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User:Techpriest88/Canvas3

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==Infested== [[File:Chaos Marauder from tentonhammer.jpeg|thumb|right|Zerg infestation turns victims into living weapons.]][[File:Nightmare from creativeuncut.jpg|thumb|right|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.
[[File:Nightmare from creativeuncut.jpg|thumb|right]]
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. They become little more than living weapons.
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.
 
{{4e Creature Top
|name=Infested Rabble
|level=5
|role=Minion
|size=Medium
|origin=aberrant
|type=humanoid
|keywords=infested zerg
|xp=50
|initiative=+4
|senses=Perception +3, low-light
|aura1=
|aurakeyword1=
|aurarange1=
|auraeffect1=
|aura2=
|aurakeyword2=
|aurarange2=
|auraeffect2=
|special=
|effect=
|hp=1
|bloodied=Minion
|ac=19
|fortitude=19
|reflex=17
|will=16
|immune/resist/vulnerable=
|savingthrows=
|speed=6
|actionpoints=
}}
{{4e Creature Power
|type={{BM}}
|name=Claws
|action=standard
|recharge=at-will
|keywords=
|effect=''Attack:'' Melee 1 (one target); +10 vs. AC<br />''Hit:'' 1d8 + 5 damage.
}}
{{4e Creature Power
|type=
|name=Rebirth into the Swarm
|action=free
|recharge=encounter
|keywords=healing
|effect=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.
}}
{{4e Creature Bottom
|alignment=Unaligned
|languages=Common
|skills=
|feats=
|strength=18
|strbonus=+6
|dexterity=15
|dexbonus=+4
|wisdom=13
|wisbonus=+3
|constitution=15
|conbonus=+4
|intelligence=8
|intbonus=+1
|charisma=5
|chabonus=-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 their enhanced regenerative ability may keep some in the fight a little longer. Many infested are simply not genetically strong enough to develop beyond this point. They fight in a manner similar to the species they were prior to infestation, even wielding weapons, if they are handy.
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