.
This mutation can be taken again at 3rd level, allowing the zerg to apply its full Strength bonus to all checks and rolls involving its tail. It also gains a slam attack with its tail which deals bludgeoning damage equal to 1d8 + 1.5*Str. This is treated as a two-handed weapon.
This mutation can be taken a third time at 5th level, allowing the zerg to reach up to 10 feet with its tail. It can use its tail as a normal or reach weapon which deals bludgeoning damage equal to 2d6 + 1.5*Str. If the zerg hits an opponent with its tail attack, it can immediately make a trip attempt against that opponent with a +2 bonus on its Strength check.
Tail Claw: The zerg gains a simple grabbing claw on the end of its tail, allowing it to wield manufactured weapons with it and apply its full Dexterity bonus to skill checks involving its tail. The zerg takes a -2 penalty on its attack roll when wielding manufactured weapons in this way. Prerequisites: 4th level, tail.
Talons: The zerg gains talons on one pair of legs, which are treated as one-handed weapons. Each attack deals slashing damage equal to 1d8 + Str. The zerg also gains a +1 bonus on attack rolls and grapple checks while it has a creature pinned or while flying for each pair of talons it has. The zerg also gains a +2 bonus on Climb checks for each pair of talons it has. Prerequisites: 8th level, legs.
This mutation can be taken multiple times.
Tentacle Blades: One pair of the zerg’s tentacles develop large blades, which are treated as light weapons. Each attack deals slashing damage equal to 1d8 + Str. Tentacles with this mutation cannot be used to manipulate objects or wield manufactured weapons. Prerequisites: 5th level, tentacles.
This mutation can be taken multiple times.
This mutation can be taken again on each pair of tentacles at 8th level, allowing the zerg to make a single attack with both tentacle blades on up to three enemies directly in front of it as a standard action. The zerg gets a +1 bonus on its attack roll. The attack deals slashing damage equal to 2d6 + 2*Str 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: One pair of the zerg’s tentacles develop hard knobs on the ends, which are treated as light weapons. Each attack deals bludgeoning damage equal to 1d8 + Str. Tentacles with this mutation cannot be used to manipulate objects or wield manufactured weapons. Prerequisites: 5th level, tentacles.
This mutation can be taken multiple times.
This mutation can be taken again on each pair of tentacles at 8th level, allowing the zerg to make a single attack with both tentacle clubs on two opponents which are adjacent to each other as a standard 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 bludgeoning damage equal to 1d6 + Str and dazes the opponent hit, causing him or her to be limited to taking only a standard or move action on his or her next turn. If both opponents are hit, they are knocked into each other and each one must succeed on a DC 15 Reflex save or fall prone.
Tentacle Spears: One pair of the zerg’s tentacles develop long, sharp points, which are treated as light weapons. Each attack deals piercing damage equal to 1d8 + Str. Tentacles with this mutation cannot be used to manipulate objects or wield manufactured weapons. Prerequisites: 5th level, tentacles.
This mutation can be taken multiple times.
This mutation can be taken again on each pair of tentacles at 8th level, allowing the zerg to make a single attack with both tentacle spears on an enemy as a standard action. The zerg gets a +1 bonus on its attack roll and 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 Reflex save or land prone.
Tentacles: One pair of the zerg’s arms become tentacles, allowing the zerg to reach creatures and objects up to 10 feet away with them. The tentacles can still be used to lift, move, and manipulate objects, although the zerg takes a -2 penalty on attack rolls when attempting to wield manufactured weapons with them. Tentacles are not compatible with claws or other mutations specifically designed for arms. Mutations designed for tentacles can be applied to them instead. The zerg can make unarmed attacks with its tentacles, which deal bludgeoning damage equal to 1d4 + Str. Tentacles can be used as either normal or reach weapons. Prerequisites: 4th level, arms.
This mutation can be taken multiple times.
Tough Skin: The zerg’s skin becomes tough and leathery, giving it a +2 natural armor bonus to AC. Prerequisites: 1st level.
Trample: The zerg can make a free hoof attack against an opponent that it makes a successful overrun attempt against. Prerequisites: 3rd level, legs, hooves.
Web Walker: 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 a +5 bonus on Climb checks made to move on ropes or webs, and the zerg treats webs as ordinary ropes for the purpose of making Climb 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 mutation does not prevent the zerg from also having other mutations on its arms or legs. Prerequisites: 3rd level, climbing hooks.
Webbed Limbs: The zerg’s digits on one pair of arms or legs become webbed, increasing its swim speed by 10 feet per move action. Prerequisites: 5th level, swim speed.
This mutation can be taken multiple times.
2-point mutations
Acid Spray: The zerg can spray acid from glands in its mouth as a standard action, dealing acid damage equal to 1d6 + Con to an enemy within 15 feet on a successful ranged touch attack. Prerequisites: 3rd level.
This mutation can be taken an additional time for every 2 levels beyond 3rd. Each additional acquisition increases the acid damage dealt by 1d6 and increases the range by 5 feet.
Adaptive Plating: When injured, the zerg’s skin swells and toughens, sealing off gaps in its natural armor. The zerg gains damage reduction X/- whenever its hit points drop below half of their maximum value and for 10 minutes after its hit points exceed this amount, where X is either half its class level or its natural armor bonus to AC, whichever is lower. Prerequisites: 5th level, natural armor bonus to AC.
Adhesive Spores: The zerg can breathe a 15 foot cone of glowing spores as a standard 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 Reflex save (DC 10 + ½ the zerg’s class level + the zerg’s Dexterity modifier). The spores also provide shadowy illumination in a 5 foot radius. This ability is usable a number of times per day equal to the zerg’s class level. Prerequisites: 3rd level.
This mutation 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.
Adrenal Glands: The zerg can apply a Haste effect to itself once per day as a free action. This effect lasts a number of rounds equal to the zerg’s class level. Prerequisites: 4th level.
This mutation can be taken multiple times. Each additional acquisition provides another daily use of the Haste effect.
Aerial Body: 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 Reflex save. 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 circumstance bonus to AC while flying and its maneuverability while flying increases to good. Prerequisites: 10th level, fly speed.
Aquatic Body: The zerg can fight normally while underwater using its natural weapons. Its ability to maneuver and dodge is not affected by water resistance. In addition, the zerg gains a +1 circumstance bonus to AC while swimming, it can see 10 feet further than it could otherwise while underwater, and it does not risk taking damage from being in a high pressure environment. Prerequisites: 6th level, swim speed.
Arctic Body: The zerg’s speed is increased by 10 feet per move action and the zerg gains a +1 circumstance bonus on attack rolls and a +1 circumstance bonus to AC while on snow and ice. The zerg develops bony protrusions on its feet or scutes which dig into ice, allowing it to move normally on icy surfaces. If the zerg has digging claws, its burrow speed is increased by 10 feet per move action while digging in snow. Prerequisites: 4th level, displacement pads or scutes, temperature regulation.
Arm Blades: The zerg develops enormous blades on one pair of arms, which are treated as one-handed weapons. The zerg gets a +2 bonus on attack rolls with these weapons, and each attack deals slashing damage equal to 2d6 + Str. Arms with this mutation cannot manipulate objects or wield manufactured weapons. Prerequisites: 9th level, arms.
This mutation can be taken multiple times.
Armor Spikes: 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. Prerequisites: 7th level, natural armor bonus to AC.
This mutation can be taken again at 11th level, increasing the damage dealt to 2d6.
Banelings: The zerg’s spitbugs are replaced with banelings, which roll towards targets and explode, dealing acid damage. Prerequisites: 9th level, spitbugs.
Baneling
CN tiny aberration (zerg)
Init –; Senses: Listen +4, Spot +4
Languages: None (receives telepathic signals)
AC: 17, touch 15, flat-footed 14
(+3 Dex, +2 natural armor, +2 size)
HP: 15 (2d8+6)
Immunities: None
Saves: Fort +6, Ref +3, Will -2
Speed: 20 feet (4 squares)
Melee: Bite +3 (1d4-1 slashing)
Ranged: None
Space: 2 ½ ft.; Reach: 0 ft.
Base Attack: +2
Grapple: -7
Special Attacks: Detonate
Special Qualities: None
Abilities: Str 8, Dex 16, Con 16, Int 2, Wis 6, Cha 6
Feats: None
Skills: Intimidate +5, Listen +4, Spot +4
Detonate (Ex): As a standard action, a baneling can detonate the acid sacs in its abdomen. This kills the baneling and deals 2d6+3 points of acid damage in a 5 foot radius burst. Creatures caught in the area can attempt a DC 15 Reflex save for half damage.
Battering Claws: The zerg develops enormous bony protrusions on one pair of arms, which are treated as one-handed weapons. Each attack deals bludgeoning damage equal to 2d6 + Str. 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. Creatures can avoid being thrown by succeeding on a Strength check (DC 10 + ½ the zerg’s class level + the zerg’s Strength modifier). The zerg can use both claws to make a piledriver attack on an object as a full-round action, dealing bludgeoning damage equal to 4d6 + 2*Str and ignoring up to 5 of the object’s hardness. Arms with this mutation cannot manipulate objects or wield manufactured weapons. Prerequisites: 10th level, arms.
This mutation can be taken multiple times.
Blinding Cloud: The zerg can release a jet of dense green vapor as a standard action which forms a 10 foot radius cloud centered on a point up to 30 feet away. The cloud provides total concealment and persists for 5 rounds or until blown away. Creatures that enter the cloud must succeed on a Fortitude save (DC 10 + ½ the zerg’s class level + the zerg’s Constitution modifier) or be blinded while it remains in the cloud and for 1 round after. A creature that makes a successful save is immune to this effect for 1 hour. Creatures within the cloud when it forms make their saves immediately. Zerg are immune to the blinding effect. This ability is usable a number of times per day equal to ½ the zerg’s class level. Prerequisites: 4th level.
This mutation 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.
Bone-Studded Carapace: The zerg develops bony studs which protect its body, giving it a +4 natural armor bonus to AC. Prerequisites: 2nd level.
Corrosive Bile: 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 5 times, and each new application of an acid damage-dealing ability on a creature resets the duration to 5 rounds. Prerequisites: 7th level, acid bomb or acid spray or fungal growth.
Darkvision: The zerg’s eyes can see into the infrared, allowing it to see up to 60 feet in total darkness. Prerequisites: 3rd level.
This mutation can be taken multiple times. Each additional acquisition increases the range of the zerg’s darkvision by 60 feet.
Desert Body: The zerg’s speed is increased by 10 feet per move action and the zerg gains a +1 circumstance bonus on attack rolls and a +1 circumstance bonus to AC while on sand. The zerg develops a filter over its nose and mouth which prevents the zerg from being harmed by sandstorms and allows it to drink salt water safely. The filter automatically lifts while the zerg is eating. If the zerg has digging claws, its burrow speed is increased by 10 feet per move action while digging in sand. Prerequisites: 4th level, displacement pads or scutes, temperature regulation.
Digging Claws: The zerg gains powerful digging claws on one pair of arms, giving it a burrow speed of 20 feet per move action. Prerequisites: 5th level, arms.
This mutation can be taken multiple times on the same pair of arms. Each additional acquisition increases the zerg’s burrow speed by 10 feet per move action.
Fins: The zerg develops fins, giving it a +10 bonus on Swim checks. Prerequisites: 3rd level.
This mutation can be taken again at 5th level, giving the zerg a swim speed of 20 feet per move action. Each additional acquisition after this increases the zerg’s swim speed by another 20 feet per move action.
Frost Jet: The zerg develops a specialized chamber which concentrates and stores urea produced by the kidneys. As a standard action, the zerg can pump water from its body into this chamber and release the mixture as a jet from a nearby orifice, making a ranged touch attack to hit a target within 15 feet. If this attack hits, the stream of water saps heat from the zerg’s target, dealing cold damage equal to 1d6 + the zerg’s Constitution modifier. This ability is usable a number of times per day equal to the zerg’s class level. Prerequisites: 4th level.
This mutation can be taken an additional time for every 2 levels beyond 4th. Each additional acquisition increases the cold damage dealt by 1d6 and grants a +1 bonus on attack rolls when using this weapon.
Fungal Growth: The zerg can breathe a narrow jet of fungus spores up to 30 feet as a standard action, making a ranged touch attack to hit its target. If the spores hit a creature, they quickly grow, trapping that creature unless it succeeds on a Fortitude save (DC 10 + ½ the zerg’s class level + the zerg’s Constitution modifier). A creature that that fails its save is dealt 1d6 points of acid damage per round and becomes entangled for 3 rounds. After 3 rounds, the fungus dies and falls off the creature or object it was attached to. The zerg can use this ability a number of times per day equal to 3 + its Constitution modifier (minimum 3). Prerequisites: 5th level.
This mutation can be taken again at 9th level, increasing the duration of the effect to 5 rounds and allowing the zerg to use this ability an additional 3 times per day. The zerg also gains a +2 bonus on its attack roll made to hit the target.
Fungal Pillar: 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 a full-round 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 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. Prerequisites: 3rd level.
This mutation 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.
Grooved Spines: Spines that the zerg launches have grooves running down them, increasing their range increment by 10 feet and causing them to deal 1d6 points of damage instead of 1d4. Prerequisites: 6th level, spines.
Horn Toss: The zerg can choose to make a free bull rush attempt instead of an overrun attempt when it hits an opponent with its gore attack while charging. The zerg does not provoke an attack of opportunity when making a bull rush attempt using this ability. If the zerg succeeds, it tosses the opponent up into the air so that it lands one space to the left or right for every 5 points of damage dealt to it by the zerg’s gore attack. The opponent must then make a DC 20 Reflex save or fall prone in that space. If the zerg has multiple acquisitions of the horns mutation, it can continue charging as if it had succeeded on an overrun attempt. Prerequisites: 9th level, horns.
Horns: The zerg grows several horns on its head, allowing it to make a gore attack which deals bludgeoning damage equal to 1d8 + Str. If the zerg makes this attack while charging at an opponent, it deals bludgeoning damage equal to 2d6 + Str instead and the zerg gains a free overrun attempt against that opponent, which the opponent may not choose to avoid. If the zerg succeeds on this overrun attempt, it can continue moving. Prerequisites: 7th level.
This mutation can be taken an additional time for every 2 levels beyond 7th. Each additional acquisition allows the zerg to perform the charge-overrun process one additional time after knocking an opponent prone with a gore attack, as if it had not yet charged, attacked, or made an overrun attempt, and each additional acquisition provides the zerg with a +1 bonus on attack and damage rolls using its horns. The maximum distance a zerg can move in a round using this ability is equal to four times its move speed (or five times its move speed if it has the Run feat).
Hydrazoic Acid: Acid that the zerg produces is laced with an explosive compound. Whenever the zerg deals at least 5 points of acid damage to a creature or object at once, that creature or object is lit on fire, taking 1d6 points of fire damage per round. Objects that are not flammable are dealt damage for 1 round as the acid on them burns. Creatures can avoid being set on fire by succeeding on a Reflex save (DC 10 + ½ the zerg’s class level + the zerg’s Constitution modifier), and they can attempt a DC 15 Reflex save each round to extinguish the flames. Prerequisites: 7th level, acid bomb or acid spray or fungal growth.
This mutation can be taken again at 10th level, giving the zerg the option to deal fire damage instead of acid damage with its mutations. When the zerg uses this option, creatures and objects can be lit on fire when the zerg deals at least 5 points of fire damage to them at once.
Improved Spitbugs: The zerg produces improved spitbugs, which are stronger than normal spitbugs. The zerg can also release spitbugs as a standard action instead of as a full-round action. Prerequisites: 14th level, spitbugs.
Improved Spitbug
CN tiny aberration (zerg)
Init –; Senses: Listen +6, Spot +6
Languages: None (receives telepathic signals)
AC: 23, touch 17, flat-footed 18
(+5 Dex, +6 natural armor, +2 size)
HP: 31 (3d8+18)
Immunities: None
Saves: Fort +8, Ref +6, Will +2
Speed: 10 feet (2 squares)
Melee: Bite +5 (1d4 slashing)
Ranged: Acid Spit +10 (10 foot range increment, 1d8+1 acid)
Space: 2 ½ ft.; Reach: 0 ft.
Base Attack: +3
Grapple: -7
Special Attacks: None
Special Qualities: Damage reduction 2/-
Abilities: Str 10, Dex 20, Con 20, Int 2, Wis 12, Cha 6
Feats: Point Blank Shot, Precise Shot, Toughness
Skills: Intimidate +10, Listen +6, Spot +6
Killer Talons: The zerg can charge an airborne enemy and seize it with its talons, tearing it from the sky. When the zerg charges at an airborne enemy while flying and makes a successful attack against it with its talons, it can immediately make an opposed grapple check against that enemy without provoking an attack of opportunity. If the enemy creature is larger than the zerg, the zerg must beat the creature’s grapple check by 5 times the difference in their size categories. If the zerg succeeds on its grapple check, it can then swing the enemy around and release it, causing it to fall unless it succeeds on a Reflex save to catch itself (DC 15 + ½ the zerg’s class level + the zerg’s Strength modifier). The zerg determines which direction to throw the creature in when it uses this ability, and the creature is launched in that direction at a rate of 120 feet per round as it falls. If the creature succeeds on its Reflex save and recovers, roll 1d6 and multiply the result by 10 to find out how many feet it traveled before recovering. Prerequisites: 10th level, talons, fly speed.
Lightning Rod: The zerg develops metallic structures inside its natural weapons. The zerg can take a move action to build up static electricity, causing it to deal an extra 1d6 points of electricity damage the next time it attacks with one of its natural weapons in melee combat, provided it makes the attack within 1 minute. However, this also causes the zerg to take 50% additional electricity damage. Prerequisites: 3rd level.
This mutation can be taken again at 8th level, allowing the zerg to build up a charge much more easily. The zerg’s first melee attack made with one of its natural weapons each round deals an extra 1d6 points of electricity damage. The zerg can still take a move action to further increase this damage by 1d6 for a single attack.
Malignant Creep: 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. Prerequisites: 11th level, creep tumor.
Neurolymph: 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 Fortitude saves made to resist diseases. Prerequisites: 5th level.
Pounce Instinct: The zerg can make a full attack against an opponent that it charges at instead of only making a single attack. If the zerg also has the horns mutation, it can still make an overrun attempt and knock the opponent prone with its gore attack when using this ability, but it cannot continue charging. Prerequisites: 8th level, legs.
Regenerative Bile: The zerg can siphon and eject some of its own bodily fluids in order to heal a nearby living creature. As a standard action, the zerg can deal 5 points of damage to itself and spit a glob of fluid at another creature within 20 feet, causing it to gain fast healing 1 for 5 rounds. If the target is unwilling to be hit, the zerg must make a ranged touch attack. This is a supernatural ability. Prerequisites: 3rd level.
This mutation can be taken an additional time for every 4 levels beyond 3rd. Each additional acquisition gives the zerg the option of dealing 5 more points of damage to itself in order to increase the amount of fast healing the target receives by 1.
Restorative Bile: The zerg can siphon and eject some of its own bodily fluids in order to heal ability damage. As a standard action, the zerg can deal 5 points of damage to itself and spit a glob of fluid at another creature within 20 feet, curing it of 1 point of ability damage to each of its ability scores. If the target is unwilling to be hit, the zerg must make a ranged touch attack. This ability is usable a number of times per day equal to ½ the zerg’s class level + the zerg’s Constitution modifier. This is a supernatural ability. Prerequisites: 5th level.
Scent: 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. Prerequisites: 5th level.
Scutes: The zerg can slither at a rate of 30 feet per move action. It also gains a +5 bonus on Move Silently checks and does not treat gravel sand, or snow as difficult terrain. Prerequisites: 2nd level, tail, no legs.
Spawning Glands: For each mutation the zerg has which has a limited number of uses per day, the zerg can use that mutation 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 mutations are all increased by 2. Prerequisites: 11th level.
Subterranean Body: 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. Prerequisites: 12th level, digging claws, tremorsense.
Tail Fin: The zerg develops a fin on its tail, increasing its existing swim speed by 50% and allowing it to make a single 45° turn when it charges while swimming. Prerequisites: 7th level, tail, swim speed.
Telepathic Enhancement Glands: The zerg’s supernatural ability to send telepathic messages improves, allowing it to send messages up to 100 feet away. Prerequisites: 9th level.
Temperature Regulation: 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. Prerequisites: 3rd level.
Tremorsense: The zerg can sense vibrations in the ground using its digging claws, allowing it to pinpoint the location of any creature that moves within 20 feet of the zerg, provided both the zerg and the other creature are in contact with the ground. Prerequisites: 7th level, digging claws.
This mutation can be taken again at 9th level, increasing the range of the zerg’s tremorsense ability by 10 feet. Each additional acquisition after this increases the range by another 10 feet.
Vibration Claws: The zerg can vibrate its digging claws on hard earth, stone, or ice as a full-round action, turning the area into a 5-foot cube of soil, gravel, or crushed ice that the zerg can dig through. Prerequisites: 8th level, digging claws.
Water Wings: The zerg adds half its fly speed to its existing swim speed. Prerequisites: 11th level, wings, fly speed, swim speed.