I'm perfectly happy with the zombies in the Monster Manual, I think they work well for the Night of the Living Dead type stuff. But I decided that I needed some faster zombies, and the Left 4 Dead series provided the inspiration necessary to make these zombies.
A Note
The infected are meant for campaigns of about 8th level, and never work individually. If you use the infected make sure they are not individual encounters, but more of a constant stream of foes, with little chance to rest. If the party attempts to use rope trick or another means to get some sleep try throwing a smoker at them, or a hunter, anything to keep up the pressure.
To construct a successful campaign like this their should be some immediate goal, somewhere to go or protect. There should be a light at the end of the tunnel, and some chance for rest, but only after a long continued assault.
Infected Subtype: Creatures that have been transformed by the infection are members of this subtype, living in all locations and preying on those weaker than themselves. They are immune to critical hits, mind-affecting effects, poison, paralysis, stunning, disease, and death effects. Immune to fatigue, exhaustion, and death from massive damage. They also all have vulnerability to fire. They also all have the infection as a disease:
The Infection- incubation period 1 day, damage 3d6 Intelligence, the save DC is Con based. If a creature is reduced to 0 intelligence by this they undergo a hideous transformation into a member of the horde. Those infected by this disease with more than 1 HD have a 5% chance per hit dice of being transformed into one of the special infected, randomly chosen. Multiple instances of this disease stack, for example getting hit twice would require two saving throws, and if both fail two saving throws would be required a day later.
Common Infected
Medium Aberration (Infected)
Hit Dice 2d8-4 (5 hp)
Speed 40 ft. (8 squares), Climb 20 ft.
Init +0
AC 12 (+2 Natural); touch 10; flat-footed 12
BAB +1; Grp +2
Attack Slam +2 (1d6+1)
Full-Attack Slam +2 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Disease, Rage
Special Qualities Damage reduction 5/Slashing, darkvision 60 ft., Infected Immunities, Noise Fascination, Vulnerability to fire
Saves Fort -2 Ref +0 Will +2
Abilities Str 13, Dex 10, Con 6, Int -, Wis 10, Cha 1
Skills Climb +9, Jump + 13, Listen +4
Feats Improved GrappleB
Environment Any
Organization Single, Small Group (2-5), or Horde (25-50)
Challenge Rating 1/2
Treasure None
Alignment Always Neutral
Advancement None
Level Adjustment -
You see a humanoid figure sitting on the ground, it looks extremely passive, staring off into the distance. Upon hearing noise it leaps up and sprints towards you, limbs flailing.
Common infected are a group of humanoids, created through some strange disease that no one can seem to trap. They could also be results of some magical experiment, or just the demented offspring from some other plane of existence. They are single-minded in they have only two states of being, passively standing or sitting, or furious anger attempting to destroy what dared to approach them.
The common infected are about normal humanoid size, 5-6 feet tall. They are covered in old clothing, with various bodily fluids lining and splattered on them. They are surprisingly light, weighing as little as 50 pounds due to a nearly empty interior, as their guts merely weigh them down they often vomit them out.
Combat
The infected are not particularly aggressive if not provoked, but if they are they fly into a rage that does not end unless they are killed. They are not sentient, so will use no tactics, and are more similar to zombies than traditional aberrations.
Rage (Ex): When in combat a common infected can, as a free action, start clawing madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.
Disease (Ex): The Infection-Slam, Fortitude DC 8.
Noise Fascination (Ex): Members of the horde are attracted to loud noises and bright lights. They will often ignore their current target and go after a bright light (eg Sunburst, Daylight) or noisy sound (eg ghost sound, pyrotechincs). These draw in all infected from 20ft. * Spell Level to the source of the noise. If they discover nothing is there they will go back to normal behavior.
Skills: Members of the horde have a +8 racial bonus on Climb and Jump checks and can always choose to take 10 on Climb and Jump checks, even if rushed or threatened. They also receive a +4 racial bonus on listen checks.
Variants
Variants of the typical infected depending on where it was killed, and who was infected. Typically only one should be applied at a time.
Suited Infected: Immunity to Fire, normal treasure. +0 CR
Fallen Survivor: 5 HD, Triple Normal Treasure, for combat it runs away instead of attacking. +1 CR
Bardic Zombie: When alerted and in rage, attracts 1d4+1 additional zombies. +1/2 CR
Mud Men: 10 ft. faster movement speed, swim speed equal to base land speed, slam grants 20% miss on target against everyone. +1/2 CR
Protected Zombie: Has DR10/Slashing, no racial bonus to listen checks. +1/2 CR
Armored Zombie: Has +8 natural armor, it is ignored if flanked. +1/2 CR
Hunter
Medium Aberration (Infected)
Hit Dice 5d8+5 (27 hp)
Speed 60 ft. (12 squares), Climb 30 ft.
Init +6
AC 16 (+3 Dexterity, +3 Natural); touch 13; flat-footed 13
BAB +3; Grp +12
Attack Claw +8 (1d8+5)
Full-Attack 2 Claws +8 (1d8+5)
Space 5 ft.; Reach 5 ft.
Special Attacks Leaping Pounce, Disease, Rake 1d8+5
Special Qualities Damage reduction 5/Slashing, Tremorsense 100 ft., Infected Immunities, Vulnerability to fire
Saves Fort +2 Ref +3 Will +4
Abilities Str 20, Dex 15, Con 13, Int 10, Wis 10, Cha 1
Skills Climb +21, Jump + 25, Tumble +26
Feats Improved GrappleB, Improved Initiative, Acrobatic
Environment any
Organization Single, Pack (2-4)
Challenge Rating 4
Treasure None
Alignment Always Neutral Evil
Advancement None
Level Adjustment -
One second before there was nothing, now jumping from an enormous height a crouching figure claws your legs and you collapse to the ground.
A hunter typically crawls on its arms and legs, then springs an enormous distance onto its foes. Hunters prefer to work in packs than individually, as they grow more powerful the more they can disable at one time. This is why they work with other infected, so they can have their feast in peace as they claw apart their pounced victim.
Hunters often appear to be 3 feet tall cat like creatures, but are actually about 5 feet tall, but crouch so as to gain more spring from their pounce. They wear dark clothes that are designed to allow as must movement as possible, and weigh about 150 lbs.
Combat
hunters are more intelligent than normal infected, preferring to use ambush tactics and attacking those cut off from the group. They often leap from high places for the extra surprise, jumping up to 30 feet in the air before tumbling down onto an unsuspecting victim.
Leaping Pounce (Ex): When a hunter charges, it leaps high into the air above its prey, attempting to knock it to the ground. This ability functions much like the pounce special attack. However, an hunter’s incredible jumping ability makes its leaping pounce particularly deadly. When an hunter charges a foe, it can make a full attack, including one rake attack. If an hunter successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking attacks of opportunity. If the hunter wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered grappled and pinned on the ground beneath the hunter. On each subsequent round, the hunter can deal automatic claw and rake damage with a successful grapple check against a pinned opponent. If a hunter fails the opposed trip check, it cannot be tripped in return. If it successfully trips its opponent but fails the subsequent grapple check, the opponent is still prone in the hunter’s square, but it is not grappled or pinned.
Disease (Ex): The Infection-Claws, Fortitude DC 11.
Skills: An hunter has a +8 racial bonus to Climb and Jump, as well as a +12 racial bonus to tumble and can always choose to take 10 even if rushed and threatened. Their jump check also functions differently, as their height in feet is the result of the check, not the result divided by four. They are also always treated as if they had a running start.
Boomer
Large Aberration (Infected)
Hit Dice 4d8-8 (10)
Speed 20 ft. (4 squares)
Init: -2
AC 10 (-1 Size, -2 Dexterity, +3 Natural Armor); touch 7; flat-footed 10
BAB +3; Grp +8
Attack Claw +4 (1d6+1)
Full-Attack 2 Claws +4 (1d6+1)
Space 10 ft.; Reach 5 ft.
Special Attacks Belch, Disease, Death Throes
Special Qualities Damage Reduction 5/Slashing, Tremorsense 100 ft., Infected Immunities, Vulnerability to fire
Saves Fort -1 Ref -1 Will +4
Abilities Str 12, Dex 7, Con 6, Int 14, Wis 10, Cha 1
Skills Hide +5, Listen +7, Move Silently +5, Spot + 7,
FeatsAbility Focus (Belch), Ability Focus (Death Throes)
Environment Any
Organization Single, Couple (One male one female)
Challenge Rating 3
Treasure None
Alignment Always Neutral Evil
Advancement None
Level Adjustment -
An extremely bloated creature stands before you, almost humanoid, but deformed in such a way that it appears to be almost a sphere.
Boomers are devious creatures, aware of their immense vulnerability to attacks, they respond by ambushing and accepting their own morality, willing to sacrifice themselves for other infected. They recognize they are members of a group, regardless of whether the others know about it, and thus fight with this in mind, creating scenarios where they die but other infected crush the target.
They are about 6 feet tall and about the same amount wide. They are surprisingly light weighing only about 100 pounds because they are mostly made of air, resulting in the explosion upon death. They are covered with pustules and boils, which are constantly popping and regrowing, creating a constant drip of bodily fluids around it.
Combat
boomers never into open combat, or approach their enemies at range. They prefer ambushes and as a last result will sacrifice themselves hoping their death throes disable or kill their opponents.
Belch (Ex): A boomer's belch functions as a 15 ft. cone breath weapon dealing 4d6 acid damage and attracting the horde, this can be done once every 5 rounds, a reflex saving throw of DC 13 results in half damage. If any member of the party is affected by the breath weapon and fails their save 2d4+1 common infected are effectively summoned, appearing 20 ft. away in whatever direction the boomer indicates. Everyone hit by the belch is blinded for 1d4 rounds. The saving throw is Strength based.
Death Throes (Ex): When a boomer dies it unleashes an explosion in a 10 ft. burst. A DC 13 reflex saving throw is required to evade this, anyone who fails this save stumbles to the edge of the radius and falls prone, and 2d4+1 common infected are summoned, appearing 20 ft. away in whatever direction the boomer indicates.
Disease (Ex): The Infection-Claws, Fortitude DC 8.
Smoker
Medium Aberration (Infected)
Hit Dice 5d8 (22)
Speed 30 ft. (6 squares), Climb 15 ft.
Init: +4
AC 15 (+5 Natural); touch 10; flat-footed 15
BAB +3; Grp +18*
Attack Slam + 6 (1d6+3) or Tongue +4 Touch (Grab)
Full-Attack Slam + 6 (1d6+3) or Tongue +4 Touch (Grab)
Space 5 ft.; Reach 5 ft. (100ft. with Tongue)
Special Attacks Constrict 1d6+3, Improved Grab, Death Throes, Disease
Special Qualities Damage Reduction 5/Slashing, Tremorsense 100 ft., Infected Immunities, Vulnerability to fire
Saves Fort +1 Ref +0 Will +5
Abilities Str 16, Dex 10, Con 11, Int 14, Wis 13, Cha 1
Skills Hide +8, Climb + 19
Feats Improved GrappleB, Improved Initiative, Weapon Focus (Tongue)
Environment Any
Organization Single, Convention (2-5)
Challenge Rating 4
Treasure None
Alignment Always Neutral Evil
Advancement None
Level Adjustment -
*The smoker gains a +8 racial bonus to grapple checks.
The grotesque creature stands tall off in the distance, something appears to be dragging on the floor beside it.
A smoker is a mutant strain on the common infected, developing an immense tongue that it uses as a weapon. Smokers ambush lone targets, and attack with a passion when they entrap a target in their grasp. They have also been known to help the group, sacrificing themselves to delay the the opponents.
Smokers are about 6' 8'' and have a hideous growth on beginning on their cheek and stretching to their breast; there grows a mass of flesh with many tongues sticking out of it, all leading up their 100 ft. tongue which is used to assault their foes.
Combat
In combat a smoker is not much of a direct combatant, though he does more damage than expected he can not soak up much punishment, and will easily be defeated in melee. His real strength comes from his ability to grab and drag from immense distances his opponents, especially when teamed up with common infected to distract the poor victim's teammates.
Improved Grab (Ex): To use this ability, the smoker must hit with a tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. It can also drag its target towards itself at a rate of 30 ft. per round. If it collides with any object or the smoker the target takes constrict damage as well as slam damage every round until it is freed. The Tongue has an AC of 20 and 5 HP, and if it is destroyed the smoker regrows it in 1d6+1 rounds. smokers receive a +8 racial bonus to grapple checks.
Constrict (Ex): A smoker automatically deals slam damage with a successful grapple check.
Death Throes (Ex): When a smoker dies it explodes into a cloud of noxious gas. This functions as a stinking cloud spell except the radius is a 10 foot burst around the Smoker and it lasts for 5 rounds.
Disease (Ex): The Infection-Slam, Fortitude DC 10.
Skills: A Smoker has a +8 racial bonus to Climb and can always choose to take 10 even if rushed and threatened.
Witch
Medium Aberration (Infected)
Hit Dice 10d8+50(95)
Speed 50 ft. (10 squares), Climb 25 ft.
Init: +3
AC 23 (+10 Natural, +3 Dexterity); touch 13; flat-footed 20
BAB +7; Grp +18
Attack Claw + 14 (2d6+10, 19-20/x3)
Full-Attack 2 Claws + 14 (2d6+10, 19-20/x3)
Space 5 ft.; Reach 5 ft.
Special AttacksShoving Charge, Improved Grab, Vicious Claws, Disease
Special Qualities Single Minded, Damage Reduction 5/-, Darkvision 60 ft., Infected Immunities, Vulnerability to fire
Saves Fort +8 Ref +6 Will +7
Abilities Str 24, Dex 17, Con 20, Int -, Wis 10, Cha 1
Skills Climb +14
Feats Improved GrappleB
Environment Any
Organization Single, Coven (4-16)
Challenge Rating 7
Treasure None
Alignment Always Neutral
Advancement None
Level Adjustment -
Look at the poor crying girl, why don't you go over there an cheer her up.
The witch is similar to the common infected in many ways, though even more dangerous if confronted. Her normal position is sitting and crying, weeping into her blood encrusted hands. If anyone is to disturb her in her eternal duty then she will attack wildly killing whoever is responsible.
A witch appears to be of about average human height, though she rarely shows it. She wears torn clothing, destroyed by her own madness, and has clawed, elongated, bloody hands which rest are her side, until she leaps up and pounces. She would not like to tell you her weight, but it is about 100 lbs.
Combat
It is advisable to avoid combat with a witch, and entirely possible as she is not hostile towards those who just pass by. If she is enraged however, she charges towards her target bowling past those in her way and destroying whoever disturbed her, before retreating out of some sense of shame.
Single Minded (Ex): A witch will not attack unless disturbed in one of three ways: 1) Someone stands within a 10 foot radius of her for 2 rounds, 2) Someone attacks her, or 3) Someone uses any spell that generates light within 20 ft. of her. When she has been thus startled she uses her Shoving Charge to get to the target and attack it until dead. If there are two targets than she picks randomly. Once she has finished off this target or died, she retreats as far away from any survivors as possible.
Shoving Charge (Ex): The witch may make a charge towards its target, pushing aside all opponents in its path. Anyone pushed in this way must make a DC 21 reflex save or be shoved 5 ft. to the side in a direction of the witch's choosing. The save DC is Strength based. If they succeed they are not pushed, and may choose to end the witch's charge, taking one claw attack. At the end of the charge the witch may make a full attack. It may then initiate a grapple. Unlike most charges this does not have to be in a straight line.
Improved Grab (Ex): To use this ability a witch must hit with a claw attack. It may then attempt to start a grapple as a free action. If it wins the witch will continue raking the opponent until one of them is dead.
Vicious Claws (Ex): A witch's claws are particularly sharp and deal enormous damage to flesh. She may add 1 1/2 times her strength modifier to both claw attacks and has a crit range of 19-20/x3.
Disease (Ex): The Infection-Claws, Fortitude DC 15.
Light Sensitivity (Ex): The witch detests bright sunlight. She is dazzled in bright sunlight or spells similar to Daylight.
Skills: A Witch has a +8 racial bonus to Climb and can always choose to take 10 even if rushed and threatened.
*Warning may be a bit disturbing*
Spitter
Medium Aberration (Infected)
Hit Dice 3d8+3 (16 hp)
Speed 30 ft. (6 squares), Climb 15 ft.
Init +2
AC 15 (+3 Natural, +2 Dexterity); touch 12; flat-footed 13
BAB +2; Grp +6
Attack Claw +2 (1d6)
Full-Attack 2 Claws +2 (1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Disease, Spit, Death Throes
Special QualitiesTremorsense 100 ft., Infected Immunities, Vulnerability to fire
Saves Fort +2 Ref +3 Will +5
Abilities Str 10, Dex 14, Con 13, Int 15, Wis 14, Cha 1
Skills Climb +15, Listen +11, Spot + 11, Hide + 9
Feats Improved GrappleB, Alertness, Ability Focus (Spit)
Environment Any
Organization Single, Band (2-4)
Challenge Rating 3
Treasure None
Alignment Always Neutral Evil
Advancement None
Level Adjustment -
An atrocious image befalls you, as what could have been a human woman stands drooling glowing green goo, melting herself with her own droppings.
A spitter is a truly hideous creature, a mutated human female whose primary attack is expelling her own innards creations. Spitters are known for their cunning, using ambush tactics and working together with other infected. They are also known for the extreme disgust that other infected treat them with, all the while accepting them as an ally but detesting them.
A spitter stands at about 5' 4'' and and constantly trails green goo formed from her womb. Her feet are mutated, transformed into bunched up pustules of flesh, and her hands have grown clawed. Her belly appears to be swelling as if pregnant, but is in reality where her spit comes from.
Combat
A spitter never fights openly, preferring to hide amongst trees or rocks to shield herself and prepare for her next spit. This is an area attack and works best when the enemy is bunched together, so she typically works with other infected to accomplish this. A spitter is never alone, always aware of where more allies are, and prepared to retreat to them at the slightest sign of danger.
Spit (Ex): A spitter's titular attack functions as a a 10 ft. radius burst targeted at any square within 100 ft. Everyone in the area must make a reflex save DC 14 or take 1d4+1 damage. If they succeed on the reflex save they are shunted to the edge of the area closest to them. Anyone standing within this radius takes 2d4+2 damage per round. This spit lasts for 5 rounds, and the spitter can not spit again for 10 rounds. The save DC is Constitution based.
Death Throes (Ex): When a spitter dies it erupts into a pool of acid, 5 ft. radius centered on the square it died. Everyone in this area must make a DC 12 reflex save or take 2d4+2 damage. If they succeed they are shunted back 5 feet. Anyone standing in this pool afterwards takes 4d4+4 damage per round. This lasts for 5 rounds. The save DC is Constitution based.
Disease (Ex): The Infection-Claws, Fortitude DC 10.
Skills: A spitter has a +8 racial bonus to Climb and can always choose to take 10 even if rushed and threatened.
Charger
Medium Aberration (Infected)
Hit Dice 8d8+24 (60 hp)
Speed 30 ft. (6 squares), Climb 15 ft.
Init +0
AC 18 (+8 Natural); touch 10; flat-footed 18
BAB +6; Grp +24*
Attack Slam +7 (2d6+6)
Full-Attack Slam +7 (2d6+6)
Space 5 ft.; Reach 5 ft.
Special Attacks Powerful Build, Bowling Charge, Disease
Special QualitiesDamage Reduction 10/Slashing, Tremorsense 100 ft., Infected Immunities, Vulnerability to fire
Saves Fort +5 Ref +2 Will +7
Abilities Str 22, Dex 10, Con 17, Int 10, Wis 12, Cha 1
Skills Climb +25, Jump +17
Feats Improved GrappleB, Power Attack, Improved Bullrush, Shock Trooper
Environment Any
Organization Single, Alley (2-4)
Challenge Rating 6
Treasure None
Alignment Always Neutral Evil
Advancement None
Level Adjustment -
*The charger gains a +8 racial bonus to grapple checks.
From this side it appears to have only one scrawny arm, then it turns around.
A charger is one who charges. In this case a charger plants itself, ready to charge at a group of opponents, bowling through them like pins and crush one to a bloody pulp. This is accomplished through its immense strength and large size crushing the opposition through sheer mass.
A charger is about 7 feet tall, though constantly hunched because of the enormous weight of its right arm. This arm is more of a mass of muscle in fat than a functional appendage, and his left is useless in a very different way, being shriveled from the infection. A charger wears tattered clothes ill fitting because of its large upper body and arm. It weighs about 300 pounds.
Combat
A charger's primary ability is its charge and bull rush capabilities, able to shove opponents here and there. He can start this charge from up high for more surprise, and likes to work with other infected to distract the opponents from their ally who is being crushed.
Powerful Build (Ex): The physical stature of a charger lets him function in many ways as if he were one size category larger. Whenever a charger is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the charger is treated as one size larger if doing so is advantageous to him. A charger is also considered to be one size larger when determining whether a creature’s
special attacks based on size (such as improved grab or swallow whole) can affect him. A charger can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Bowling Charge (Ex): A charger may make a bowling charge as a full round action during his turn. He moves at double its normal movement speed (60 ft.) in a straight line making bull rush attempts (at +14) at anyone he passes. If he wins a check he may choose to either push them 5 ft. to a side and continues on or he may make a grapple check (+24) and if he succeeds he may bring them with him until the end of the charge. He always proceeds in a straight line, including falling down cliffs, but stops if he collides with a solid object. During this charge he gains +5 natural armor and DR 15/-.
Disease (Ex): The Infection-Slam, Fortitude DC 13.
Skills: A charger has a +8 racial bonus to Climb and can always choose to take 10 even if rushed and threatened.
Jockey
Medium Aberration (Infected)
Hit Dice 5d8+10 (32 hp)
Speed 30 ft. (6 squares), Climb 15 ft.
Init +6
AC 16 (+2 Dexterity, +4 Natural); touch 12; flat-footed 14
BAB +3; Grp +18*
Attack Claw +6 (1d6+3)
Full-Attack Claws +6 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Disease, Jumping Grab
Special Qualities Damage reduction 5/Slashing, Tremorsense 100 ft., Infected Immunities, vulnerability to fire
Saves Fort +3 Ref +3 Will +6
Abilities Str 17, Dex 14, Con 15, Int 12, Wis 14, Cha 1
Skills Climb +19, Jump + 19 ( +5 with running start), Spot + 10
Feats Improved GrappleB, Improved Initiative, Leap of the Heavens
Environment Any
Organization Single, Madhouse (2-5)
Challenge Rating 4
Treasure None
Alignment Always Chaotic Evil
Advancement None
Level Adjustment -
*A jockey receives a +8 racial bonus to grapple checks
A hunched creature slowly moves its way towards you, dodging one way or another, then it leaps at your face, clawing rapidly.
A jockey is a member of the infected, where a mutation has driven away all sense of sanity. Unlike other infected it chooses to work alone if possible, having little tolerance for others, sometimes even attacking its allies to keep them away. Jockeys meander aimlessly around until they detect an enemy, then they rush towards it drunkenly.
A jockey is about 5 feet tall when it fully stands up, but it is crouched almost all the time, and appears to be only about 3 feet tall. Its hands have become bloody from clawing everything they can reach, and their clothes are near destroyed from abuse.
Combat
A jockey is fairly single-minded, leaping on a single target and attacking until the target is downed or the jockey has been knocked off. If it is not grappling someone, it will generally run away, until it can find an advantageous position to pounce again.
Jumping Grab (Ex): A jockey may make a jump check against a targets AC, and if the check beats the AC, and is far enough to enter the targets square then the jockey may make a grapple check and if it succeeds the target takes claw damage and is considered grappled. On any of the jockey's subsequent rounds he may move the target at half speed without a grapple check.
Disease (Ex): The Infection-Claw, Fortitude DC 12.
Skills: A jockey has a +8 racial bonus to Jump and Climb and can always choose to take 10 even if rushed and threatened.
Tank
Large Aberration (Infected)
Hit Dice 15d8+150 + 10 (227)
Speed 40 ft. (8 squares), Climb 20 ft.
Init: +1
AC 25 (+15 Natural, +1 Dexterity, -1 Size); touch 11; flat-footed 24
BAB +11; Grp +21
Attack Slam + 21 (3d6+15)
Full-Attack Slam + 21 (3d6+15)
Space 10 ft.; Reach 10 ft.
Special AttacksRock Throwing, Powerful Slams, Rage, Disease
Special Qualities Single Actions Only, Damage Reduction 15/Slashing, Tremorsense 100 ft., Infected Immunities, Vulnerability to fire
Saves Fort +13 Ref +4 Will +7
Abilities Str 31, Dex 12, Con 30, Int 10, Wis 10, Cha 1
Skills Climb +36, Intimidate +32*
Feats Improved Toughness, Power Attack, Improved Bull Rush, Awesome Blow, Destructive Rage, Intimidating Rage
Environment Any
Organization Single, Murder (2-3)
Challenge Rating 9
Treasure None
Alignment Always Neutral Evil
Advancement None
Level Adjustment -
*A tank's intimidate is based off strength
A hulking behemoth strides powerfully towards your team, he unleashes a terrible roar and you feel that this may be your last sight.
Tanks are unique amongst the infected in that they don't want to help the rest of the infected, and in fact want to destroy every other being in their tortured existence, trying to destroy all of those in their vision. They are by far the most powerful infected, in terms of physical power and the punishment they can withstand. Because of all their power they believe themselves invulnerable, and respond to combat with this attitude.
Tanks stand about 9 feet tall, and have immense muscle mass, able to crush everything in their paths. They wear no clothing, and though initially humanoid their mutation has warped them into a shape more similar to an ape. Tanks weigh about 1000 lbs.
Combat
A tank is an almost indestructible war machine in combat, able to absorb an enormous amount of punishment, and able to deal out just as much. If a target is too far to hit with its melee attack, it will probably throw an enormous rock at its opponent.
Rock Throwing (Ex): A tank can rip off a large boulder no matter where he is. This rock deals 5d6 +10 damage and weighs between 250 and 400 lbs. This has an attack bonus of +21.
Powerful Slams (Ex): A tank's slams deal 1 1/2 times strength damage on his slam attacks.
Rage (Ex): A tank can rage as a barbarian, gaining +4 strength and constitution for 13 rounds (3 + con). He typically does this at the beginning of any encounter. He also takes -2 AC and gains +2 to will saves.
Disease (Ex): The infection-Slam, Fortitude DC 20.
Single Actions Only (Ex): Tanks have poor reflexes and can perform only a single move action or attack action each round. A tank can move up to its speed and attack in the same round, but only if it attempts a charge.
Skills: A tank has a +8 racial bonus to Climb and can always choose to take 10 even if rushed and threatened.