Difference between revisions of "User:Techpriest88/Canvas1"

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m (Level 15 Encounter (XP 6300))
(Broodling: updated aura power.)
 
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{{Author
+
Just getting started...
|author_name=Techpriest88
 
|date_created=4/26/10
 
|status=In progress.
 
|editing=Please suggest on talk page.
 
}}
 
==Infestor==
 
The infestor is a intelligent zerg horror that works to actively spread the influence of the swarm by infesting those vulnerable to its corruption. It resembles nothing so much as a gigantic slug with glowing fluid sacks and a tentacled maw. It is always accompanied by an entourage of infested humanoids and typically fights alongside other zerg strains which it commands telepathically. Despite its bulk, the infestor has evolved the ability to burrow swiftly and silently through the ground. Its greatest strength by far, however, is the terrifying arsenal of powers that it uses to hinder and subvert enemies of the Swarm.
 
  
  
[[Image:Infestor.jpg|thumb|right|An infestor is the last sight many have seen... with human eyes.]]
+
==Queen==
 
{{4e Creature Top
 
{{4e Creature Top
|name=Infestor
+
|name=Queen
|level=16
+
|level=?
|role=Elite Controler
+
|role=Artillery (Leader)
 
|size=Huge
 
|size=Huge
 
|origin=aberrant
 
|origin=aberrant
 
|type=magical beast
 
|type=magical beast
 
|keywords=zerg
 
|keywords=zerg
|xp=1400
+
|xp=?
|initiative=+12
+
|initiative=+?
|senses=Perception +15, darkvision, tremorsense 10
+
|senses=Perception +?, darkvision
|aura1=
 
|aurakeyword1=
 
|aurarange1=
 
|auraeffect1=
 
|aura2=
 
|aurakeyword2=
 
|aurarange2=
 
|auraeffect2=
 
 
|special=
 
|special=
 
|effect=
 
|effect=
|hp=157
+
|hp=?
|bloodied=78
+
|bloodied=?
|ac=30
+
|ac=?
|fortitude=28
+
|fortitude=?
|reflex=27
+
|reflex=?
|will=30
+
|will=?
 
|immune/resist/vulnerable=
 
|immune/resist/vulnerable=
|savingthrows=+2
+
|savingthrows=
|speed=6, 6 burrow
+
|speed=4 (6 on ''creep'')
|actionpoints=1
+
|actionpoints=
 
}}
 
}}
 
{{4e Creature Bar MM3|action=Standard}}
 
{{4e Creature Bar MM3|action=Standard}}
 
{{4e Creature Power MM3
 
{{4e Creature Power MM3
|type={{R}}
+
|type={{BM}}
|name=Neural Parasite
+
|name=Claws
|keywords=charm, disease, psychic
+
|keywords=
|recharge=Encounter
+
|recharge=At-Will
|effect=''Attack:'' '''Range 5''' (one creature); +20 vs. Will<br />''Hit:'' 4d8 + 6 psychic damage, and the target takes ongoing 5 psychic damage and is dazed (save ends both).<br />''First failed save:'' The target is instead dominated and takes ongoing 10 psychic damage (save ends both).<br />''Special:'' If the target moves more than 10 squares away, this effect ends. If the target drops to 0 hit points while dominated by this effect, the target contracts ''zerg infestation'' (see below).
+
|effect=''Attack:'' '''Melee 3''' (two attacks, one or two creatures); +? vs. AC<br />''Hit:'' [low] damage.
 
}}
 
}}
 
{{4e Creature Power MM3
 
{{4e Creature Power MM3
|type={{A}}
+
|type={{R}}
|name=Fungal Growth
+
|name=Acid Spines
|keywords=acid, poison, zone
+
|keywords=acid
|recharge=Recharge {{5}} {{6}}
+
|recharge=At-Will
|effect=''Attack:'' '''Area burst 2 within 10''' (enemies in burst); +20 vs. Reflex<br />''Hit:'' 2d8 + 3 acid and poison damage, and the target is immobilized until the end of the infestor's next turn.<br />''Effect:'' The burst creates a zone that lasts until the end of the infestor's next turn. Any enemy that enters the zone or starts its turn there takes 10 acid and poison damage, and is slowed until it exits the zone.<br />''Sustain Minor:'' The zone persists.
+
|effect=''Attack:'' '''Range 10''' (one creature); +? vs. AC<br />''Hit:'' [med] acid damage.
 
}}
 
}}
 
{{4e Creature Power MM3
 
{{4e Creature Power MM3
 
|type=
 
|type=
|name=Telepathic Command
+
|name=Queen's Command
 
|keywords=
 
|keywords=
 
|recharge=At-Will
 
|recharge=At-Will
|effect=''Effect:'' An ally of the infestor's level or lower within 10 squares makes a melee basic attack as a free action.
+
|effect=''Effect:'' An ally of the queen's level or lower with 10 squares gains 5 temporary hit points and makes a basic attack as a free action.
 
}}
 
}}
{{4e Creature Bar MM3|action=Move}}
 
 
{{4e Creature Power MM3
 
{{4e Creature Power MM3
|type=
+
|type={{R}}
|name=Spawn Infested
+
|name=Spawn Broodling
 
|keywords=
 
|keywords=
 
|recharge=Encounter
 
|recharge=Encounter
|effect=''Effect:'' An infested defender (see below) appears in an unoccupied space within 3 squares of the infestor and acts immediately after the infestor. An infested defender created in this way does not contribute to an encounter's experience total.<br />''Special:'' This power recharges if there are no infested defenders on the battlefield.
+
|effect=''Attack:'' '''Range 5''' (one creature); +? vs. Fortitude<br />''Hit:'' ? damage, the target is dazed and takes ongoing ? damage (save ends both).<br />''First failed save:'' The target is instead stunned.<br />''Second failed save:'' Two ''broodlings'' appear on the battlefield in unoccupied spaces adjacent to the target and the target dies. (Epic Tier only.)
 
}}
 
}}
{{4e Creature Bar MM3|action=Immediate}}
+
{{4e Creature Bar MM3|action=Move}}
 
{{4e Creature Power MM3
 
{{4e Creature Power MM3
|type={{M}}
+
|name=Burrow
|name=Fungal Gout
+
|keywords=
|keywords=acid, poison
 
 
|recharge=At-Will
 
|recharge=At-Will
|effect=''Trigger:'' An enemy moves adjacent to the infestor.<br />''Attack:'' '''Melee 1''' (triggering enemy); +20 vs. Reflex<br />''Hit:'' 2d8 + 3 acid and poison damage, and the target take a -2 penalty to attack rolls until the end of the infestor's next turn.
+
|effect=''Effect:'' The queen has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.<br />''Special:'' If on ''creep'', the queen instead has total concealment.
 
}}
 
}}
{{4e Creature Bar MM3|title=Traits}}
+
{{4e Creature Bar MM3|action=Minor}}
 
{{4e Creature Power MM3
 
{{4e Creature Power MM3
 
|type=
 
|type=
|name=Personal Entourage
+
|name=Transfusion
|keywords=
+
|keywords=healing
|recharge=
+
|recharge=Recharge {{5}} {{6}}
|effect=The infestor begins each encounter with a personal entourage consisting of 4 infested defenders. These defenders do not contribute to an encounter's experience total.
+
|effect=''Effect:'' One ally of the queen's level or lower within 10 squares spends a healing surge.
 
}}
 
}}
 
{{4e Creature Bottom MM3
 
{{4e Creature Bottom MM3
|skills=Dungeoneering +20, Heal +20, Stealth +17
+
|skills=Arcana +?, Dungeoneering +?, Heal +?
|feats=
+
|strength=
|strength=19
+
|strbonus=+
|strbonus=+12
+
|constitution=
|dexterity=18
+
|conbonus=+
|dexbonus=+12
+
|dexterity=
|wisdom=24
+
|dexbonus=+
|wisbonus=+15
+
|intelligence=
|constitution=21
+
|intbonus=+
|conbonus=+13
+
|wisdom=
|intelligence=11
+
|wisbonus=+
|intbonus=+8
+
|charisma=
|charisma=6
+
|chabonus=+
|chabonus=+6
 
 
|alignment=Unaligned
 
|alignment=Unaligned
|languages=Telepathy 20 (''zerg'' only)
+
|languages=--
 
}}
 
}}
===Infestor Tactics===
 
The infestor approaches with surprise, if possible, burrowing up from beneath. It immediately attempts to ensnare an enemy that appears weak-willed with its ''neural parasite'' attack and uses an action point to use ''fungal growth''. On subsequent rounds, it unleashes ''fungal growth'' as often as possible, commanding its allies to fight for it when it cannot. The infestor stays out of melee, if possible, spawning more defenders as needed. If the tide turns against it, the infestor will burrow and flee, engaging at a later time with reinforcements.
 
  
===Infestor Lore===
+
===Queen Tactics===
A character knows the following information with a successful Nature check.
+
As one of the more intelligent zerg strains, queens often direct their allies when encountered in the field. They prefer to stay behind the front lines, using their reach and ranged attacks to strike at enemies from a safe distance. They tend to the wounded in combat, able to restore them to peak fighting condition almost instantly. The cunning of a queen should never be underestimated, as they are the masterminds behind the evolution of the Swarm.
:'''DC 15:''' Infestors are grotesque, burrowing monstrosities that infest their victims, making them slaves to the swarm. Infestors rely heavily on their minions, as they are vulnerable to attack in close quarters.
 
:'''DC 20:''' Slaying an infestor's minions is no guarantee of peace, since it always seems to have more tucked away in its massive body. The infestor is able to bestow its putrid corruption upon its surroundings, making the very earth poisonous.
 
:'''DC 25:''' Using a specialized tentacle on its back, the infestor can overwhelm a living creature's mind, bringing it under the infestor's sway. A terrible fate awaits any who aren't granted the mercy of a bloody, violent death at the hands of its infested minions... instead being slowly transformed into another of it's servants.
 
  
==Infested Defender==
+
 
 +
==Roach==
 
{{4e Creature Top
 
{{4e Creature Top
|name=Infested Defender
+
|name=Roach
|level=16
+
|level=?
|role=Minion Soldier
+
|role=Soldier
|size=Medium
+
|size=Large
 
|origin=aberrant
 
|origin=aberrant
|type=humanoid
+
|type=beast
 
|keywords=zerg
 
|keywords=zerg
|xp=350
+
|xp=?
|initiative=+12
+
|initiative=+?
|senses=Perception +11, darkvision
+
|senses=Perception +?; darkvision
|aura1=
+
|hp=?
|aurakeyword1=
+
|bloodied=?
|aurarange1=
+
|ac=[high]
|auraeffect1=
+
|fortitude=[high]
|aura2=
+
|reflex=[low]
|aurakeyword2=
+
|will=[med]
|aurarange2=
 
|auraeffect2=
 
|special=
 
|effect=
 
|hp=1
 
|bloodied=Minion
 
|ac=32
 
|fortitude=28
 
|reflex=27
 
|will=26
 
 
|immune/resist/vulnerable=
 
|immune/resist/vulnerable=
 +
|speed=4 [6, burrow 6 (Paragon Tier.)]
 
|savingthrows=
 
|savingthrows=
|speed=6
 
 
|actionpoints=
 
|actionpoints=
 +
}}
 +
{{4e Creature Bar MM3|title=Traits}}
 +
{{4e Creature Power MM3
 +
|name=Regeneration
 +
|keywords=healing
 +
|effect=At the beginning of its turn, as long as it has at least 1 hit point, the roach regains 5 hit points. [If it is completely underground, the roach instead regains 10 hit points. (Paragon tier only.)]
 +
}}
 +
{{4e Creature Power MM3
 +
|name=Glial Reconstitution
 +
|effect=The roach gains a +2 bonus to attack and damage rolls with opportunity attacks. (Paragon Tier only.)
 
}}
 
}}
 
{{4e Creature Bar MM3|action=Standard}}
 
{{4e Creature Bar MM3|action=Standard}}
 +
{{4e Creature Power MM3
 +
|type={{BR}}
 +
|name=Acid Saliva
 +
|keywords=acid
 +
|recharge=At-Will
 +
|effect=''Attack:'' '''Range 3''' (one creature); +? vs. Reflex<br />''Hit:'' [med] acid damage.
 +
}}
 
{{4e Creature Power MM3
 
{{4e Creature Power MM3
 
|type={{BM}}
 
|type={{BM}}
|name=Grapple
+
|name=Claws
 
|keywords=
 
|keywords=
 
|recharge=At-Will
 
|recharge=At-Will
|effect=''Attack:'' '''Melee 1''' (one creature); +23 vs. AC<br />''Hit:'' 16 damage, and the target is grabbed.
+
|effect=''Attack:'' '''Melee 1''' (one creature); +? vs. AC<br />''Hit:'' [med] damage, and the target is marked until the end of its next turn.
 
}}
 
}}
{{4e Creature Bar MM3|action=Free}}
 
 
{{4e Creature Power MM3
 
{{4e Creature Power MM3
 
|type={{C}}
 
|type={{C}}
|name=Death Burst
+
|name=Ambushing Spray
 
|keywords=acid
 
|keywords=acid
 +
|recharge=Encounter
 +
|effect=''Requires:'' The roach is completely underground, adjacent to the surface.<br />''Effect:'' The roach shifts 2 squares, ending this move completely above ground, and makes the following attack.<br />''Attack:'' '''Close blast 2''' (enemies in blast); +? vs. Reflex<br />''Hit:'' ? acid damage, and the target is blinded until the end of the roach's next turn. (Epic Tier only.)
 +
}}
 +
{{4e Creature Bar MM3|action=Move}}
 +
{{4e Creature Power MM3
 +
|name=Burrow
 
|recharge=At-Will
 
|recharge=At-Will
|effect=''Trigger:'' The defender is reduced to 0 hit points.<br />''Attack:'' '''Close burst 1''' (enemies in burst); +21 vs. Reflex<br />''Hit:'' 16 acid damage. If the target was grabbed by the infested defender, it also takes ongoing 5 acid damage (save ends).
+
|effect=''Effect:'' The roach has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.<br />''Special:'' If on ''creep'', the roach instead has total concealment. (Heroic Tier only.)
 
}}
 
}}
 +
{{4e Creature Bar MM3|action=Triggered}}
 +
{{4e Creature Power MM3
 +
|type={{M}}
 +
|name=Impenetrable Line
 +
|keywords=
 +
|recharge=At-Will
 +
|effect=''Trigger:'' An enemy shifs from a square the roach threatens.<br />''Effect (opportunity action):'' The roach makes a melee basic attack against the triggering enemy.}}
 
{{4e Creature Bottom MM3
 
{{4e Creature Bottom MM3
|skills=
+
|skills=Endurance ?, Stealth ? (+? when burrowing)
|feats=
+
|constitution=?
|strength=24
+
|conbonus=+?
|strbonus=+15
+
|strength=?
|dexterity=18
+
|strbonus=+?
|dexbonus=+12
+
|dexterity=?
|wisdom=17
+
|dexbonus=+?
|wisbonus=+11
+
|intelligence=?
|constitution=21
+
|intbonus=+?
|conbonus=+13
+
|wisdom=?
|intelligence=8
+
|wisbonus=+?
|intbonus=+7
+
|charisma=?
|charisma=6
+
|chabonus=+?
|chabonus=+6
 
 
|alignment=Unaligned
 
|alignment=Unaligned
 
|languages=--
 
|languages=--
 
}}
 
}}
  
==Encounter Groups==
+
===Roach Lore===
Infestors are encountered with other zerg and always accompanied by an entourage of infested.
+
Roaches are a squat, six-legged zerg strain. Their thick armored hide allows them to take a great deal of punishmend. One of their most unique qualities is the startling speed with which thier wounds regenerate. While zerg in general heal quickly, one can watch as muscle, sinew, and even a roach's armored shell mends itself. The process works even more swiftly when they burrow, gaining but a momentary reprieve to focus on healing. In addition to this, roaches are able to spit their acidic saliva over short distances, showering enemies in corrosive goo that can work its way through even enchanted steel. They are far from helpless in close quarters, sporting a pair of vicious claws on their carapace which they use to devestating effect on any seeking to bypass them.
 +
 
 +
===Roach Tactics===
 +
Roaches are found at the front line of any engagement. They rely on their remarkably resilience and regeneration to keep them in the fight, often placing themselve in dangerous positions to limit the mobility of thier enemies. They aren't the swiftest strain in the Swarm, at least in younger hive clusters, but oftentimes they evolve a more reactive nervous system, allowing them to think and move more quickly. Eventually, they can even gain tunneling claws, allowing them to move swiftly underground. This makes them an ideal escort for infestors, allowing both to appear seemingly out of nowhere.
  
===Level 15 Encounter (XP 6300)===
 
* 2 Infestors (with 8 infested defenders)
 
* 4 [[Zergling (4e Monster)|Winged zerglings]]
 
  
==Zerg Infestation==
+
==Miscelaneous Powers==
Those drawn into the infestor's corrupted body are immediately infested. They begin hearing the whispers of the zerg hive mind, making it difficult to work at cross-purposes to its will. They become ill as their bodies begin to mutate, lacking the direction of an infestor though, it can only go so far. Veins of a yellow-brown hue run beneath their skin, forming a laticework of corrupted tissue, their eyes becoming orange as putrid, black fluids leak from every orifice. Finally thier mind is overcome and they fall under the sway of the hive mind, seeking to complete their transformation. Their bonds of friendship and loyalty are not yet completely purged -- though they may be shunned, due to their obvious infestation -- however, they will let nothing stand in the way of their newfound alegiance to the swarm.
+
All zerg are quite receptive to mental influence by nature. This psionic sensetivity is what makes the Swarm function, however, it has the consequence of making them weak to attacks against their Will defense. The counterbalance to this weakness is that the Swarm jealously guards its own. The zerg hivemind is a psionic entity of overwhelming power, being largely responsible for the infestation of new species. Before a species of interest can be added to the Swarm, it must be broken - subjugated to the will of the hivemind. The influence of the hivemind is always present in the form of the overlords, queens, and infestors who watch over the lesser strains. These wardens act as living conduits for the consciousness of the hivemind, reinforcing its hold over its subjects and fortifying their minds against outside influence.
  
 +
''These powers are just conceptual at the moment, but I plan to do something with them eventually.''
 +
<br />'''Conduit of the Hivemind''': A zerg ally of the overlord's level or lower within [range] makes a saving throw against a dazing, stunning, or dominating effect.
 +
<br />'''Swarm Consciousness''': Aura 10 - Each allied zerg within the aura gains a +2 bonus to its Will defense. If at least one allied zerg within the aura is aware of an enemy, they all are. (This defense bonus does not stack and will be already reflected in the overlord's statblock.)
  
{{4e Disease
+
==Broodling==
|type=Disease
+
{{4e Creature Top
|name=Zerg Infestation
+
|name=Broodling
|level=16
+
|level=?
|flavor=Victims feel a outside presence influencing their minds even as their bodies rebel.
+
|role=Brute Minion
|attack=See [[User:Techpriest88/Canvas1|infestor]].
+
|size=Small
|endurance=Improve DC 29, maintain DC 26, worsen DC 25 or lower
+
|origin=aberrant
|effect1=The target regains the lost healing surge and initial effect's penalty becomes -1.
+
|type=beast
|initial effect=The target loses a healing surge and takes a -2 penalty to attacks that include a zerg creature as a target.
+
|keywords=zerg
|effect2=The target loses an additional healing surge and the initial effect's penalty becoms -3.
+
|xp=?
|effect3=The target must make a saving throw when attempting to attack a zerg creature (once per creature) or be unable to attack that creature during the encounter.
+
|initiative=+?
|final state=The target is dazed. It does everything in its power to seek out and offer itself to agents of the Swarm.
+
|senses=Perception +?, darkvision
 +
|special=
 +
|effect=
 +
|hp=3
 +
|bloodied=Minion
 +
|ac=?
 +
|fortitude=?
 +
|reflex=?
 +
|will=?
 +
|immune/resist/vulnerable=
 +
|speed=8
 +
|savingthrows=
 +
|actionpoints=
 +
}}
 +
{{4e Creature Bar MM3|title=Traits}}
 +
{{4e Creature Power MM3
 +
|type=
 +
|name=Degeneration
 +
|keywords=
 +
|recharge=
 +
|effect=The broodling loses 1 hit point at the beginning of its turn.
 +
}}
 +
{{4e Creature Power MM3
 +
|aura=1
 +
|name=Frenzied Swarm
 +
|keywords=
 +
|effect=Any enemy that begins its turn within this aura takes damage equal to the number of broodlings adjacent to it. (This effect does not stack.)
 +
}}
 +
{{4e Creature Bar MM3|action=Standard}}
 +
{{4e Creature Power MM3
 +
|type={{BM}}
 +
|name=Claws
 +
|keywords=
 +
|recharge=At-Will
 +
|effect=''Attack:'' '''Melee 1''' (one creature); +? vs. AC<br />''Hit:'' [low] damage.
 +
}}
 +
{{4e Creature Bottom MM3
 +
|skills=None
 +
|strength=
 +
|strbonus=+
 +
|constitution=
 +
|conbonus=+
 +
|dexterity=
 +
|dexbonus=+
 +
|intelligence=
 +
|intbonus=+
 +
|wisdom=
 +
|wisbonus=+
 +
|charisma=
 +
|chabonus=+
 +
|alignment=Unaligned
 +
|languages=--
 
}}
 
}}
 +
 +
===Broodling Tactics===
 +
Broodlings only live a few rounds, regardless of whether or not they take damage. They are very direct creatures - lacking the guile and patience for subtlety - and attack whatever is nearest at hand until either it or they are dead.
 +
 +
==Queen Lore==
 +
A character knows the following information with a successful Arcana check.
 +
:'''DC 15:'''
 +
:'''DC 20:'''
 +
:'''DC 25:'''
 +
 +
 +
==Encounter Groups==
 +
Queens are typically encountered within a zerg hive cluster or supporting other zerg and infested.
 +
 +
===Level ? Encounter (XP ?)===
 +
*
 +
*
 +
*
 +
  
 
==Souces==
 
==Souces==
[http://starcraft.wikia.com/wiki/Infestor] StarCraft Wiki: Infestor
+
StarCraft Wiki: [http://starcraft.wikia.com/wiki/Queen Queen]
  
 
----
 
----
Back to [[Main Page]] &rarr; [[4e Homebrew|Homebrew]] &rarr; [[4e Monsters|Monsters]]
+
{{4e Monsters Breadcrumb}}
  
 
[[Category:4e]]
 
[[Category:4e]]
 
[[Category:User]]
 
[[Category:User]]
[[Category:Creature]]
+
[[Category:Monster]]

Latest revision as of 19:41, 12 November 2011

Just getting started...


Queen[edit]

Queen
Level ? Artillery (Leader)
Huge aberrant magical beast (zerg)
XP ?
Initiative +? Senses Perception +?, darkvision
HP ?; Bloodied ?
AC ?; Fortitude ?, Reflex ?, Will ?
Speed 4 (6 on creep)
Standard Actions
BasicMelee.png Claws ♦ At-Will
Attack: Melee 3 (two attacks, one or two creatures); +? vs. AC
Hit: [low] damage.
Ranged.png Acid Spines (acid) ♦ At-Will
Attack: Range 10 (one creature); +? vs. AC
Hit: [med] acid damage.
Queen's Command ♦ At-Will
Effect: An ally of the queen's level or lower with 10 squares gains 5 temporary hit points and makes a basic attack as a free action.
Ranged.png Spawn Broodling ♦ Encounter
Attack: Range 5 (one creature); +? vs. Fortitude
Hit: ? damage, the target is dazed and takes ongoing ? damage (save ends both).
First failed save: The target is instead stunned.
Second failed save: Two broodlings appear on the battlefield in unoccupied spaces adjacent to the target and the target dies. (Epic Tier only.)
Move Actions
Burrow ♦ At-Will
Effect: The queen has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
Special: If on creep, the queen instead has total concealment.
Minor Actions
Transfusion (healing) ♦ Recharge Recharge D6 (5).gif D6 (6).gif
Effect: One ally of the queen's level or lower within 10 squares spends a healing surge.
Skills Arcana +?, Dungeoneering +?, Heal +?
Str (+) Dex (+) Wis (+)
Con (+) Int (+) Cha (+)
Alignment Unaligned Languages --


Queen Tactics[edit]

As one of the more intelligent zerg strains, queens often direct their allies when encountered in the field. They prefer to stay behind the front lines, using their reach and ranged attacks to strike at enemies from a safe distance. They tend to the wounded in combat, able to restore them to peak fighting condition almost instantly. The cunning of a queen should never be underestimated, as they are the masterminds behind the evolution of the Swarm.


Roach[edit]

Roach
Level ? Soldier
Large aberrant beast (zerg)
XP ?
Initiative +? Senses Perception +?; darkvision
HP ?; Bloodied ?
AC [high]; Fortitude [high], Reflex [low], Will [med]
Speed 4 [6, burrow 6 (Paragon Tier.)]
Traits
Regeneration (healing)
At the beginning of its turn, as long as it has at least 1 hit point, the roach regains 5 hit points. [If it is completely underground, the roach instead regains 10 hit points. (Paragon tier only.)]
Glial Reconstitution
The roach gains a +2 bonus to attack and damage rolls with opportunity attacks. (Paragon Tier only.)
Standard Actions
BasicRanged.png Acid Saliva (acid) ♦ At-Will
Attack: Range 3 (one creature); +? vs. Reflex
Hit: [med] acid damage.
BasicMelee.png Claws ♦ At-Will
Attack: Melee 1 (one creature); +? vs. AC
Hit: [med] damage, and the target is marked until the end of its next turn.
Close.png Ambushing Spray (acid) ♦ Encounter
Requires: The roach is completely underground, adjacent to the surface.
Effect: The roach shifts 2 squares, ending this move completely above ground, and makes the following attack.
Attack: Close blast 2 (enemies in blast); +? vs. Reflex
Hit: ? acid damage, and the target is blinded until the end of the roach's next turn. (Epic Tier only.)
Move Actions
Burrow ♦ At-Will
Effect: The roach has concealment and may make Stealth checks to avoid notice. Moving or attacking ends this effect.
Special: If on creep, the roach instead has total concealment. (Heroic Tier only.)
Triggered Actions
Melee.png Impenetrable Line ♦ At-Will
Trigger: An enemy shifs from a square the roach threatens.
Effect (opportunity action): The roach makes a melee basic attack against the triggering enemy.
Skills Endurance ?, Stealth ? (+? when burrowing)
Str ? (+?) Dex ? (+?) Wis ? (+?)
Con ? (+?) Int ? (+?) Cha ? (+?)
Alignment Unaligned Languages --


Roach Lore[edit]

Roaches are a squat, six-legged zerg strain. Their thick armored hide allows them to take a great deal of punishmend. One of their most unique qualities is the startling speed with which thier wounds regenerate. While zerg in general heal quickly, one can watch as muscle, sinew, and even a roach's armored shell mends itself. The process works even more swiftly when they burrow, gaining but a momentary reprieve to focus on healing. In addition to this, roaches are able to spit their acidic saliva over short distances, showering enemies in corrosive goo that can work its way through even enchanted steel. They are far from helpless in close quarters, sporting a pair of vicious claws on their carapace which they use to devestating effect on any seeking to bypass them.

Roach Tactics[edit]

Roaches are found at the front line of any engagement. They rely on their remarkably resilience and regeneration to keep them in the fight, often placing themselve in dangerous positions to limit the mobility of thier enemies. They aren't the swiftest strain in the Swarm, at least in younger hive clusters, but oftentimes they evolve a more reactive nervous system, allowing them to think and move more quickly. Eventually, they can even gain tunneling claws, allowing them to move swiftly underground. This makes them an ideal escort for infestors, allowing both to appear seemingly out of nowhere.


Miscelaneous Powers[edit]

All zerg are quite receptive to mental influence by nature. This psionic sensetivity is what makes the Swarm function, however, it has the consequence of making them weak to attacks against their Will defense. The counterbalance to this weakness is that the Swarm jealously guards its own. The zerg hivemind is a psionic entity of overwhelming power, being largely responsible for the infestation of new species. Before a species of interest can be added to the Swarm, it must be broken - subjugated to the will of the hivemind. The influence of the hivemind is always present in the form of the overlords, queens, and infestors who watch over the lesser strains. These wardens act as living conduits for the consciousness of the hivemind, reinforcing its hold over its subjects and fortifying their minds against outside influence.

These powers are just conceptual at the moment, but I plan to do something with them eventually.
Conduit of the Hivemind: A zerg ally of the overlord's level or lower within [range] makes a saving throw against a dazing, stunning, or dominating effect.
Swarm Consciousness: Aura 10 - Each allied zerg within the aura gains a +2 bonus to its Will defense. If at least one allied zerg within the aura is aware of an enemy, they all are. (This defense bonus does not stack and will be already reflected in the overlord's statblock.)

Broodling[edit]

Broodling
Level ? Brute Minion
Small aberrant beast (zerg)
XP ?
Initiative +? Senses Perception +?, darkvision
HP 3; a missed attack never damages a minion.
AC ?; Fortitude ?, Reflex ?, Will ?
Speed 8
Traits
Degeneration
The broodling loses 1 hit point at the beginning of its turn.
Aura.png Frenzied Swarm ♦ Aura 1
Any enemy that begins its turn within this aura takes damage equal to the number of broodlings adjacent to it. (This effect does not stack.)
Standard Actions
BasicMelee.png Claws ♦ At-Will
Attack: Melee 1 (one creature); +? vs. AC
Hit: [low] damage.
Skills None
Str (+) Dex (+) Wis (+)
Con (+) Int (+) Cha (+)
Alignment Unaligned Languages --


Broodling Tactics[edit]

Broodlings only live a few rounds, regardless of whether or not they take damage. They are very direct creatures - lacking the guile and patience for subtlety - and attack whatever is nearest at hand until either it or they are dead.

Queen Lore[edit]

A character knows the following information with a successful Arcana check.

DC 15:
DC 20:
DC 25:


Encounter Groups[edit]

Queens are typically encountered within a zerg hive cluster or supporting other zerg and infested.

Level ? Encounter (XP ?)[edit]


Souces[edit]

StarCraft Wiki: Queen


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