Bloodthirsty Farmer (CR 1/4)

Bloodthirsty Farmer CR 1/4

XP 100
Human commoner 1/expert 1
NE Medium humanoid
Init +0; Senses Perception +1

DEFENSE

AC 10, touch 10, flat-footed 10
hp 10 (currently 4) (2 HD, 1d6+1d8+2)
Fort -2, Ref +0, Will +3

OFFENSE

Speed 30 ft.
Melee club +0 (1d6) or sickle +0 (1d6)
Ranged club +0 (1d6)

TACTICS

Before Combat Usually found in groups, these farmers charge the closest PC, slashing and stabbing in unison to bring them down before moving to another victim.

Morale The assimilation madness induces the farmers to fight to the death.

STATISTICS

Str 11, Dex 10, Con 12 (currently 6), Int 10, Wis 13, Cha 9
Base Atk +0; CMB +0; CMD 10
Feats Animal Affinity, Skill Focus (Profession [farmer])
Skills Craft (carpentry) +5, Handle Animal +6, Heal +5, Knowledge (local) +4, Knowledge (nature) +4, Profession (farmer) +9, Ride +7
Languages Common
Gear club, sickle

SPECIAL ABILITIES

Assimilation Madness (Ex)

These farmers were once neutral, but their alignments shifted to neutral evil due to the flawed version of the assimilation strain. They’ve each taken 6 points of Constitution damage, as well. A successful DC 15 Heal check determines these men suffer from some sort of sickness, though it’s currently impossible to identify the exact illness. Since the farmers have had the flawed version of the virus longer than 24 hours, they can no longer infect others.

Assimilation Madness
d% Behavior
01–20 The victim does nothing but cower, drool, and babble incoherently for 5d6 minutes.
21–40 The victim runs away from the source of stress, shrieking manically and insensibly for the next 1d6 minutes. Immediately afterward, the victim collapses from exhaustion and remains unconscious for 5d6 minutes.
41–55 The victim engages in wanton destruction of their physical surroundings for the next 1d4 minutes, ignoring nearby creatures to attack trees, rocks, structures, etc. This deals 1d6 points of nonlethal damage to the victim at the end of the episode, and immediately afterward the victim is nauseated for 1d6 minutes and then sickened for the next 1d6 hours.
56–60 The victim falls into a suicidal depression lasting 5d6 minutes. If the victim is alone and/or has adequate time, he attempts to commit suicide in a bizarre manner based upon a fragment of personal memory which torments them (e.g., he might gouge out his eyes to avoid hallucinations of his worst horror, methodically paint individual shards of glass or pottery for a lost loved one and then swallow them, or dress in his finest outfit and then set himself on fire). If the victim is not alone and believes others might intervene to prevent him from harming himself, he deals 1d8 points of damage + Str modifier to himself with an available weapon, an item in hand, or his bare hands, automatically inflicting critical damage.
61–100 The victim becomes violently deranged and attacks the nearest creatures (for this purpose, a familiar counts as part of the subject’s self) for the next 5d6 minutes.

Bloodthirsty (Ex)

A maddened creature gains a +1 morale bonus on attack and damage rolls against creatures taking bleed damage.

Savagery (Ex)

A maddened creature gains a +2 morale bonus on combat maneuver checks made to bull rush, drag, or overrun.

Section 15: Copyright Notice

Alien Codex © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.

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