The document describes several monsters of varying levels that could be encountered, including zombies, humanoids, and a large zombie tank. It provides statistics such as hit points, defenses, damage values, and special abilities for each monster.
The document describes several monsters of varying levels that could be encountered, including zombies, humanoids, and a large zombie tank. It provides statistics such as hit points, defenses, damage values, and special abilities for each monster.
The document describes several monsters of varying levels that could be encountered, including zombies, humanoids, and a large zombie tank. It provides statistics such as hit points, defenses, damage values, and special abilities for each monster.
Medium natural humanoid XP 25 HP 1; a missed attack never damages a minion Initiative –1 AC 13; Fortitude 14; Reflex 11; Will 11 Perception –1 Speed 4 Darkvision Traits Zombie Weakness A critical hit automatically reduces a zombie to 0 hit points. Standard Actions m Slam • At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 4. Triggered Actions Undead! • Encounter Trigger: Zombie is reduced to 0 HP from a non-critical attack. Effect (Immediate Interrupt): Roll a d20. on a 15+ the zombie is instead reduced to 1 HP. Str 10 (+0) Dex 10 (+0) Wis 10 (+0) Con 16 (+3) Int 10 (+0) Cha 10 (+0) Alignment Languages —
Zombie Fatty Level 3 Soldier
Large natural humanoid XP 150 HP 43; Bloodied 22 Initiative +2 AC 19; Fortitude 16; Reflex 13; Will 13 Perception –1 Speed 2 Darkvision Traits Zombie Weakness A critical hit automatically reduces a zombie to 0 hit points. Standard Actions m Chop-chop • At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 1d12 + 5. M Bite • At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d6 + 4 and the target is dazed until the end of the zombie's next turn. Triggered Actions Undead! • Encounter Trigger: Zombie is reduced to 0 HP from a non-critical hit. Effect (Immediate Interrupt): Roll a d20. on a 15+ the zombie is instead reduced to 1 HP. Str 23 (+7) Dex 11 (+1) Wis 11 (+1) Con 11 (+1) Int 11 (+1) Cha 11 (+1) Alignment Languages — Fauro Kealer, Serf Necroboss Level 3 Controller (Leader) Medium natural humanoid XP 150 (extradimensional) HP 37; Bloodied 19 Initiative +3 AC 17; Fortitude 16; Reflex 14; Will 15 Perception +3 Speed 6 Standard Actions r Rifle (physical, gun) • At-Will Attack: Ranged 20 (One creature); +8 vs. AC Hit: 1d12 + 2. M Poisoned Knife (physical, poison, weapon) • At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d6 + 3 physical damage, and ongoing 5 poison damage (save ends). C Mental Blast (psi, psychic) • Recharge 4 5 6 Attack: Close blast 5 (creatures in blast); +7 vs. Will Hit: 2d6 + 3 psychic damage, and the target is stunned until the end of the dragoon's next turn. Str 16 (+4) Dex 11 (+1) Wis 11 (+1) Con 11 (+1) Int 11 (+1) Cha 14 (+3) Alignment Languages — Equipment rifle, knife
Penrift Local Level 1 Minion Skirmisher
Medium natural humanoid XP HP 1; a missed attack never damages a minion Initiative +5 AC 15; Fortitude 12; Reflex 12; Will 10 Perception +0 Speed 5 Standard Actions m Civic Duty (weapon) • At-Will Attack: +6 vs. AC Hit: 4 damage. Other Powers Mob Rule • Encounter Effect: The human militia gains a +2 power bonus to all defenses while at least two other human militia are within 5 squares of it. Str 14 (+2) Dex 16 (+3) Wis 10 (+0) Con 12 (+1) Int 9 (–1) Cha 11 (+0) Alignment unaligned Languages Common Bloated Zombie Level 2 Brute Large natural humanoid XP 125 HP 47; Bloodied 24 Initiative +0 AC 14; Fortitude 15; Reflex 12; Will 12 Perception –1 Speed 4 Darkvision Traits Zombie Weakness A critical hit automatically reduces a zombie to 0 hit points. Standard Actions m Chop-chop • At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d12 + 4. M Bite • At-Will Attack: Melee 1 (one creature); +5 vs. AC Hit: 2d6 + 3 and the target is dazed until the end of the zombie's next turn. Triggered Actions Boom! • Encounter Trigger: The zombie is reduced to 0 Hit Points. Attack (Immediate Interrupt): Close Burst 1; +5 vs. AC Hit: 1d10 + 4 Acid damage and the zombie is destroyed. Str 17 (+4) Dex 11 (+1) Wis 11 (+1) Con 17 (+4) Int 11 (+1) Cha 11 (+1) Alignment Languages —
Fast Zombie Level 1 Skirmisher
Medium natural humanoid XP 100 HP 26; Bloodied 13 Initiative +5 AC 15; Fortitude 13; Reflex 12; Will 11 Perception +0 Speed 5 Darkvision Traits Zombie Weakness A critical hit automatically reduces a zombie to 0 hit points. Standard Actions m Pound • At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 2d6 + 3. Move Actions Lurch • At-Will Effect: The zombie shifts one square. Triggered Actions Undead! • Encounter Effect (Immediate Interrupt): Roll a d20. on a 15+ the zombie is instead reduced to 1 HP. Str 10 (+0) Dex 16 (+3) Wis 10 (+0) Con 10 (+0) Int 10 (+0) Cha 10 (+0) Alignment Languages — Tank, Zombie Behemoth Level 1 Solo Brute Huge natural humanoid XP 500 HP 132; Bloodied 66 Initiative +2 AC 16; Fortitude 18; Reflex 15; Will 15 Perception –1 Speed 6 Darkvision Resist 5 radiation, 5 psychic; Vulnerability 10 fire Saving Throws +5; Action Points 2 Standard Actions m Slam Attack • At-Will Requirements: Before making this attack, Tank shifts up to 3 squares. Attack: Melee 1; +4 vs. AC Hit: 1d8 + 3. Effect: The target is knocked prone. m Punch • At-Will Attack: Melee 1; +4 vs. AC Hit: 1d8 + 3 damage. M Tank's Fury • At-Will Effect: The Tank makes two Punch attacks. If the Tank hits a single target with both Punches, it makes a slam attack against the same target. C Frightful Presence (fear) • Encounter Attack: Close burst 5 (targets enemies); +2 vs. Will Hit: The target is stunned until the end of the Tank’s next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). Free Actions C Solo Action • Recharge when first bloodied Requirements: It's the Tank's turn. Effect: The Tank takes an extra standard action during that turn. Triggered Actions Still Kicking • At-Will Trigger: When the Tank is reduced to 0 Hit Points. Effect (Immediate Interrupt): The Tank stands up with 15 Hit Points. Reroll Initiative. Skills Athletics +8 Str 17 (+3) Dex 9 (–1) Wis 8 (–1) Con 17 (+3) Int 6 (–2) Cha 7 (–2) Alignment evil Languages — Hoop Raider Level 1 Artillery Medium natural humanoid XP 100 HP 22; Bloodied 11 Initiative +3 AC 13; Fortitude 13; Reflex 14; Will 13 Perception +1 Speed 6 Standard Actions r Gun Shot • At-Will Attack: Ranged 5 (one creature); +5 vs. AC Hit: 1d6 + 4. M Hatchet • At-Will Attack: Melee 1 (one creature); +5 vs. AC Hit: 1d10 + 4. Move Actions Big Hop • Recharge 5 6 Effect: The Hoop jumps 6 squares. This movement does not provoke opportunity attacks. The Hoop gets +2 to attack rolls this turn. Minor Actions M Transmuting Touch • Encounter Attack: Melee 1 (one creature); +4 vs. Reflex Hit: The target can't make weapon attacks (save ends). . First Failed Saving Throw: The target can't use Omega Tech powers. Second Failed Saving Throw: The target discards a readied Omega Tech card. Str 10 (+0) Dex 16 (+3) Wis 10 (+0) Con 10 (+0) Int 10 (+0) Cha 10 (+0) Alignment Languages —
Hoop Raid Sergeant Level 2 (Leader)
Medium natural humanoid XP 125 HP 35; Bloodied 18 Initiative +4 AC 16; Fortitude 14; Reflex 14; Will 15 Perception +2 Speed 6 Standard Actions r Rifle Shot • At-Will Attack: Ranged 10 (one creature); +7 vs. AC Hit: 1d10 + 3. M Hatchet • At-Will Attack: Melee 1 (one creature); +4 vs. AC Hit: 1d10 + 4. Minor Actions M Transmuting Touch • Encounter Attack: Melee 1 (one creature); +3 vs. Reflex Hit: The target can't make weapon attacks (save ends). . First Failed Saving Throw: The target can't use Omega Tech powers. Second Failed Saving Throw: The target discards a readied Omega Tech card. Str 11 (+1) Dex 11 (+1) Wis 11 (+1) Con 11 (+1) Int 11 (+1) Cha 14 (+3) Alignment Languages —