The Flash (The Fastest Zombie Alive?)
Armor Class: 18
Hit Dice/Points: 11 (56 HP)
Move: 58 (290 when running)
Actions: 5
Attack: Claw (1d6-1) or Bite (1d4)
Special: Zombie, +5 toughness when running, pinball attack, super speed
Bonuses: +7 to attacks, +5 to damage (when running), Athletics: Basic +5
Morale: 10
Terror: 14
HDE: 12
- Zombie - Immunity to Poisons, Diseases, Toxins, Fear, Mind Probing, Mind Control, Pain, Surprise Attack damage, and Critical hits. Anyone bit or scratched by Flash must make a Poison save or they will become infected. If infected they are at -2 on all attack and skill rolls, lose 1/2 their movement, and lose 1 HP a minute until they die, at which point they become a zombie with these this special abilities. If used in STZ use the Infection saving throw instead.
- Pinball Attack - May attack 10 different enemies within 20' and then move at half movement away. Can only be used as first action of the round and uses up all of the Flash's actions.
- Super Speed - Can move run over water, holes, pits, and gaps, can run up walls and structures, all attacks against him are at Disadvantage (except for Super Speedsters of level 10+
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