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Author: Techpriest88 (talk)
Date Created: 11/11/10
Status: In progress.
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Infested

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 little external indication of their new alegiance -- perfect for use 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. 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. Magical items, and sentient ones in particular, interact in bizarre ways with the mutation, often evolving to become things of horrible corrupting power.

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 +9 Senses Perception +4, low-light
HP 64; Bloodied 32
AC 21; Fortitude 20, Reflex 18, Will 17
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 +12 (+14 when jumping or climbing)
Str 18 (+7) Dex 15 (+5) Wis 13 (+4)
Con 15 (+5) Int 8 (+2) Cha 5 (+0)

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 bizarre scaly exoskeleton. Their fingers develop into long, razor sharp talons that fan out like a bat's wing (albeit lacking the membrane) and they grow needle-like teeth, occasionally complimented by a pair of fanged mandibles.

Infested Impaler
Level 7 Lurker
Medium aberrant magical beast (infested zerg)
XP ?
Initiative +? Senses Perception +?, low-light
HP (4/5); Bloodied ?
AC ?; Fortitude ?, Reflex ?, Will ?
Speed 6
BasicMelee.png Impaler Tentacle (standard or opportunity, when an enemy is missed by a [i]zerg[/i] ally; at-will)
Attack: Melee 3 (one target); +10 vs. AC
Hit: 1d8 + 5 damage.
Cower Behind the Meat Shield
When adjacent to a [i]zerg[/i] ally, the impaler receives a +2 bonus to AC and Reflex defenses. (This does not stack with any mount bonus.)
Rebirth into the Swarm (free; encounter) ♦ healing
When the infested impaler 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 +?
Str 18 (+?) Dex 15 (+?) Wis 13 (+?)
Con 15 (+?) Int 8 (+?) Cha 5 (+?)

Impaler Tactics

The infested impaler ranks among the most bizarre of mutations. Its jaw morphs into an enormous, barbed spike situated at the end of a long, muscular tentacle. This impaler tentacle extends with shocking speed and force from what was formerly its mouth. The impaler's arms are atrophied and it moves with a strange loping gait, preferring to situate itself behind the front lines and attack targets of opportunity.


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