Created By
Techpriest88 (talk)
Date Created: 4/26/10
Status: In progress.
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An infestor is the last sight many have seen... with human eyes.

The infestor is a intelligent zerg horror that works to actively spread the influence of the swarm by infesting those vulnerable to its corruption. It resembles nothing so much as a gigantic slug with glowing fluid sacks and a tentacled maw. It is always accompanied by an assortment of infested humanoids who defend it to the death.

Level 16 Elite Controler
Huge aberrant magical beast (zerg)
XP 1400
Initiative +12 Senses Perception +15, darkvision, termorsense 10
HP 157; Bloodied 78
AC 30; Fortitude 28, Reflex 27, Will 30
Saving Throws +2
Speed 6, 8 burrow
Action Points 1
BasicMelee Body Slam (standard; at-will)
+19 vs. AC; 2d8 + 3 damage, and the target is pushed 2 squares.
Melee Neural Parasite (standard; encounter) ♦ Charm, Disease, Psychic
Reach 3; +20 vs. Will; 4d8 + 5 psychic damage, and the target takes ongoing 5 psychic damage and is dazed (save ends).

First failed save: The target is dominated and takes ongoing 10 psychic damage (save ends). Saves against this effect are made with a -5 penalty.
Special: If the target drops to 0 hit points while dominated by this effect, the target contracts zerg infestation, falls unconscious, and is swallowed by the infestor. (It is removed from play, line of sight and effect cannot be drawn to the swallowed creature. Do not roll death saving throws for the creature. If the infestor is slain, the creature appears in a square formerly occupied by the infestor with 1 hit point.)

Close Spawn Infested (standard; recharge D6 (4) D6 (5) D6 (6))
Close burst 3; creates an infested defender (see below) within the burst. If this is the first time the power is used this encounter, it produces an additional infested. Each spawned creature acts immediately after the infestor, on its initiative count. This power cannot be used or recharged if the infestor's personal entourage contains infested defenders. (Spawned cretures do not award additional experience.)
Area Fungal Growth (standard; sustain minor; recharge D6 (5) D6 (6)) ♦ Acid, Poison, Zone
Area burst 2 within 10; creates a zone of infested earth that harms those treading upon it. Creatures entering or starting their turns within the zone take 10 acid and poison damage and are slowed until they exit the zone.
Alignment Unaligned Languages Telepathy 20 (zerg only)
Skills Dungeoneering +20, Heal +20, Stealth +17
Str 19 (+12) Dex 18 (+12) Wis 24 (+15)
Con 21 (+13) Int 11 (+8) Cha 6 (+6)

Infested Defender
Level 16 Minion Soldier
Medium aberrant humanoid (zerg)
XP 350
Initiative +12 Senses Perception +11, darkvision
HP 1; a missed attack never damages a minion.
AC 32; Fortitude 28, Reflex 27, Will 26
Speed 6
BasicMelee Grapple (standard; at-will)
+23 vs. AC; 16 damage, and the target is grabbed.
Close Death Burst (free, when reduced to 0 hit points; at-will) ♦ Acid
Close burst 1; +21 vs. Reflex; 16 acid damage. If the target is grabbed by the infested defender, it takes ongoing 5 acid damage as well.
Alignment Unaligned Languages --
Str 24 (+15) Dex 18 (+12) Wis 17 (+11)
Con 21 (+13) Int 8 (+7) Cha 6 (+6)

Infestor TacticsEdit

The infestor approaches with surprise, if possible, burrowing up from beneath. It telepathically calls its minions to the battle and immediately attempts to ensnare an enemy that appears weak-willed with its neural parasite attack, consuming the target if it falls unconcious. On the next round it unleashes fungal growth (caring not for its new minion, who will succumb all the quicker as a result) and burrows just beneath the ground. It surfaces to spawn more infested, if its entourage of defenders is slain. (Each infestor begins the encouter with 4 infested defenders designated as it's entourage. If slain, the its defenders are bequeathed to another infestor present, if any, or simply continue fighting to the death.)

Infestor LoreEdit

A character knows the following information with a successful Nature check.

DC 15: Infestors are grotesque, burrowing monstrosities that infest their victims, making them slaves to the swarm. An infestors minions inherited an aspect of the baneling's volitility, exploding in deadly acid when slain.
DC 20: Slaying its minions is no guarantee of peace, for it always has more tucked away in its massive body. Any living thing its tentacles latch on to is overwhelmed by the zerg hive mind, falling under the sway of the infestor.
DC 25: The infestor is able to bestow its putrid corruption upon its surroundings, making the very earth poisonous. A terrible fate awaits any who aren't granted the mercy of a bloody, violent death at the hands of its infested minions... instead being slowly transformed into infested horrors.

Encounter GroupsEdit

Infestors are encountered with other zerg and always accompanied by an entourage of infested.

Level Encounter (XP )Edit


[1] StarCraft Wiki: Infestor

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