This is what I'm working on, so far it's trial and error.
<entity_class name="DarkAngel">
<property name="Tags" value="npc"/>
<!-- This one decides for scoring -->
<property name="EntityType" value="Player" />
<property name="Faction" value="whiteriver"/>
<!-- Mesh and class properties -->
<property name="Mesh" value="Player/Female/player_femaleRagdoll"/>
<property name="AvatarController" value="AvatarZombie01Controller"/>
<property name="AvatarController" value="AvatarLocalPlayerController"/>
<property name="ModelType" value="NpcUMA"/>
<property name="HasRagdoll" value="true" />
<property name="Prefab" value="NPC" />
<property name="Class" value="EntityNPC" />
<property name="Parent" value="Players" />
<property name="PhysicsBody" value="Player" />
<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemyAnimal,EntityZombie,EntityZombieCrawl"/>
<property name="AITarget-2" value="SetNearestEntityAsTarget" param1="EntityZombie,10,EntityEnemyAnimal,7,EntityZombieCrawl,10"/>
<property name="AITask-1" value="ApproachAndAttackTarget" param1="EntityEnemyAnimal,0,EntityZombie,0,EntityZombieCrawl,0"/> <!-- class,maxChaseTime (return home) -->
<property name="AITask-2" value="ApproachSpot"/>
<property name="AITask-3" value="Wander"/>
<property name="AITask-4" value="Look"/>
<!--property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityAnimalStag" /-->
<!-- General entity properties -->
<property name="MaxHealth" value="500" />
<property name="MaxViewAngle" value="190" />
<property name="NPCID" value="survivor"/>
<property name="Weight" value="90" />
<property name="PushFactor" value="5"/>
<property name="Immunity" value="sickness;disease;wellness" />
<property name="RootMotion" value="true"/>
<property name="MaxTurnSpeed" value="250"/>
<property name="WanderSpeed" value="0.15" />
<property name="ApproachSpeed" value="0.85" />
<property name="NightWanderSpeed" value="0.15" />
<property name="NightApproachSpeed" value="0.85" />
<property name="PanicSpeed" value="1.40" />
<property name="CanClimbLadders" value="false" />
<property name="IsEnemyEntity" value="false" />
<!-- This decides on the particle effect played on hit -->
<property name="SurfaceCategory" value="organic" />
<property name="DismemberMultiplierHead" value="0"/>
<property name="DismemberMultiplierArms" value="0"/>
<property name="DismemberMultiplierLegs" value="0"/>
<property name="LegCrawlerThreshold" value="0"/>
<property name="LegCrippleThreshold" value="0.05"/>
<property name="KnockdownProneDamageThreshold" value="0.75"/>
<property name="KnockdownProneStunDuration" value="0.45,0.55"/>
<property name="KnockdownProneRefillRate" value="0.045,0.045"/>
<property name="KnockdownKneelDamageThreshold" value="0.55"/>
<property name="KnockdownKneelStunDuration" value="0.5,0.8"/>
<property name="KnockdownKneelRefillRate" value="0.045,0.045"/>
<property name="LegsExplosionDamageMultiplier" value="0"/>
<property name="ArmsExplosionDamageMultiplier" value="0"/>
<property name="HeadExplosionDamageMultiplier" value="0"/>
<property name="ChestExplosionDamageMultiplier" value="0.5"/>
<property name="WalkType" value="7" />
<property name="PainResistPerHit" value=".45"/>
<property name="ParticleOnDeath" value="blood_death" />
<property name="SoundRandomTime" value="200.0" />
<property name="Archetype" value="BaseFemale3"/>
<!-- It will play the roam every 60/30 seconds -->
<property name="SoundRandom" value="Player_Female/player2stamina" />
<property name="SoundHurt" value="Player_Female/player2painlg" />
<property name="SoundHurtSmall" value="Player_Female/player2painsm" />
<property name="SoundDeath" value="Player_Female/player2death" />
<property name="SoundJump" value="Player_Female/player2Jump" />
<property name="SoundLandSoft" value="Player_Female/player2LandSoft" />
<property name="SoundLandHard" value="Player_Female/player2LandHard" />
<property name="SoundPlayerLandThump" value="PlayerLandThump" />
<property name="TimeStayAfterDeath" value="10" />
<property name="DeadBodyHitPoints" value="1000"/>
<property name="HandItem" value="meleeHandZombieBehemoth"/>
<property name="HandItemCrawler" value="meleeHandZombieBehemoth"/>
<property name="AttackTimeoutDay" value="0.75"/> <!-- in s -->
<property name="AttackTimeoutNight" value="0.75"/>
<!-- in s -->
<property name="ExperienceGain" value="900"/> <!-- XP grunt -->
<property name="LootDropProb" value="1"/> <!-- Whether it drops a loot bag on death or not. -->
<!-- <property name="LootListOnDeath" value="45"/> -->
<property name="LootDropEntityClass" value="EntityLootContainerRegular"/>
<property name="HasDeathAnim" value="true" />
<effect_group name="Base Effects">
<passive_effect name="DistractionResistance" operation="base_set" value="1,1"/>
<passive_effect name="HealthMax" operation="base_set" value="500"/>
<passive_effect name="PhysicalDamageResist" operation="base_add" value="70"/>
<triggered_effect trigger="onOtherDamagedSelf" action="ModifyCVar" target="self" cvar="RadiatedRegenAmount" operation="set" value="15"/>
<triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="self" buff="buffRadiatedRegen"/>
<passive_effect name="EntityDamage" operation="perc_add" value="1"/>
<passive_effect name="StaminaMax" operation="base_set" value="200"/>
</effect_group>
</entity_class>
mishmash of stuff, maybe thats why I keep gettin errors...