|
|
Edit: Okay, here they are. Common Infected are CR 1/2, Special Infected are CR 1-2, and Boss Infected are CR 2-4 depending on how they are played.
[code]Common Infected Medium Undead
HD: 2d12+3 (16 hp) Initiative: -1 Speed: 30 ft AC: 11 (-1 Dex, +2 natural) Base Attack/Grapple: +1/+2 Attack: Slam +2 melee (1d6+1) Full Attack: Slam +2 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits Saves: Fort +0, Ref -1, Will +3 Abilities: Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1 Skills: - Feats: Toughness CR: 1/2 Alignment: Always neutral evil
Common Infected are the same basic human commoner zombies out of the PHB, except for the fact that they can still run. You may or may not want to keep the "single actions only" special quality, depending on how you see the zombies from L4D.[/code] [code]Hunter Medium Undead
HD: 4d12 (26 hp) Initiative: +4 Speed: 30 ft. AC: 16 (+4 Dex, +2 natural) Base Attack/Grapple: +2/+3 Attack: Slam +3 melee (1d6+1) or Claw +6 melee (1d4+1) Full Attack: Slam +3 melee (1d6+1) or Claw +6 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Pounce Special Qualities: Darkvision 60 ft., undead traits Saves: Fort +1, Ref +5, Will +4 Abilities: Str 12, Dex 19, Con -, Int -, Wis 11, Cha 1 Skills: - Feats: Mobility, Spring Attack, Weapon Finesse: Claw CR: 1 Alignment: Always neutral evil
Pounce (Ex): If the Hunter is able to study his opponent for 1 round, then he can attempt a pounce attack, dealing 1d6+1 damage and immediately initiating grapple. If the Hunter performs this attack from heights, he can transfer half of his falling damage to his victim, and take none himself. During the grapple initiated after a Pounce attack, the Hunter has a +4 bonus to his grapple checks, and automatically succeeds on grapple checks to use his natural weapons.
(If his pounce is played intelligently, he could easily be considered a CR 2 - I tried to stick with the "you're screwed if you don't have buddies nearby to save you" feel, which shouldn't be a problem in a party.)[/code] [code]Smoker Medium Undead
HD: 4d12 (26 hp) Initiative: +2 Speed: 30 ft. AC: 14 (+2 Dex, +2 natural) Base Attack/Grapple: +2/+2 Attack: Slam +2 melee (1d6) or Claw +2 melee (1d4) Full Attack: Slam +2 melee (1d6) or Claw +2 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Drag Special Qualities: Smoky, darkvision 60 ft., undead traits Saves: Fort +1, Ref +3, Will +4 Abilities: Str 11, Dex 14, Con -, Int -, Wis 11, Cha 1 Skills: - Feats: Precise Shot CR: 1 Alignment: Always neutral evil
Drag (Ex): A smoker can use his long, paralyzing tongue to lash out and grab enemies and begin dragging them back to him. The smoker makes a ranged touch attack at a +3 bonus. If he hits, then the target is partially paralyzed, and the tongue wraps around them. On each subsequent turn of the smoker's, the target is pulled 10 ft. closer to him, taking 1d4 damage in the process from the tongue's constriction. If the target gets stopped by an object or cannot be pulled further, the target remains paralyzed and continues taking 1d4 damage each round. When the target reaches the smoker, the smoker can begin making claw attacks. The target is denied their dexterity bonus to AC when being hit by these attacks.
Smoky (Ex): A smoker's body constantly exhumes a thick, green gas filled with spores. The spores are harmless, but this gives the smoker a -4 to Hide. When a smoker dies, his body "pops", and this gas rapidly escapes and fills an area 15 ft. in diameter, granting all those in it, or those being targeted through it, concealment. Casting spells with verbal components in this smoke requires a DC 10 Concentration check.
(You may or may not want to make a DC to resist the tongue's paralyzing effect - though note, it is not complete paralysis, and the target is not helpless, and cannot be coup de grace'd. I also used the Versus form of the smoker, which does damage while the target is being pulled. You may want to change it so that it does not.)[/code] [code]Boomer Medium Undead
HD: 4d12 (26 hp) Initiative: -2 Speed: 30 ft. AC: 10 (-2 Dex, +2 natural) Base Attack/Grapple: +2/+2 Attack: Slam +3 melee (1d6+1) or Claw +3 melee (1d4+1) Full Attack: Slam +3 melee (1d6+1) or Claw +3 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Vomit Special Qualities: Volatile, darkvision 60 ft., undead traits Saves: Fort +3, Ref -1, Will +4 Abilities: Str 13, Dex 6, Con -, Int -, Wis 11, Cha 1 Skills: - Feats: Great Fortitude CR: 1 Alignment: Always neutral evil
Vomit (Ex): A boomer can shoot projectile vomit in a 15 ft. cone. All those caught in the cone are covered in boomer bile. Boomer bile attracts all infected within 100 ft to the target, and they will be the infected's sole target(s). Those covered in bile have a -4 to hit and a 20% miss chance, as concealment. The bile dissipates in 3 rounds. A DC 16 reflex save avoids the bile.
Volatile (Ex): A boomer that is dealt 5 cumulative points of piercing, slashing, fire, or electricity damage explodes instantaneously, covering a 15 ft. diameter in boomer bile. Bile works as noted above. A DC 18 reflex save avoids the bile from a boomer explosion.[/code] [code]Tank Large Undead
HD: 8d12 (52 hp) Initiative: -2 Speed: 30 ft. AC: 12 (-1 Dex, +3 natural) Base Attack/Grapple: +4/+13 Attack: Slam +10 melee (1d8+10) Full Attack: Slam +10 melee (1d8+10) Space/Reach: 5 ft./5 ft. Special Attacks: Throw Special Qualities: Darkvision 60 ft., undead traits Saves: Fort +2, Ref +1, Will +6 Abilities: Str 25, Dex 8, Con -, Int -, Wis 11, Cha 1 Skills: - Feats: Power Attack, Improved Bullrush, Powerful Blow CR: 3 Alignment: Always neutral evil
Throw (Ex): A tank can throw anything within his reach up to his heavy load. If no such object exists, he can rip a chunk out of a larger item, including terrain, buildings, or anything else feasible. He throws the item with amazing strength, making a ranged attack roll using his strength instead of his dexterity to add to it. If he hits, he deals 1d6+7 damage, and knocks the target prone.[/code] [code]Witch Medium Undead
HD: 6d12 (39 hp) Initiative: +1 Speed: 40 ft. AC: 13 (+1 Dex, +2 natural) Base Attack/Grapple: +2/+2 Attack: Slam +4 melee (1d6+2) or Claw +3 melee (1d4+2) Full Attack: Slam +4 melee (1d6+2) or Claw +3 melee (1d4+2) and Claw +3 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Rend, Pounce Special Qualities: Irritable, darkvision 60 ft., undead traits Saves: Fort +3, Ref +5, Will +5 Abilities: Str 15, Dex 15, Con -, Int -, Wis 11, Cha 1 Skills: - Feats: Two-Weapon Fighting CR: 2 Alignment: Always neutral evil
Rend (Ex): If the Witch hits with two claw attacks in one round, then she rends the target's flesh for an additional 1d6+4 damage.
Pounce (Ex): The Witch can make a full attack action at the end of a charge. She provokes attacks of opportunity as normal.
Irritable (Ex): Unless provoked, a Witch remains somber, crying to herself while kneeling on the floor. If any non-Undead creature comes within 20 ft. of her, she begins growling menacingly and begins to rise from her kneeling position. If the creature does not move out of the area by the end of its next turn, then the Witch is startled and begins attacking that creature immediately. Her initiative is not rolled, it is automatically placed directly after the creature who startles her. Any offensive actions toward the Witch will also startle her.[/code] Please, remember. Most of these are CR 1-2 only when engaging a party. I stuck with the L4D concept that it is almost impossible to engage them alone. Their abilities may seem powerful at first, but the extremely debilitating ones only affect one party member at a time. It is up to the other party members to save them. Also, if you intend on running these in your campaign, remember not to send too many at even an advanced party. The L4D strategy of never more than 4 is good. 2 Hunters, 1 smoker, and 1 boomer, and a tank can replace any of the 4, but not often. Witches are more hazards than enemies, hopefully. A party trying to battle a witch will have quite the fight on their hands.
|