Difference between revisions of "Infestor (4e Monster)"
Techpriest88 (talk | contribs) (→Infestor: Corrected stats for an elite monster. Made some formatting and mechanical changes.) |
Techpriest88 (talk | contribs) (updated to work with template overhaul) |
||
Line 54: | Line 54: | ||
|name=Fungal Growth | |name=Fungal Growth | ||
|keywords=acid, poison, zone | |keywords=acid, poison, zone | ||
− | |recharge= | + | |recharge={{5}} {{6}} |
|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. | ||
}} | }} | ||
Line 69: | Line 69: | ||
|name=Spawn Infested | |name=Spawn Infested | ||
|keywords= | |keywords= | ||
− | |recharge= | + | |recharge=when there are no infested defenders in the infestor's personal entourage |
|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. | |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. | ||
}} | }} | ||
Line 153: | Line 153: | ||
|name=Caustic Blood | |name=Caustic Blood | ||
|keywords=acid | |keywords=acid | ||
− | |recharge=Encounter | + | |recharge=Encounter |
− | |effect=''Trigger:'' The infested defender is reduced to 0 hit points while grabbing a creature.<br />''Attack:'' '''Melee 1''' (grabbed creature); +21 vs. Reflex<br />''Hit:'' 16 acid damage, and the target takes ongoing 5 acid damage (save ends). | + | |effect=''Trigger:'' The infested defender is reduced to 0 hit points while grabbing a creature.<br />''Attack (immediate interrupt):'' '''Melee 1''' (grabbed creature); +21 vs. Reflex<br />''Hit:'' 16 acid damage, and the target takes ongoing 5 acid damage (save ends). |
}} | }} | ||
{{4e Creature Bottom MM3 | {{4e Creature Bottom MM3 |
Latest revision as of 02:33, 12 November 2011
| |||||||||
Rate this article Discuss this article |
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.
Contents
[hide]Infestor[edit]
Infestor Tactics[edit]
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.
Infested Defender[edit]
Infested Defender Tactics[edit]
Each infested defender is an unquestioning, selfless servant to the infestor that spawned it. They hold the line, blocking and grabbing enemies of their master to keep them at bay. If possible, they will drag a grabbed creature into a zone of fungal growth and hold them there.
Infestor Lore[edit]
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.
Zerg Infestation[edit]
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. | ![]() |
The target regains the lost healing surge and initial effect's penalty becomes -1. | ![]() |
Initial Effect The target loses a healing surge and takes a -2 penalty to attacks that include a zerg creature as a target. | ![]() |
The target loses an additional healing surge and the initial effect's penalty becoms -3. | ![]() |
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. | ![]() |
Final State The target is dazed. It does everything in its power to seek out and offer itself to agents of the Swarm. |
Encounter Groups[edit]
Infestors are encountered with other zerg and always accompanied by an entourage of infested.
Level 15 Encounter (XP 6300)[edit]
- 2 Infestors (with 8 infested defenders)
- 4 Winged zerglings
Souces[edit]
StarCraft Wiki: Infestor
Back to Main Page → 4e Homebrew → Monsters
Author | Techpriest88 + |
Identifier | 4e Monster + |
Rating | Undiscussed + |
Title | Infestor + |