Difference between revisions of "User:Techpriest88/Canvas1"
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|keywords=Charm, Disease, Psychic | |keywords=Charm, Disease, Psychic | ||
|effect=Range 5; +20 vs. Will; 4d8 + 5 psychic damage, and the target takes ongoing 5 psychic damage and is dazed (save ends). | |effect=Range 5; +20 vs. Will; 4d8 + 5 psychic damage, and the target takes ongoing 5 psychic damage and is dazed (save ends). | ||
− | ''First failed save:'' The target is dominated and takes ongoing 10 psychic damage (save ends) | + | ''First failed save:'' The target is dominated and takes ongoing 10 psychic damage (save ends).<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 ''[[User:Techpriest88/Canvas2|zerg infestation]]''. | ''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 ''[[User:Techpriest88/Canvas2|zerg infestation]]''. | ||
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Revision as of 04:27, 21 November 2010
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Contents
[hide]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 assortment of infested humanoids who defend it to the death.
Infestor Level 16 Elite Controler
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Huge aberrant magical beast (zerg) XP 1400
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Initiative +12 | Senses Perception +15, darkvision, termorsense 10 | |
HP 157; Bloodied 78 | ||
AC 30; Fortitude 28, Reflex 27, Will 30 | ||
Saving Throws +2 | ||
Speed 6, 8 burrow | ||
Action Points 1 | ||
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+19 vs. AC; 2d8 + 3 acid and poison damage. | ||
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Range 5; +20 vs. Will; 4d8 + 5 psychic damage, and the target takes ongoing 5 psychic damage and is dazed (save ends).
First failed save: The target is dominated and takes ongoing 10 psychic damage (save ends). | ||
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Close burst 3; creates an infested defender (see below) within the burst. If this is the first time the power is used this encounter, it produces an additional infested. Each spawned creature acts immediately after the infestor, on its initiative count. This power cannot be used or recharged if the infestor's personal entourage contains infested defenders. (Spawned cretures do not award additional experience.) | ||
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Area burst 2 within 10; creates a zone of infested earth that harms those treading upon it. Creatures entering or starting their turns within the zone take 10 acid and poison damage and are slowed until they exit the zone. | ||
Alignment Unaligned | Languages Telepathy 20 (zerg only) | |
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) |
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 falls unconcious. On the next round it unleashes fungal growth (caring not for its new minion, who will succumb all the quicker as a result) and burrows just beneath the ground. It surfaces to spawn more infested, if its entourage of defenders is 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.)
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. An infestors minions inherited an aspect of the baneling's volitility, exploding in deadly acid when slain.
- DC 20: Slaying its minions is no guarantee of peace, for it always has more tucked away in its massive body. Any living thing its tentacles latch on to is overwhelmed by the zerg hive mind, falling under the sway of the infestor.
- DC 25: The infestor is able to bestow its putrid corruption upon its surroundings, making the very earth poisonous. 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 infested horrors.
Encounter Groups
Infestors are encountered with other zerg and always accompanied by an entourage of infested.
Level Encounter (XP )
Souces
[1] StarCraft Wiki: Infestor
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