Baneling (4e Monster)

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Author: Techpriest88 (talk)
Date Created: 4/21/2010
Status: Completed.
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Banelings, a relatively recent strain added to the swarm, morph from zerglings following a brief chrysalis phase. In their new form, the baneling's claws have shriveled and become vestigial as swollen sacs filled with volatile chemicals forms on nearly every surface of their bodies.

Typical banelings can only waddle awkwardly, but many have evolved the ability to tuck into a tight ball and roll around the battlefield. This is accomplished by repurposing their vestigial claws and growing additional hooks around their bodies, allowing them a sure grip at any angle and on nearly any surface.

The creature's only form of attack is to trigger a reaction within its chemical payload that causes it to explode with devastating force and shower the immediate surroundings with searing acid.

Baneling[edit]

Baneling
Level 5 Minion Brute
Medium elemental beast (zerg)
XP 50
Initiative +2 Senses Perception +4, darkvision
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 18, Reflex 15, Will 17
Speed 4
Standard Actions
Close.png Volatile Burst (acid) ♦ At-Will
Attack: Close burst 1 (enemies in burst); +10 vs. Reflex
Hit: 7 acid damage, and the target takes ongoing 5 acid damage (save ends).
Effect: The baneling dies.
Move Actions
Burrow ♦ At-Will
Effect: The baneling has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
Immediate Actions
Death Burst ♦ At-Will
Trigger: The baneling is reduced to 0 hit points.
Effect (free action): The baneling makes a volatile burst attack.
Skills Stealth +7
Str 15 (+4) Dex 11 (+2) Wis 15 (+4)
Con 17 (+5) Int 2 (-2) Cha 6 (+0)
Alignment Unaligned Languages --


Baneling Tactics[edit]

Banelings are even more straightforward than their zergling kin. They scuttle over to the nearest foe and trigger their chemical payload as soon as possible, showing no regard to their own well-being. They most often attack from hiding, making use of their burrows, since their bulk makes them clumsy and slow. If a foe is foolish enough to attack them in close quarters, banelings will attempt to trigger before slain.


Tumbling Baneling[edit]

Tumbling Baneling
Level 15 Minion Brute
Medium elemental beast (zerg)
XP 300
Initiative +14 Senses Perception +16, darkvision
HP 1; a missed attack never damages a minion.
AC 27; Fortitude 28, Reflex 25, Will 27
Speed 6
Standard Actions
Close.png Volatile Burst (acid) ♦ At-Will
Attack: Close burst 1 (enemies in burst); +20 vs. Reflex
Hit: 12 acid damage, and the target takes ongoing 10 acid damage (save ends).
Effect: The baneling dies.
Move Actions
Burrow ♦ At-Will
Effect: The baneling has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
Immediate Actions
Death Burst ♦ At-Will
Trigger: The baneling is reduced to 0 hit points.
Effect (free action): The baneling makes a volatile burst attack.
Traits
Rolling Advance
The baneling ignores difficult terrain and receives a +2 bonus on saves to end slowing or immobilizing effects.
Skills Stealth +19
Str 28 (+16) Dex 24 (+14) Wis 28 (+16)
Con 31 (+17) Int 2 (+3) Cha 6 (+5)
Alignment Unaligned Languages --


Tumbling Baneling Tactics[edit]

Tumbling banelings act exactly as their slower cousins, except that they tuck and roll, using their new-found centrifugal hooks to advance toward foes much more quickly than they would have waddled.


Splitterling[edit]

Splitterling
Level 23 Minion Brute
Medium elemental beast (zerg)
XP 1,275
Initiative +20 Senses Perception +22, darkvision
HP 1; a missed attack never damages a minion.
AC 35; Fortitude 36, Reflex 33, Will 35
Speed 6
Standard Actions
Melee.png / Close.png Volatile Burst (acid) ♦ At-Will
Attack: Melee 1 (one creature); +16 vs. Reflex
Hit: 5 acid damage, and the target is slowed (save ends).
Effect:The splitterling makes a secondary attack, centered on the primary target. The splitterling dies.
  Secondary Attack: Close burst 2 (enemies in burst); +16 vs. Reflex
  Hit: 10 acid damage, and the target takes ongoing 10 acid damage (save ends).
  Miss: Half damage.
Special: After splitting once, damage and ongoing damage of the secondary attack are reduced by 5, and the area of the burst is reduced by 1. After splitting twice, splitterlings do not make a secondary attack.
Move Actions
Burrow ♦ At-Will
The splitterling has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
Immediate Actions
Death Burst ♦ At-Will
Trigger: The splitterling is reduced to 0 hit points.
Effect (free action): The splitterling either makes a volatile burst attack or split. If it splits, two new splitterlings appear in unoccupied spaces adjacent to it. The new splitterlings act on the original's initiative count and may split once more in this manner, if reduced to 0 hit points. A second split produces two splitterlings as before, but they may not split. Each split reduces the effectiveness of the splitterling's volitile burst. See the power for details.
Traits
Rolling Advance
The splitterling ignores difficult terrain and receives a +2 bonus on saves to end slowing or immobilizing effects.
Bulky
For the purpose of grabbing the splitterling or overlord transport, it is considered to be a Large creature.
Skills Stealth +25
Str 32 (+22) Dex 28 (+20) Wis 32 (+22)
Con 35 (+23) Int 3 (+7) Cha 8 (+10)
Alignment Unaligned Languages --


Splitterling Tactics[edit]

A splitterling resides at the peak of its suicidal evolution. Burdened with additional sacks of a more potent and gooey acid, this monstrosity is able to shower a wide area with its parting gift, bogging down those unfortunate enough to survive, coated in its clinging gore. They don't survive long, as kin of the dearly departed easily catch and devour even the most stubborn of prey. Due to its blood frenzy, the additional bulk of its payload does precious little to slow its deadly approach.

If that wasn't enough, the splitterling has evolved a decentralized nevous system which allows it to survive horrible damage and keep rolling. A blow that would cause a lesser baneling to detonate instead serves to split the creature into two smaller specimens, each of which is immediately capable of independent action. As a result, slaying a splitterling from afar becomes a much more challenging task.


Baneling Lore[edit]

A character knows the following information with a successful check.

DC 15: Banelings are horrid, suicidal Zerg. They waddle awkwardly toward their foes, releasing the volatile elemental forces within their bodies as they draw close, exploding in a gout of clinging acidic gore.
DC 20: Established hive clusters can enhance their banelings with centrifugal hooks, allowing them to tuck-and-roll toward their targets, affording their foes that much less time to react.


Encounter Groups[edit]

Banelings are encountered with other zerg or infested.

Level 7 Encounter (XP 1,500)[edit]

Level 25 Encounter (XP 34,450)[edit]


Sources[edit]

StarCraft Wiki: Baneling
StarCraft Wiki: Splitterling



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Facts about "Baneling (4e Monster)"
AuthorTechpriest88 +
Identifier4e Monster +
RatingUndiscussed +
TitleBaneling +