Difference between revisions of "User:Techpriest88/Canvas1"

From Dungeons and Dragons Wiki
Jump to: navigation, search
(lore changes, template correction, image placement, mechanical tweak.)
(reworked the entourage and tactics. new template utilized.)
Line 39: Line 39:
 
|immune/resist/vulnerable=
 
|immune/resist/vulnerable=
 
|savingthrows=+2
 
|savingthrows=+2
|speed=6, 8 burrow
+
|speed=6, 6 burrow
 
|actionpoints=1
 
|actionpoints=1
 
}}
 
}}
Line 57: Line 57:
 
|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:'' '''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.
 
}}
 
}}
 +
{{4e Creature Power MM3
 +
|type=
 +
|name=Command Infested
 +
|keywords=
 +
|recharge=At-Will
 +
|effect=''Effect:'' An infested defender within 10 squares of the infestor moves up to half its speed and makes a melee basic attack as a free action.
 +
}}
 +
{{4e Creature Bar MM3|action=Move}}
 
{{4e Creature Power MM3
 
{{4e Creature Power MM3
 
|type=
 
|type=
Line 62: Line 70:
 
|keywords=
 
|keywords=
 
|recharge=Recharge {{4}} {{5}} {{6}}
 
|recharge=Recharge {{4}} {{5}} {{6}}
|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:'' If this is the first time the power is used this encounter, an additional infested defender appears within the burst. This power cannot be used or recharged if the infestor's personal entourage contains infested defenders.
+
|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 is added to the infestor's personal entourage and does not contribute to an encounter's experience total.<br />''Special:'' This power cannot be used if the infestor's personal entourage contains infested defenders.
 
}}
 
}}
 
{{4e Creature Bar MM3|action=Immediate}}
 
{{4e Creature Bar MM3|action=Immediate}}
Line 72: Line 80:
 
|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=''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.
 
}}
 
}}
{{4e Creature Bottom
+
{{4e Creature Bar MM3|title=Traits}}
|alignment=Unaligned
+
{{4e Creature Power MM3
|languages=Telepathy 20 (''zerg'' only)
+
|type=
 +
|name=Personal Entourage
 +
|keywords=
 +
|recharge=
 +
|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.
 +
}}
 +
{{4e Creature Bottom MM3
 
|skills=Dungeoneering +20, Heal +20, Stealth +17
 
|skills=Dungeoneering +20, Heal +20, Stealth +17
 
|feats=
 
|feats=
Line 89: Line 103:
 
|charisma=6
 
|charisma=6
 
|chabonus=+6
 
|chabonus=+6
 +
|alignment=Unaligned
 +
|languages=Telepathy 20 (''zerg'' only)
 
}}
 
}}
 
===Infestor Tactics===
 
===Infestor Tactics===
The infestor approaches with surprise, if possible, burrowing up from beneath. It telepathically calls its minions to the battle and immediately attempts to ensnare an enemy that appears weak-willed with its ''neural parasite'' attack, consuming the target if it succumbs fully to the mental assault. On the next round it unleashes ''fungal growth'' (caring not for its new minion, who will expire all the quicker as a result) and burrows just beneath the ground. It surfaces to spawn more infested, if its entourage of defenders are slain. (Each infestor begins the encouter with 4 infested defenders designated as it's entourage. If slain, the its defenders are bequeathed to another infestor present, if any, or simply continue fighting to the death.)
+
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 minions to fight for it when it cannot. The infestor stays out of melee, if possible, spawning more defenders if they all die. If it runs out of allies and cannot spawn minions, the infestor will burrow and flee, engaging at a later time with reinforcements.
  
 
===Infestor Lore===
 
===Infestor Lore===
Line 148: Line 164:
 
|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=''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).
 
}}
 
}}
{{4e Creature Bottom
+
{{4e Creature Bottom MM3
|alignment=Unaligned
 
|languages=--
 
 
|skills=
 
|skills=
 
|feats=
 
|feats=
Line 165: Line 179:
 
|charisma=6
 
|charisma=6
 
|chabonus=+6
 
|chabonus=+6
 +
|alignment=Unaligned
 +
|languages=--
 
}}
 
}}
  

Revision as of 23:50, 20 October 2011

Homebrew.png
Author: Techpriest88 (talk)
Date Created: 4/26/10
Status: In progress.
Editing: Please suggest on talk page.
Rating box not supported outside of the main namespace.
Rate this article
Discuss this article

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.


An infestor is the last sight many have seen... with human eyes.
Infestor
Level 16 Elite Controler
Huge aberrant magical beast (zerg)
XP 1400
Initiative +12 Senses Perception +15, darkvision, tremorsense 10
HP 157; Bloodied 78
AC 30; Fortitude 28, Reflex 27, Will 30
Saving Throws +2
Speed 6, 6 burrow
Action Points 1
Standard Actions
Ranged.png Neural Parasite (charm, disease, psychic) ♦ Encounter
Attack: Range 5 (one creature); +20 vs. Will
Hit: 4d8 + 6 psychic damage, and the target takes ongoing 5 psychic damage and is dazed (save ends both).
First failed save: The target is instead dominated and takes ongoing 10 psychic damage (save ends both).
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).
Area.png Fungal Growth (acid, poison, zone) ♦ Recharge Recharge D6 (5).gif D6 (6).gif
Attack: Area burst 2 within 10 (enemies in burst); +20 vs. Reflex
Hit: 2d8 + 3 acid and poison damage, and the target is immobilized until the end of the infestor's next turn.
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.
Sustain Minor: The zone persists.
Command Infested ♦ At-Will
Effect: An infested defender within 10 squares of the infestor moves up to half its speed and makes a melee basic attack as a free action.
Move Actions
Spawn Infested ♦ Recharge Recharge D6 (4).gif D6 (5).gif D6 (6).gif
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 is added to the infestor's personal entourage and does not contribute to an encounter's experience total.
Special: This power cannot be used if the infestor's personal entourage contains infested defenders.
Immediate Actions
Melee.png Fungal Gout (acid, poison) ♦ At-Will
Trigger: An enemy moves adjacent to the infestor.
Attack: Melee 1 (triggering enemy); +20 vs. Reflex
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.
Traits
Personal Entourage
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.
Skills Dungeoneering +20, Heal +20, Stealth +17
Str 19 (+12) Dex 18 (+12) Wis 24 (+15)
Con 21 (+13) Int 11 (+8) Cha 6 (+6)
Alignment Unaligned Languages Telepathy 20 (zerg only)


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 minions to fight for it when it cannot. The infestor stays out of melee, if possible, spawning more defenders if they all die. If it runs out of allies and cannot spawn minions, the infestor will burrow and flee, engaging at a later time with reinforcements.

Infestor Lore

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

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

Infested Defender
Level 16 Minion Soldier
Medium aberrant humanoid (zerg)
XP 350
Initiative +12 Senses Perception +11, darkvision
HP 1; a missed attack never damages a minion.
AC 32; Fortitude 28, Reflex 27, Will 26
Speed 6
Standard Actions
BasicMelee.png Grapple ♦ At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Hit: 16 damage, and the target is grabbed.
Free Actions
Close.png Death Burst (acid) ♦ At-Will
Trigger: The defender is reduced to 0 hit points.
Attack: Close burst 1 (enemies in burst); +21 vs. Reflex
Hit: 16 acid damage. If the target was grabbed by the infested defender, it also takes ongoing 5 acid damage (save ends).
Str 24 (+15) Dex 18 (+12) Wis 17 (+11)
Con 21 (+13) Int 8 (+7) Cha 6 (+6)
Alignment Unaligned Languages --


Encounter Groups

Infestors are encountered with other zerg and always accompanied by an entourage of infested.

Level Encounter (XP )


Zerg Infestation

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.


Zerg Infestation
Level 16 Disease
Victims feel a outside presence influencing their minds even as their bodies rebel. Attack: See infestor.
Endurance Improve DC 29, maintain DC 26, worsen DC 25 or lower
The target is cured. DiseaseArrowLeft.gif The target regains the lost healing surge and initial effect's penalty becomes -1. DiseaseArrow.gif Initial Effect The target loses a healing surge and takes a -2 penalty to attacks that include a zerg creature as a target. DiseaseArrow.gif The target loses an additional healing surge and the initial effect's penalty becoms -3. DiseaseArrow.gif 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. DiseaseArrowRight.gif Final State The target is dazed. It does everything in its power to seek out and offer itself to agents of the Swarm.


Souces

[1] StarCraft Wiki: Infestor


Back to Main PageHomebrewMonsters