Species Overview

Creatures

Name Picture
Designation Description Size
Egg ?
Intermediate Stage When the creatures mature from the Larval state, they retreat into the Egg form for 2-6 days, emerging as a fully-functional member of one of the subspecies. Probable final form can be determined by PRIS and densitometer observation. 3' high
Cerebrate
Cerebrate
Central Brain
Every Zerg Swarm has one - and only one - Cerebrate at its' centre. This creature is the brains and motivation behind the entire infestation, directing the operations of all its' minions by means of a psionic waveband unknown to other psionic creatures. Immobile and physically helpless, it relies on its' spawn and its' wits to do everything for it, and has no attack of its' own. It does, however, have an extreme form of the Zerg regeneration ability, and is effectively immortal and invulnerable, except to certain forms of Protoss High Templar energy.
100' across
Scourge Scourge
Anti-air defence
("Missile")
Small, extremely fast-moving flyer, propelled by internal jet system. Intelligence minimal. Attacks any moving thing non-Zerg that rises above 140' and below 2,500' by ramming, producing an explosion. Burrows when not required. 2' long
Hydralisk
Hydralisk
Heavy Infantry
("Snake")
Slower moving fighter than the Leaper, has missile attack as well as boneblades. Armoured from the front. Intelligence higher than most forms. Evidence of intentional cruelty. Does not appear to feed in any way; this form is purely designed for warfare. Burrows. Regenerates. 7' high; 12' long in total.
Defiler
Defiler
Sneak Attack
("Scorpion")
Can emit a deadly cloud of corrosive gas, and plant some form of "seeds" in unprotected humans or Protoss which hatch into two small Zerg creatures, killing the host. Burrows and regenerates. Hides. Has minimal attack with front claws. Sneaky, may be quite intelligent.
15' long
Zergling Zergling
Light infantry
("Leaper")
Small, extremely fast ground fighter. Can leap 3x body length to attack. Armoured top surface. Equipped with boneblades. Some intelligence. Does not feed. Burrows. Regenerates. 3' high; 7' long total.
Mutalisk
Mutalisk
Attack flyer
("Dragon")
Medium sized winged flyer. Attacks airborne or ground targets with acid/venom spittle. Moderate intelligence. Does not feed or burrow. Regenerates. 10' long; 20' wingspan
Overlord Overlord
Troop carrier Large, blimp-like flyer, capable of holding other types in its' body and transporting them. Also appears to have senses similar in ability to mechanical sensors, and possibly some form of control over the other types. Does not feed or burrow. Regenerates. 50' diameter
Queen
Queen
??
("Skulker")
Large, slow flyer. Secretive and shy, skulks and hides. Capabilities unknown. 20' diameter
Ultralisk
Ultralisk
Heavy Infantry
("Elephant")
Massive ground monster, slow and enormously strong, armoured like a tank. Not especially intelligent. Very large boneblades capable of piercing starship armour. Does not feed or burrow. Regenerates slowly. 20' high, 30' long.
Larva Larva
Early stage Only dead ones retrieved so far. This is the basic form; when other forms are required, these transform into the Egg form and thence into what's needed. 2' long

Structures

The Zerg build no buildings from materials; their structures are extruded and "grown" from the Creep. Initially a Swarm will consist of the Cerebrate, a Hatchery, and a few others. Once an Evolution Chamber has been grown, however, the necessary proteins and genetic stimulants are produced to increase the size and capabilities of the structures - and therefore of the troops they produce.

Structure
Designation Description Size
Creep Colony
Structure support
The basic factories that generate the Creep all Zerg structures grow on, these are where the hapless inhabitants of captured worlds are processed into the biomass which makes up the Swarm. They have no combat capabilities. 30' high

Defensive installation - ground defence
("The Mound in the Forest")
Evolved from a Creep Colony, the Sunken colony can attack through the ground, shooting powerful roots deep under the surface to emerge under the feet of hapless attackers.
15' high

Defensive installation - air defence
Evolved from a Creep Colony, the Spre Colony defends the Zerg base against air attack, shooting energy blasts that can bring down quite large craft. It has no attack against land forces.
50' high

Genetic Booster
Once this structure is installed on a section of Creep, more advanced genetic material is available to the structures sharing that Creep, allowing them to develop into more advanced forms and produce better creatures.
100' across

Basic creature production facility
The Hatchery  is the core of basic Zerg creature production. Larvae are slowly produced and stored in the Hatchery; once the Cerebrate decides what breeds it needs, the larvae retreat into eggs and metamorphose into the species required. These then leave the Hatchery.
200' across
Lair
Advanced creature production facility
The mature form of the Hatchery, the Lair produces more larvae and gestates its' eggs faster. It's tougher than the Hatchery and better armoured.
300' across
Hive
Advanced creature production facility
Developed from the Lair, the Hive is another advance in speed and volume of Zerg creature production. A Hive is almost as hard to kill as a Cerebrate, though once killed they do stay dead.
500' across
Spawning Pool
Genetic code storage
The Spawning Pool maintains and contributes the necessary genetic codes for the production of Zerglings.

Hydralisk Den
Genetic code storage
The Hydralisk Den maintains and contributes the necessary genetic codes for the production of Hydralisks.

Spire
Genetic code storage
The Spire maintains and contributes the necessary genetic codes for the production of Scourges and Mutalisks.

Greater Spire
Genetic code storage
The mature form of the Spire, the Greater Spire allows flying Zerg such as the Mutalisk to metamorphose again into more advanced and specialized forms.

Queen's Nest
Genetic code storage
The Queen's Nest maintains and contributes the necessary genetic codes for the production of the so far mysterious Queen breed of Zerg.

Ultralisk Cavern
Genetic code storage
The Ultralisk Cavern maintains and contributes the necessary genetic codes for the production of Ultralisks.

Defiler Mound
Genetic code storage
The Defiler Mound maintains and contributes the necessary genetic codes for the production of Defilers.

Nydus Canal
??
A very rare Zerg structure, not completely analysed by the Protoss, its' function is currently unknown.