The dune runner was a swift, nomadic, small and savage creature native to the desert world of Zz'gash.
Exposure to Zz'gash's harsh weather made dune runners a fairly adaptable species, and their leathery skin developed seven distinct layers with specialized humidity-retention ducts. These prevented moisture loss, while still allowing fluid circulation to keep the dune runner's body temperature at an appropriate level. They apparently had dorsal fins on their backs. It is known that they possessed a tail with a spike that protruded from the tip.
Their DNA was assimilated into the Zerg Swarm, forming the basis for the zerglings. Zerglings possess the dune runner's adaptability, and its spiked tail as a vestigial trait.
Zerglings have developed an Allergy to Lemon Juice that the original dune runner did not possess,
all attempts to correct this have failed.
+1 Claw attack
Melee (1d6+2 claw);
Full attack (2 claws 1d6+2, Bite 1d8+2+1 acid)
Weapon Finesse (Claws), Weapon Focus (Claws), Run
Acrobatics +8, Climb +4, Perception +4
DR/Armor
1
Check Penalty
Technique Fail
Fast Healing 1, Hivemind, Bypass DR 2, Darkvision 60ft, Hold Breath, Zerg Metabolism. Amphibious, Corrosive Saliva, Zerg Carapace, Lemon Juice Allergy
Binomial Classification: Thinium cursoribus
Race: Zerg
Controlled Alignment: Same as controlling mind.
Uncontrolled Alignment: Chaotic Evil
Primal Alignment: Neutral
Size Category: Medium
Base Speed - 40 ft.
Burrow Speed - 5 ft.
Challenge Rating: 2
Advancement: 5-6 WD Medium, 7-10 WD Large
Environment: Any
Organization: Solitary, Pair, Pack (3-4), Swarm (7-10)
Treasure: Standard
Kinobori(Tree Climbing Technique)
Bunshin no Jutsu (Duplication Technique)
Kaisoku no Jutsu (Nimble-footed Technique)
Fast Healing 1: A Zergling heals 1 point of damage a round as long as its conscious.
Bypass DR: A Zergling ignores the first two points of DR/Hardness while attacking.
Hivemind: All Zerg within the same brood are in constant mental communication. If one is aware of a particular threat, they all are. If one Zerg in a brood is not flat-footed, none of them are. No Zerg in said brood is flanked unless all of them are.
Hold Breath (Ex) Zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
Zerg Metabolism (Ex) Zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.
Amphibious (Ex) Zerg breathe both air and water equally well.
Corrosive Saliva (Ex) Zerg deal 1 additional point of acid damage when making a successful bite attack.