Difference between revisions of "User:Techpriest88/Canvas3"

From Dungeons and Dragons Wiki
Jump to: navigation, search
m (Removing Nonstandard categories.)
m
Line 224: Line 224:
 
===Abomination Tactics===
 
===Abomination Tactics===
 
----  
 
----  
{{4e Creature Templates Breadcrumb}}  
+
{{4e Templates Breadcrumb}}  
 
[[Category:4e]] [[Category:User]] [[Category:Monster]] [[Category:Template]]
 
[[Category:4e]] [[Category:User]] [[Category:Monster]] [[Category:Template]]

Revision as of 23:31, 5 February 2011

Homebrew.png
Author: Techpriest88 (talk)
Date Created: 11/11/10
Status: In progress.
Editing: Please suggest on talk page.
Rating box not supported outside of the main namespace.
Rate this article
Discuss this article

Infested

File:Chaos Marauder from tentonhammer.jpeg
Zerg infestation turns victims into living weapons.
File:Nightmare from creativeuncut.jpg
Extensive mutations can follow seemingly random patterns.

Those who fall into the clutches of the zerg swarm are horribly corrupted and mutated according to the whims of their new masters. Most emerge from their morphing chrysalis looking more alien than anything else, but a few are left with few external indications of their new alegiance... to be used as agents to infiltrate their original society and bring it down from within.

Oftentimes, infested will develop freakish and bestial features, such as overlarge fangs and claws. They can mutate in such a way as to functionally fuse with whatever weapons and armour they had at the time, their bodies warping to integrating armour into their mass directly and enelope the hilts of weapons (especially magical ones). It is not uncommon for them to sprout spines and tentacles seemingly at random, emerging from gaps in their armour or piercing it as they grow.

There may be an order to the chaos, however, as many infested show a striking resemblance to certain existing zerg strains. This is believed to be a result of some genetic affinity for that aspect of the swarms genome. This often coincides with the victim's predisposition prior to infestation, as those who favoured melee combat more often have an affinity for zergling or ultralisk aspects, whereas those who preferred ranged combat tend to align with hydralisk aspects.

Infested Rabble
Level 5 Minion
Medium aberrant humanoid (infested zerg)
XP 50
Initiative +4 Senses Perception +4, low-light
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 19, Reflex 17, Will 17
Speed 4
BasicMelee.png Claws (standard; at-will)
Attack: Melee 1 (one target); +10 vs. AC
Hit: 1d8 + 5 damage.
Rebirth into the Swarm (free; encounter) ♦ healing
When the infested rabble is reduced to 0 hit points, it makes a saving throw. If it succeeds, it regains 1 hit point at the beginning of its next turn, stands, and may act as normal.
Alignment Unaligned Languages Common
Str 18 (+6) Dex 15 (+4) Wis 15 (+4)
Con 13 (+3) Int 8 (+1) Cha 5 (-1)

Infested Rabble Tactics

Rabble are freshly infested, just beginnig to maifest their first mutations and still weakened from the horrifying zerg virus. As such they are rather vulnerable, but even so, their mutations grant them deadly claws and thick, leathery skin. Their enhanced regenerative ability may keep some in the fight a little longer. They attack only in defense of thier brood, preferring to work in pairs and occasionally taking up their formerly favoured weapons, if available.

Infested Slasher
Level 7 Skirmisher
Medium aberrant humanoid (infested zerg)
XP ?
Initiative +? Senses Perception +?, low-light
HP (4/5); Bloodied ?
AC ?; Fortitude ?, Reflex ?, Will ?
Speed 6
BasicMelee.png Talons (standard; at-will)
Attack: Melee 1 (one target); +10 vs. AC
Hit: 1d8 + 5 damage.
Rebirth into the Swarm (free; encounter) ♦ healing
When the infested slasher is reduced to 0 hit points, it makes a saving throw. If it succeeds, it spends a healing surge at the beginning of its next turn, stands, and may act as normal.
Alignment Unaligned Languages Common
Skills Athletics +? (+? when jumping or climbing)
Str 18 (+?) Dex 15 (+?) Wis 13 (+?)
Con 15 (+?) Int 8 (+?) Cha 5 (+?)

Infested Slasher Tactics

The first step in an often painful process of transformation, slashers develop some of the more universal zerg features. Their toes lengthen, giving them the long strides of a digitigrade gait. Their eyes become the disconcerting orange and black, even as their hides harden into a bizare scaly exoskeleton. Their fingers develop into long, razor sharp talons that fan out like a bat's wing (lacking its membrane) and they grow needle-like teeth, occasionally complimented by a pair of fanged mandibles.

Infested Abomination
Level 7 Brute
Large aberrant magical beast (infested zerg)
XP ?
Initiative +? Senses Perception +?, low-light
HP (4/5); Bloodied ?
AC ?; Fortitude ?, Reflex ?, Will ?
Speed 6
BasicMelee.png Talons (standard; at-will)
Attack: Melee 1 (one target); +10 vs. AC
Hit: 1d8 + 5 damage.
Rebirth into the Swarm (free; encounter) ♦ healing
When the infested abomination is reduced to 0 hit points, it makes a saving throw. If it succeeds, it spends a healing surge at the beginning of its next turn, stands, and may act as normal.
Alignment Unaligned Languages Common
Skills Athletics +? (+? when jumping or climbing)
Str 18 (+?) Dex 15 (+?) Wis 13 (+?)
Con 15 (+?) Int 8 (+?) Cha 5 (+?)

Abomination Tactics


Back to Main Page4e HomebrewMonstersTemplates