Quick Tips for Dm's - Undead Variants: The Feral
The shambling hordes of the rotting dead are a threat that many have underestimated. But worse still are those rampant infections that begin producing mutations, variants of infected that develop new abilities through these drastic changes in physiology.
And few are as aggressive or fear inspiring as a Feral, from the realms depicted in the tales of 'State of Decay'. Told to us by the intrepid researchers of Undead Labs, the Feral is a blind beast, aggressively running down its prey with a guttural roar alerting the living and undead alike to the violence about to be enacted.
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The Feral
Perception +13 Blindsight: 60ft. Speed: 50ft
AC: 13 (armor situational) HP: 33 (6D8) Initiative: +7
STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 3 (-4) WIS: 15 (+2) CHA: 3 (-4)
Fort: +4 Ref: +5 Will: +5
Defensive Abilities: Evasion, *Undead Immunities
Melee - Claw +7 1d4+2 20/x2
Bite +6 1D6+3 20/x2
Feral’s Pounce - On Charge, make a full attack action & a opposed grapple check. On success for both, the target is pinned & the Feral may make a Rake Attack. On failure to grapple but successfully hitting, the target must make a reflex save equal to 10 + damage dealt or be knocked prone. The Feral must finish it’s movement and will be knocked prone.
Rake - Make 2 claw attacks against a pinned target
Feral’s Roar - Must be used on detecting living prey, attracts other infected within a 40ft. Radius. Living creatures able to hear the Feral must bake a DC 14 Will saving throw or be shaken for 1D4 rds. Targets that successfully save can’t be affected by that Feral’s roar again for that encounter. The DC increases by +2 for every Feral that makes its roar.
Skills
Climb +7 Perception +13 Acrobatics +10
Enhanced Hearing - due to their mutation that has developed the delicate sensory organs of the ear, Feral’s gain a Misc. +5 bonus to Perception & acrobatics.
Sonic Vulnerability - Loud noises such as gunshots, alarms or breaking windows will attract a feral not engaged with prey. Overwhelming sounds such as from a flashbang, Thunderclaps, etc., Stun them for 1D4+1 rds.
Feats
Alertness Weapon Finesse (Claws) Improved Initiative
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