Creatures

# Common creatures

These are the bulk of the infested monsters that attack the station. They can spawn from vents, caves, broken cells, special monsters and monster structures.

## Zombie

Zombies are the most generic enemy infesting the station, they are slow, ungainly, and deal low amounts of damage. What makes them dangerous is their ability to come in hordes, as well as spawning from several additional sources. Strong only in groups mixed with hunters, against a players who doesn't have absolute splash damage or HE ammo. Mostly zombies are made to distract players and tank for other more dangerous enemies like Spitter, Hunter and more annoying enemies that are horribly strong without a meat shield. *by MATI*

Zombies spawn from vents, caves, cocoons, Watchers and Nests. AoE weapons and explosive ammunition are the ideal to deal with their hordes.

* Skin Tissue: no specific vulnerabilities

Stats

* Health: 10
* Armor: 0
* Damage: 11
* Range: Melee
* Weapon Speed: 1.2
* Move Speed: 2

## Hunter (Zergling)

Hunters serve as small fast attack units that may easily kill any survivor caught off guard. They spawn in groups of 2-5, and on occasion, more. They will spawn randomly around the map, from Nests and Watchers intermittently, and from vents during a siege.

A Hunter's fast speed makes them nearly impossible to outrun. AoE weapons and explosive ammunition are the ideal to deal with their hordes.

* Skin Tissue: no specific vulnerabilities

Stats

* Health: 6
* Armor: 0
* Damage: 5
* Range: Melee
* Weapon Speed: 0.7
* Move Speed: 4

Bonus:

* Armor Penetration: Attacks of this unit ignore 40% target armor.

## Reaper

Reapers are medium sized, heavily armored tanks that can, on occasion, take a shotgun to the face, and still keep trying to slice off yours. They will spawn randomly around the map, from Nests and Watchers intermittently, and from vents during a siege..

* Carapace: vulnerable to armor piercing ammunition

Stats

* Health: 30
* Armor: 8
* Damage: 15
* Range: Melee
* Weapon Speed: 1
* Move Speed: 1.85

## Spitter

The toughest common enemy, also has big damage so it's very dangerous without AP ammo or high damage guns. *by MATI*

Stats

* Health: 75
* Armor: 0
* Damage: 10
* Range: Melee
* Weapon Speed: 1
* Move Speed: 1.6

Bonus:

* Armor Penetration: Attacks of this unit ignore 20% target armor.

# Rare creatures

These are special monsters that occasionally spawn. They each have a special characteristic that makes them more challenging to face.

## Larva

Larva are stealthed parasites that wander the station. They are notorious for being possibly the most irritating of enemies. Upon hearing the Larva's sound, seasoned players will frantically start looking around for the Larva so they can destroy it, regardless of any other present dangers.

When a Larva has targeted a player, it will slither towards them, and leap a short distance and enter the player. This infection stuns the player momentarily, and blacks out the surrounding area at the time of infection. The player can still be attacked while being infected and the infested may surround the player, namely if the survivor was attempting to run away from something, often leading to a quick death.

The parasitic invasion will go through three stages, with a colored status effect detailing which stage, all of which have no side effects. After the third stage ends, players will abruptly explode, instantly incapacitating them, as well as spawning three other larvae. This process takes 3 minutes 21 seconds. Stage 1 (Green), from impregnation to stage 2 (1 minute 17 seconds), Stage 2 (Yellow) to stage 3 (1 minute 26 seconds), Stage 3 (Red)to kill ( 38 seconds).

There are two methods of treating your survivor for larval infection. The most conventional is to head to the surgery room and interact with the table. The table must be fully repaired for this to work. If the Surgery Table is unavailable at the time, a medic can wait until the survivor is incapacitated by the larvae before reviving them. In order for this to work, it must be the Larvae bursting out that kills them.

**If a** **player dies by others means while impregnated, when revived the player will still be impregnated, possible causing the medic to have to revive that player again.**

* 1st stage - green icon "Impregnation: Something is inside this unit..."
* 2nd stage - Yellow icon "Impregnation: Something is inside this unit and it's growing..."
* 3rd stage - Red icon "Impregnation: Something is inside this unit and it will break free any moment now!"

* Will emit a sound (kinda like bugs crawling) \*input SFX file
* Doesn't attack, will jump at the player when close enough, causing impregnation
* Is stealth, unless under the effect of motion scanner

Stats

* Health: 10
* Armor: 0
* Move Speed: 4 (-2.6 under the effect of motion scanner)

## Reanimator (Slightly bigger Infested civilian)

An enemy that revives after some seconds, the only way to stop it is fire ammo or fire weapons. It's hard to see difference between them and normal zombies. The most noticeable difference is movement speed, where Reanimators are way slower than zombies. *by MATI*

Thick Skin: vulnerable to fire

Stats

* Health: 25
* Armor: 0
* Damage: 16
* Range: Melee
* Weapon Speed: 1
* Move Speed: 1.25

Bonus

* Body Regeneration: Will come back to life, can only be permanently killed with fire.

## Giant (Huge infested civilian)

Giant is a huge zombie. It cause real problems in company of horde. Giant can charge at players and stun them with first blow. Dies quickly vs fire weapons.

* Thick Skin: very vulnerable to fire
* Has the ability to charge every 5 seconds when close enough to players. Will keep movement boost for ~3 seconds even after attacking

Stats

* Health: 350
* Armor: 0
* Damage: 30 (50 vs massive)
* Range: Melee
* Weapon Speed: 1.5
* Move Speed: 1.75

## Leech (Scourge)

A very quick flying creature that hunt in packs of 3. The main danger is not their damage, but the fact that they fly through you when they attack, because then other players may accidentally hit you(or you hit them). They are vulnerable to fire, however, and will start randomly fly around when burning. *by MATI*

Thick Skin: Vulnerable to fire

Stats

* Health: 100
* Armor: 0
* Damage: 7
* Range: 3 (but melee)
* Weapon Speed: 5
* Move Speed: 3

Bonus

* Internal armor: Can't take more than 15 points of damage except from armor piercing ammunition and "most powerful explosive weapons"
* Armor Penetration: Ignores 50% armor

## Titan

Titans are colossal, extremely heavily armored, albeit slow, tanks that can soak up innumerable amounts of damage if fought incorrectly. They are completely immune to fire, and explosives are a questionable choice when fighting one.

The Titan also can shoot through walls. This effect is not intended, as it is a bug caused by shared vision between zombies. Their ranged attack allows them to bypass fortifications, often causing the destruction of even the most fortified objectives.

The Titan’s Achilles heel, however, is Armor Piercing bullets. A single Gunner can easily take down as many Titans as he needs to should he have enough supplies to reload and use special ammo.

* Carapace: vulnerable to armor piercing ammunition.

Stats

* Health: 300
* Armor: 12
* Damage: 10 (16 vs structure)
* Range: 5
* Weapon Speed: 0.7
* Move Speed: 0.5

## Webber (Big roach)

Giant roaches. Webber's attack slows target significantly. This makes them extremely deadly in combination with zombie or hunter packs. Webber itself deal not much damage against heavy armor. Dies from AP weapons.

* Carapace: vulnerable to armor piercing ammunition.
* Toxic Web: Attacks slow target significantly
* Occasionally (every ~5 seconds) lets out a screen forcing infested to spawn from nearby vents and caves that come to its aid directly

Stats

* Health: 350
* Armor: 6
* Damage: 4 (9 vs structure)
* Range: 4.5
* Weapon Speed: 1.5
* Move Speed: 2.25

Bonus:

* Armor Penetration: Attacks ignore 50% armor

## Prowler (Ravasaur)

Very fast, very dangerous against solo players. Will cause bleeding with ease causing players to be much slower, preventing them from escaping. A strong enemy that can leap and slow you down. When reactor core is down and lights are off, he stuns the players instead of slow and gains few buffs. You will definitely need help killing it in darkness. *with MATI*

* Carapace: vulnerable to armor piercing ammunition.

Stats:

* Health: 150
* Armor: 8
* Damage: 10 (22 vs structures)
* Range: Melee
* Weapon Speed: 1 (0.75 in darkness)
* Move Speed: 3.5 (7 in darkness)

Bonus:

* Thermal Carapace: Immune to fire attacks and effects;
* Rest Recovery: Recover health fast when out of combat;
* Armor Penetration: Attacks from this unit ignore 75% target armor;
* Shadow Hunt: "This unit is extremely dangerous in the darkness"
	+ Increased movement speed.
	+ 75% change to dodge attacks

## Zombie Soldier

Infested Marine. He's a bit armored and attacks players from long range. You won't kill him that quickly and for sure won't leave the fight with full hp.

* Has high health regeneration

Stats:

* Health: 150
* Armor: 7
* Damage: 18
* Range: 6
* Weapon Speed: 1.25
* Move Speed: 1.17

## Watcher

Watchers are intelligent enemies, and serve as a mobile nest. They will direct zombies towards where survivors may be, and can detect stealthy Agents. While they have no weapon themselves, the zombies they spawn will keep a survivor more than busy enough. The ideal method of dispatchment is through usage of explosives or fire.

* Thick Skin: vulnerable to fire
* Can't attack, but has the ability to spawn hordes of infested.
* When hit gains a bonus "WatcherAccelerationBonus" (Likely related to movement speed, but shows no buffs in the tooltip)

Stats

* Health: 300
* Armor: 0
* Move Speed: 3

## Seducer (Kerrigan)

Works like a siren. Once you find her, she will force you to walk towards her, then will kill you in melee range. You can't do anything about it. You need to be assisted by either survivor or other player. *by MATI*

Player will be warned when a seducer is nearby by getting the effect "Voices: This unit is hearing entrancing voices from something dangerous nearby" the effect will change when the player is being controlled to "Voices: This unit is being controlled by entrancing voices. It needs to be approached or contacted."

* It has the ability to "enchant" a player and control them (until they die)

Stats

* Health: 200
* Armor: 0
* Damage: 10
* Range: Melee
* Weapon Speed: 0.5
* Move Speed: 1.25 (Immobile when controlling a player)

## Mother (Zergs Queen)

The Mother is a creature infamous for making rooms extremely dangerous to traverse. She stays in the room she spawned in and start laying eggs every few seconds, they release a single Crawler upon bursting open. Eggs will open randomly when a player is within its generated creep circle, or upon being destroyed, exactly like a Cocoon. Due to the Mother's relatively slow speed, and lack of a ranged attack, players in light armor can evade the Mother's claws while shooting it until it dies.

When spawning Mother will start as an egg and will grow for a few seconds until it it hatches into the Mother.

* Is vulnerable to fire

Stats

* Health: 225
* Armor: 0
* Damage: 20
* Range: Melee
* Weapon Speed: 2
* Move Speed: 3 (+1 on creep)

### Crawler (Broodling)

Crawlers are small, clawed creatures which spawn from the eggs laid by a mother when a player goes near said eggs. They move and attack very quickly.

Stats

* Health: 5
* Armor: 0
* Damage: 7
* Range: Melee
* Weapon Speed: 0.4
* Move Speed: 5

## Deceiver

Deceiver will appear as survivors until they get to close to a player which will then transform into Deceiver. If no players are around a zerg deceiver it will transform back to a survivor and loses all their buffs. Deceivers will not attack in survivor form.

* Carapace: vulnerable to armor piercing (zerg)

Stats (zerg):

* Health: 300
* Armor: 4
* Damage: 20
* Range: Melee
* Weapon Speed: 2
* Move Speed: 1.5

Bonus:

* Skin Resistance: reduces damage taken by 75%

Stats (survivor, can't attack):

* Health: 100
* Armor: 8
* Move Speed: 2.25

Bonus:

* Terrified: Can't receive orders

## Splasher (Big Baneling)

One shots all turrets except Automated Defensive Machine Gun and Automated Flamethrower.

* is vulnerable to fire.

Stats

* Health: 120
* Armor: 0
* Damage: 30 (130 vs structure)
* Range: Melee
* Weapon Speed: 0.83
* Move Speed: 3.5

Bonus:

* Armor Piercing: Attacks ignore 75% armor

## Creeper

Creepers are uncommon founded creatures. They are usually found in packs of 2, they borrow and move while borrowed until close to players where they unborrow and do high damage attacks. Have high armor thus vulnerable to AP ammo.

Carapace: vulnerable to armor piercing

Stats

* Health: 85
* Armor: 8
* Damage: 25
* Range: Melee
* Weapon Speed: 1.5
* Move Speed: 1.5

## Ambusher

The Ambusher acts for its name, it is normally burrowed and when a player moves near it, it will unborrow and start attacking the player with ranged attacks, if there are no survivors around the Ambusher then he will burrow again. *with MATI*

Carapace: vulnerable to fire.

Stats

* Health: 350
* Armor: 0
* Damage: 16
* Range: 4
* Weapon Speed: 2
* Move Speed: doesn't move

Bonus

* Internal armor: Can't take more than 20 points of damage except from armor piercing ammunition and "most powerful explosive weapons"

## Zombie Officer

Webber and Zombie soldier combined together. Ranged strong attack, ability to call zombies, high hp. *by MATI*

Only spawns when there are are 8 or more players in the lobby. On death will drop Armory Access Key

* Attacks have a strong slow (~75%) for ~1.5 seconds.
* Occasionally (every ~5 seconds) lets out a screen forcing infested to spawn from nearby vents and caves that come to its aid directly.
* Skin Tissue: Vulnerable to fire.

Stats:

* Health: 150
* Armor: 5
* Damage: 8
* Range: 8
* Weapon Speed: 1
* Move Speed: 3

Bonus:

* Armor Penetration: Attacks of this unit ignore 50% target armor.

# Boss creatures

These are boss type monsters that spawn very rarely or under an event. They can be very hard to kill or just not able to kill at all.

## Evolver (Has 3 stages and 3 models)

This is an enemy that should be killed as fast as possible, just like nests. Every some seconds, he upgrades one of his stats. He can be very dangerous in late game while ignored. For example, he could out-range every weapon a player can use(except snipers) or he could kill you with quick 3 attacks made in a second. You will never know what type of buffs he gathered until you meet him. *by MATI*

Evolver can upgrade its armor, movement speed, attack of both jaws and acid spit (might be shared), acid spit range (jaws range don´t increase), weapon speed (shared between both), health points.

Skin Tissue: No specific vulnerabilities.

Stats (Base) (Stage 1-*Very Small Ravager*):

* Health: 100
* Armor: ?
* Move Speed: ?
* Can't attack

Stats (Evolution 1-2) (*?*):

**Lasts approximately 30s**

* Health: ? (200)
* Armor: 0
* Move Speed: can't move.

Stats (Base) (Stage 2-*Infestor*):

* Health: ?(250)
* Armor: 0
* Move Speed: 1

* Acid Spit:
	+ Damage: 5 (10 vs structures)
	+ Range: 4
	+ Weapon Speed: 4
* Bonus:
	+ Evolution: This unit is growing stronger over time.

Stats (Evolution 2-3) (*?*):

**Lasts approximately 30s**

* Health: ?(800)
* Armor: 20
* Move Speed: can't move.
* Bonus:
	+ Evolution: This unit is growing stronger over time.

Stats (Base) (Stage 3-*Leviathan*):

* Health: ? (1300)
* Armor: 0
* Move Speed: 0.25

* Jaws:
	+ Damage: 5 (10 vs structures)
	+ Range: 1
	+ Weapon Speed: 4
* Acid Spit:
	+ Damage: 5 (10 vs structures)
	+ Range: 4
	+ Weapon Speed: 4
* Bonus
	+ Evolution: This unit is growing stronger over time.
	+ Thermal Carapace: This unit is immune to fire damage and effects;
	+ Strengthened Internal Armor: This unit can take no more than 100 damage points per hit from all sources.

## Beast (Ultralisk)

Spawns from Beast Nest evolution after 30-60 seconds.

Very (if not the most) dangerous mobile enemy. Highly armored, very durable, very fast and with high damage. It is advised to gather as much people as possible in one place to fight it. *by MATI*

When spawning similar to Monstrosity it will be pinged on the minimap and will appear as a boss in the minimap, allowing players to track him (if there are scanners in the area) and predict his path to make a tactical engagement.

* Carapace: vulnerable to armor piercing ammunition

Stats

* Health: 1000
* Armor: 2
* Damage: 18
* Range: 1.5
* Weapon Speed: 2
* Move Speed: 2.5

Bonus

* Skin Resistance: Damage dealt to this unit is reduced by 75%.
* Internal Armor: This unit can take no more than 75 damage points per hit from all sources except armor piercing and most powerful explosive weapons.

## Monstrosity (Hybrid Reaver)

Spawns when monstrosity containment cell is destroyed. He can't be killed and will chase nearby players or focus on station facilities. Has a charging ability. Being hit or on fire slows him down, but won't stop him. He's also slower when on low hp, but remember he will never die. *by MATI*

Monstrosity will kill enemy common monsters when walking trough them.

**Can not be killed**, that all you need to remember.

* Thick Skin: vulnerable to fire
* Has the ability to charge every 5 seconds when close enough to players. Will keep movement boost for ~3 seconds even after attacking

Stats

* Health: 1000
* Armor: 0
* Damage: 30/75 (massive)
* Range: 2
* Weapon Speed: 1.5
* Move Speed: 2

Bonus

* Absolute Regeneration: This unit cannot be killed.
* Internal Armor: This unit can take no more than 200 damage points per hit from all sources except armor piercing and most powerful explosives weapons.
* Skin Resistance: Damage dealt to this unit is reduced by 50%

## Reptile (?)

Reptile aka. lizz (lizard) is a huge lizard like creature that is part of the Toxin ending, to spawn it is required to Activate the Defence Satellite System, before the Dropship arrives. It will spawn in the Landing Zone location from the Dropship crashing. Upon spawning the area will be engulfed in a thick fog, heavily reducing visibility.

Reptile is dangerous and hard to kill, and its stun attacks make it so the best approach to be "Hit and Run".

Skin Tissue: No specific vulnerabilities.

Stats

* Health: base ? - 11 players = 3250 (increases with number of players)
* Armor: 4
* Damage: 20 (Jaws) - Applies a small stun.
* Range: 1.5
* Weapon Speed: 0.5
* Move Speed: 0.75 (+1/+2 (kinda of charge ability)

Bonus

* Thermal Carapace: This unit is immune to fire damage and effects;
* Internal Armor: This unit can take no more than 75 damage points per hit ,from all sources except armor piercing and most powerful explosive weapons.

Extra: In version 1.114 a special Data Log was added providing some background about it.

# Creature Structures

These are structures that randomly spawn all over the place.

Structures can't be attacked by the usual weapon, unless said weapon is equipped with incendiary ammunition, explosive type weapons and flamethrower can attack structures and are usually preferred.

## Cocoon

Cocoons are structures that serve as obstacles between objectives. When touched, they may pop, spawning zombies linear to the amount of Cocoons. They are easily identifiable by their silky white texture, as well as the creep field they generate.

Cocoons are extremely dangerous when a power outage happens, as an unwary player may accidentally walk into the them.

When zombies spawn from cocoons they will have a bonus defense for ~4 seconds (visible in the model as a "silky armor").

Stats

* Health: 25/50/75/100
* Armor: 0

## Nest

The Nest plays a major role in Pandorium Survivor. Each Nest adds to the maximum amount of zombies allowed on the map, as well as spawning zombies periodically. If not dealt with, and the nest spawns in an isolated room, huge hoards can spawn, and will easily result in the death of an unprepared survivor.

Stats

* Health: 900
* Armor: 0

## Egg

Eggs are structures that are layed by Mothers. An Egg-filled room is often perilous to cross if survivor is lacking in sufficient weaponry, as they will randomly pop when a survivor walks into their generated creep field, spawning a Crawler. Eggs can be easily taken care of if the survivor has access to fire, or explosive weapons. If an Egg is on fire and it pops, the Crawler instantly dies, making flamethrowers a choice weapon for Egg hunting. Throwing a Grenade will pop the eggs but not kill the crawlers.

Stats

* Health: 120
* Armor: 0