Zombie champions can be considered the most difficult to deal with as they are exceptionally tough and can force a mob of zombies to swarm enemies.
Medium Natural Animate
Level 4 Standard Soldier XP 175
|HP 54; Bloodied 27||Initiative +9|
|AC 20, Fortitude 16, Reflex 16, Will 16||Perception +5|
|Immune disease, poison, sleep|
Zombie Zeal Aura 10
zombie champion and zombies in the aura deal 1d6 extra damage on critical hits.
Any target hit by the zombie champion is marked until the end of his next turn.
If a marked target shifts or attacks anyone other than the zombie champion, the zombie champion can make a basic attack as an immediate interrupt.
Any critical hit automatically reduces a zombie to 0 hit points.
A zombie gets a cumulative +1 bonus to attack rolls and damage for each other zombie adjacent to the target.
Slam and Grab At-Will
Attack: Melee 1 (one creature); +9 vs. AC
Hit: 1d10 + 3 damage and the target is grabbed (until escape). Checks made to escape the zombie's grab take a -5 penalty.
Attack: Melee 1 (one creature grabbed by zombie); +9 vs. AC
Hit: 2d6 + 5 damage and the target is infected (save ends). The target suffers a -2 penalty to saves against this effect.
Beat Down At-Will
Attack: Melee 1 (one creature not grabbed by zombie); +9 vs. AC
Hit: 2d6 + 5 damage to both the target and a grabbed target. The grabbed target is no longer grabbed and is prone.
Force the mass Recharge 4
Effect: zombies within 5 squares can shift 1 square.
Str 16 (+4) Dex 12 (+2) Wis 12 (+2)
Con 14 (+3) Int 5 (+-2) Cha 3 (+-3)
Alignment Unaligned Languages