You are on page 1of 5

Monsters

Zombie Level 1 Minion Brute


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 —

You might also like