Unusual Nature. The Kill Squad doesn’t require air, food, drink, or sleep.
Kill Squad Tactics. The Kill Squad consists of a small handful of Clot Zombies (3d4 to a maximum of 8) and a Zombie Elite, the Kill Squad can occupy the same space as a medium or smaller creature. Each Clot Zombie can grapple one creature within the Kill Squad's space. If a creature is grappled by three or more Clot Zombies, the Kill Strike attack is an automatic critical hit on a successful hit.
Multiattack. The Kill Squad makes four Clot Slam attacks, and one Kill Strike attack if the Kill Squad has a creature grappled. Each of the four Slam attacks can be replaced with a grapple check (DC13) on a creature sharing the same space as the Kill Squad.
Clot Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Kill Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target grappled by the Kill Squad. Hit: 25 (4d10 + 5) slashing damage.
Clot Grapple. Melee Weapon Attack: +4 to hit, reach 15ft., one medium or smaller sized target. Hit: Target is Grappled. and is dragged up to 10 feet to inside the Kill Squad's space.
Description
Zombie Kill Squads are a small unit of coordinated undead, with 4-8 weaker zombies accompanied by a single, armoured, Elite Zombie. These 'kill squads' will focus on a single creature, the weaker 'clots' restraining the target for the elite to make a single powerful execution strike.
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