Soothing Wasp: Difference between revisions

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m (Text replacement - "| NudgeFFAC = <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->" to "")
m (Text replacement - "| Min-CR = 14" to "| Min-CR = 13")
 
(65 intermediate revisions by 2 users not shown)
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   <!-- Value: integer between 1 and 35. -->
   <!-- Value: integer between 1 and 35. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 13
| Max-CR = 21


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
 
  }}</onlyinclude>
 
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role =
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion =
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher =
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->
 
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
 
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
   }}</onlyinclude>
   }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Soothing wasps are a particularly dangerous kind of vermin, that are fairly uncommon, but widespread.  They can be found almost anywhere, their haystack-sized nests tucked out of sight and very well hidden. They have been found in attics, basements, ruins, keeps, mausoleums, caves, attached to trees in forests, tucked against cliff faces, snuggled under over-hanging river banks, and many more places besides.  It is rare to find an actual nest, as the wasps are cagey fliers who approach in circuitous ways, and finding a nest is usually very bad, as they like nesting in large numbers.  They maintain a teetering peace if they are not disturbed, but are aggressively territorial against creatures and things they perceive as threats, and perhaps most disturbing, carnivorous. They will vigorously defend their nests, but also send out patrols of a few wasps at a time in the nearby area to hunt for food.  One clue that a nest is nearby is that local fauna is nearly completely absent, having been thoroughly predated by the swarm.
| Description | Soothing wasps are a particularly dangerous kind of vermin, that are fairly uncommon, but widespread.  They can be found almost anywhere, their haystack-sized nests tucked out of sight and very well hidden. They have been found in attics, basements, ruins, keeps, mausoleums, caves, attached to trees in forests, tucked against cliff faces, snuggled under over-hanging river banks, and many more places besides.  It is rare to find an actual nest, as the wasps are cagey fliers who approach in circuitous ways, and finding a nest is usually very bad, as they like nesting in large numbers.  They maintain a teetering peace if they are not disturbed, but are aggressively territorial against creatures and things they perceive as threats, and perhaps most disturbing, carnivorous. They will vigorously defend their nests, but also send out patrols of a few wasps at a time in the nearby area to hunt for food.  One clue that a nest is nearby is that local fauna is nearly completely absent, having been thoroughly predated by the swarm.


:Soothing wasps are brightly colored, featuring distinctive orange and black stripes. Notably, they are quite large, approximately the size of a humanoid head.  They are rarely found alone, and more often, when you see one, there are many more nearby.
Soothing wasps are brightly colored, featuring distinctive orange and black stripes. Notably, they are quite large, approximately the size of a humanoid head.  They are rarely found alone, and more often, when you see one, there are many more nearby.
   }}</onlyinclude>
   }}</onlyinclude>


| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Neutral
| Alignment | Neutral
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Vermin
| Type | Vermin
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses = [[Standard Senses]], [[Keen Scent]] 60 ft.
  <!-- SENSES -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
  <!--   [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell -->
| Sense-Is-Blind-to-Vision =
   <!--   [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
| Sense-Is-Blind-to-Sound =
  <!--   [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
| Sense-Is-Blind-to-Smell =
  <!--   [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
| Sense-Has-Low-Light-Vision =
  <!--   [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->
 
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range = 60
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =
 


| NudgePerception =  
| NudgePerception =  
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| NudgeAC =  
| NudgeAC =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Nudge-Maneuver-Defense =  
| Nudge-Maneuver-Defense =  
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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 10 ft., [[Lesser Flight]] 40 ft,. [[Hover]] 40 ft.
  <!-- MOVE TYPES -->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
  <!--   [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
        if they don't have that movement type, leave it blank                    -->
  <!--   [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
| Move-Type-Walk-Speed = 10
  <!--   [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
| Move-Type-Burrowing-Speed =
  <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
| Move-Type-Tunneling-Speed =
  <!--   [[Lesser Teleport]], [[Greater Teleport]]            -->
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed = 40
| Move-Type-Lesser-Flight-Speed = 40
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 


| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| Pri-Atk-Dmg-Type =  
| Pri-Atk-Dmg-Type = piercing
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| PriAtkNotes = plus Soothing Wasp Poison
| PriAtkNotes = '''plus:''' Poison
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| PriAtkVSTouchAC =  
| Pri-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| NudgePriDamage =  
| NudgePriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SecAtkVSTouchAC =  
| Sec-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| TerAtkVSTouchAC =  
| Ter-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| QuaAtkVSTouchAC =  
| Qua-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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   <!-- Values: Y (for yes), or leave blank (for no) -->
   <!-- Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIncrementDistance =  
| RangedAtkIncrementDistance = 30
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


| RangedAtkNumberOfIncrements =   
| RangedAtkNumberOfIncrements =  3
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| Ranged-Atk-Dmg-Type =  
| Ranged-Atk-Dmg-Type = piercing
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| RangedAtkNotes = plus Soothing Wasp Poison
| RangedAtkNotes = '''plus:''' Poison
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


| RangedAtkVSTouchAC =  
| Ranged-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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<!--  FEATS  -->
<!--  FEATS  -->


| Feat1 =  Fly-By Attack
| Feat1 =  Spring Attack
| Feat2 =  
| Feat2 =  
| Feat3 =  
| Feat3 =  
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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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| Ability-1-Name = Soothing Drone
| Ability-1-Name = Soothing Drone


| Ability-1-Type = Su; Aura; 20 ft. radius from space.
| Ability-1-Type = Su; Aura 20'
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Automatic within 20 feet of any Wasp
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Creatures that end their turn within 20 feet of a Soothing Wasp must make a Will save, DC {{#var:Special1SaveDC}}, or become [[Sluggish]] for the remainder of the encounter.  Those who succeed on the save are still [[Drowsy]] for the remainder of the encounter.  Creatures affected by Soothing Drone never need to make more than one saving throw per round.  If a creature making a save against Soothing Drone is already [[Drowsy]] and fails the save, it becomes [[Sluggish]].  A creature already [[Sluggish]] who fails a save becomes [[Asleep]].  An [[Asleep]] condition persists until the creature is damaged.  Any creature may wake up a sleeping creature as a standard action.
| Ability-1-Description = Creatures that end their turn within 20 feet of a Soothing Wasp must make a Will save, DC {{Save-DC}}, or become [[Sluggish]] for the remainder of the encounter.  Those who succeed on the save are still [[Drowsy]] for the remainder of the encounter.  Creatures affected by Soothing Drone never need to make more than one saving throw per round.  If a creature making a save against Soothing Drone is already [[Drowsy]] and fails the save, it becomes [[Sluggish]].  A creature already [[Sluggish]] who fails a save becomes [[Asleep]].  An [[Asleep]] condition persists until the creature is damaged.  Any creature may wake up an adjacent sleeping creature as a standard action.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility1ToHit =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1TouchAttack =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility1SaveDC =
   POISON / DISEASE FORMAT
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility1StandardDamage =  
{{Malady
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility1SwiftDamage =
-->
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 2   -->


| NudgeAbility1AlphaDamage =
| Ability-2-Name = Poison
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1-AbilityDamage =  
| Ability-2-Type = Ex
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility1-HitPoints =  
| Ability-2-Action-Required = Automatic after successful attack
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility1-HitDice =  
| Ability-2-Concentration =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Soothing wasps can deliver a poison with their stings, making their soothing drone more effective.
{{Malady
| Name = Soothing Wasp Poison
| Intensity = Poisoned
| Save-Type =
| Save-Mod = +1
| Frequency =
| Effect = {{Special-Standard-Dmg}} points of {{dmg|poison}} per interval. This damage cannot awaken a drowsy or asleep creature.
| Fruition = Victim falls [[Asleep]] and cannot be awakened
| F-Duration = 1 day
}}


If the creature falls asleep while still under the effects of the poison, or due to its fruition, the creature cannot be awakened, either by damage or by an ally's efforts, until a full day after the poison has run its course.  Few indeed ''ever'' wake up.


<!--  SPECIAL ABILITY 2  -->
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| Ability-2-Name = Soothing Wasp Poison
-->
<!--  SPECIAL ABILITY 3  -->


| Ability-3-Name =


| Ability-2-Type = Ex
| Ability-3-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Concentration =  
| Ability-3-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-3-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Soothing wasps can deliver a poison with their stings, making their soothing drone more effective.
| Ability-3-Description =  
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


::: '''Soothing Wasp Poison''' (Injury vector; [[Poisoned]] intensity)
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
::: Fort DC {{#var:Special2SaveDC}}; Frequency: 1/round for 3 rounds
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
::: Effect: {{#var:Special2SwiftDmg}} non-lethal damage per interval, and -4 to all saves while poisoned; Fruition: [[Asleep]] for one day.
  {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


: If the creature falls asleep while still under the effects of the poison, or due to its fruition, the creature cannot be awakened, either by damage or by an ally's efforts, until a full day after the poison has run its course or been neutralized.  Few indeed ''ever'' wake up.
  POISON / DISEASE FORMAT


  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
{{Malady
  <!--Available Variables:
| Name =
        {{#var:Special2ToHit}}          To-Hit
| Intensity =
        {{#var:Special2TouchAttack}}    Touch To-Hit
| Save-Type =
        {{#var:Special2SaveDC}}          Save DC
| Save-Mod =
        {{#var:Special2StandardDmg}}    Std Damage
| Frequency =
        {{#var:Special2SwiftDmg}}        Swift Damage
| Effect =
        {{#var:Special2AlphaDmg}}        Alpha Damage
| Fruition =
        {{#var:Special2-Ability-Dmg}}    Stat Damage
| F-Duration =
        {{#var:Special2-Hit-Points}}    Hit Points
}}
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility2ToHit =
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   SPECIAL ABILITY 4   -->


| NudgeAbility2TouchAttack =
| Ability-4-Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2SaveDC =  
| Ability-4-Type =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility2StandardDamage =  
| Ability-4-Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility2SwiftDamage =  
| Ability-4-Concentration =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility2AlphaDamage =  
| Ability-4-Description =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


| NudgeAbility2-AbilityDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility2-HitPoints =
   POISON / DISEASE FORMAT
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility2-HitDice =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 5  -->


| Ability-5-Name =
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


<!--  SPECIAL ABILITY 3   -->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 6   -->


| Ability-3-Name =  
| Ability-6-Name =  


| Ability-3-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-3-Concentration =  
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-6-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description =  
| Ability-6-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility3ToHit =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility3TouchAttack =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3SaveDC =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility3StandardDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 7  -->
 
| Ability-7-Name =


| NudgeAbility3SwiftDamage =  
| Ability-7-Type =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility3AlphaDamage =  
| Ability-7-Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility3-AbilityDamage =  
| Ability-7-Concentration =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility3-HitPoints =  
| Ability-7-Description =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


| NudgeAbility3-HitDice =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


<!--  SPECIAL ABILITY 4   -->
-->
<!--  SPECIAL ABILITY 8   -->


| Ability-4-Name =  
| Ability-8-Name =  


| Ability-4-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-4-Concentration =  
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-8-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description =  
| Ability-8-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Available Variables:
 
        {{#var:Special4ToHit}}          To-Hit
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
         {{#var:Special4TouchAttack}}     Touch To-Hit
  {{Touch-Attack}}         {{Skill-DC|Average}}       {{Special-Swift-Dmg}}
        {{#var:Special4SaveDC}}         Save DC
  {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
        {{#var:Special4StandardDmg}}     Std Damage
  {{Hit-Points}}           {{Skill-DC|Hard}}           {{Ability-Dmg}}
        {{#var:Special4SwiftDmg}}       Swift Damage
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
        {{#var:Special4AlphaDmg}}       Alpha Damage
  {{Hit-Dice}}                                         {{Primary-Dmg}}
        {{#var:Special4-Ability-Dmg}}    Stat Damage
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
        {{#var:Special4-Hit-Points}}    Hit Points
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
        {{#var:Special4-Hit-Dice}}       Hit Dice
  {{CR}}                                                {{Quaternary-Dmg}}
        {{#var:Easy-Skill-DC}}
                                                        {{Ranged-Dmg}}
        {{#var:Average-Skill-DC}}
 
        {{#var:Challenging-Skill-DC}}
  POISON / DISEASE FORMAT
        {{#var:Hard-Skill-DC}}
 
        {{#var:Impossible-Skill-DC}}
{{Malady
    -->
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility4ToHit =  
| Ability-9-Description =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


| NudgeAbility4TouchAttack =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility4SaveDC =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility4StandardDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility4SwiftDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,  
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->


| NudgeAbility4AlphaDamage =
| Role-Only--Replace-Rez-Power--Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4-AbilityDamage =  
| Role-Only--Replace-Rez-Power--Type =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility4-HitPoints =  
| Role-Only--Replace-Rez-Power--Action-Required =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility4-HitDice =  
| Role-Only--Replace-Rez-Power--Concentration =  
  <!-- ADDER: use any positive or negative number, or leave blank. -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Role-Only--Replace-Rez-Power--Description =


    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


<!--  SPECIAL ABILITY 5  -->
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| Ability-5-Name =
  POISON / DISEASE FORMAT


| Ability-5-Type =  
{{Malady
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| Ability-5-Concentration =
-->
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
<!--   ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->


| Ability-5-Description =
| Role-Only--Add-Killer-Power--Name =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility5ToHit =  
| Role-Only--Add-Killer-Power--Type =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility5TouchAttack =  
| Role-Only--Add-Killer-Power--Action-Required =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility5SaveDC =  
| Role-Only--Add-Killer-Power--Concentration =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility5StandardDamage =
| Role-Only--Add-Killer-Power--Description =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5SwiftDamage =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
        or save DC numbers with variables:


| NudgeAbility5AlphaDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility5-AbilityDamage =
   POISON / DISEASE FORMAT
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->


| NudgeAbility5-HitPoints =  
{{Malady
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility5-HitDice =
-->
  <!-- ADDER: use any positive or negative number, or leave blank. -->
<!--   REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                   -->


| Role-Only--Replace-Leader-Power--Name =


| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


<!--   SPECIAL ABILITY 6  -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Name =  
| Role-Only--Replace-Leader-Power--Concentration =  
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-6-Type =
| Role-Only--Replace-Leader-Power--Description =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-6-Concentration =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
        or save DC numbers with variables:


| Ability-6-Description =
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   {{Touch-Attack}}         {{Skill-DC|Average}}       {{Special-Swift-Dmg}}
   <!--Available Variables:
  {{Save-DC}}               {{Skill-DC|Challenging}}   {{Special-Alpha-Dmg}}
         {{#var:Special6ToHit}}           To-Hit
  {{Hit-Points}}           {{Skill-DC|Hard}}           {{Ability-Dmg}}
        {{#var:Special6TouchAttack}}     Touch To-Hit
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
        {{#var:Special6SaveDC}}         Save DC
  {{Hit-Dice}}                                         {{Primary-Dmg}}
        {{#var:Special6StandardDmg}}     Std Damage
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
        {{#var:Special6SwiftDmg}}       Swift Damage
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
        {{#var:Special6AlphaDmg}}       Alpha Damage
  {{CR}}                                                {{Quaternary-Dmg}}
        {{#var:Special6-Ability-Dmg}}    Stat Damage
                                                        {{Ranged-Dmg}}
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}       Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility6ToHit =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6TouchAttack =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility6SaveDC =
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
<!--   REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                   -->


| NudgeAbility6StandardDamage =
| Role-Only--Replace-Legend-Power--Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6SwiftDamage =  
| Role-Only--Replace-Legend-Power--Type =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility6AlphaDamage =  
| Role-Only--Replace-Legend-Power--Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility6-AbilityDamage =  
| Role-Only--Replace-Legend-Power--Concentration =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility6-HitPoints =
| Role-Only--Replace-Legend-Power--Description =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility6-HitDice =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- ADDER: use any positive or negative number, or leave blank. -->
        or save DC numbers with variables:


  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


<!--   SPECIAL ABILITY 7  -->
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| Ability-7-Name =
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->


| Ability-7-Type =
| Role-Only--Replace-Minion-Power--Name =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-7-Concentration =  
| Role-Only--Replace-Minion-Power--Type =  
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"   -->


| Ability-7-Description =
| Role-Only--Replace-Minion-Power--Action-Required =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!--Available Variables:  
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility7ToHit =  
| Role-Only--Replace-Minion-Power--Concentration =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility7TouchAttack =
| Role-Only--Replace-Minion-Power--Description =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7SaveDC =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
        or save DC numbers with variables:


| NudgeAbility7StandardDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility7SwiftDamage =
   POISON / DISEASE FORMAT
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7AlphaDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility7-AbilityDamage =
-->
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
<!--   REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                               -->


| NudgeAbility7-HitPoints =
| Role-Only--Replace-Shooter-Power--Name =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility7-HitDice =  
| Role-Only--Replace-Shooter-Power--Type =  
  <!-- ADDER: use any positive or negative number, or leave blank. -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


<!--   SPECIAL ABILITY 8  -->
| Role-Only--Replace-Shooter-Power--Description =


| Ability-8-Name =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


| Ability-8-Type =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| Ability-8-Concentration =
   POISON / DISEASE FORMAT
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-8-Description =  
{{Malady
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
| Name =  
  <!--Available Variables:
| Intensity =
        {{#var:Special8ToHit}}          To-Hit
| Save-Type =
        {{#var:Special8TouchAttack}}    Touch To-Hit
| Save-Mod =
        {{#var:Special8SaveDC}}          Save DC
| Frequency =
        {{#var:Special8StandardDmg}}    Std Damage
| Effect =
        {{#var:Special8SwiftDmg}}        Swift Damage
| Fruition =
        {{#var:Special8AlphaDmg}}        Alpha Damage
| F-Duration =
        {{#var:Special8-Ability-Dmg}}    Stat Damage
}}
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility8ToHit =
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                       -->


| NudgeAbility8TouchAttack =
| Role-Only--Add-Skirmisher-Power--Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8SaveDC =  
| Role-Only--Add-Skirmisher-Power--Type =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility8StandardDamage =  
| Role-Only--Add-Skirmisher-Power--Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility8SwiftDamage =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility8AlphaDamage =
| Role-Only--Add-Skirmisher-Power--Description =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8-AbilityDamage =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
        or save DC numbers with variables:


| NudgeAbility8-HitPoints =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility8-HitDice =
   POISON / DISEASE FORMAT
   <!-- ADDER: use any positive or negative number, or leave blank. -->


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->


<!--   SPECIAL ABILITY 9  -->
| Role-Only--Replace-Sneak-Power--Name =


| Ability-9-Name =  
| Role-Only--Replace-Sneak-Power--Type =  
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Ability-9-Type =  
| Role-Only--Replace-Sneak-Power--Action-Required =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Role-Only--Replace-Sneak-Power--Concentration =  
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-9-Description =
| Role-Only--Replace-Sneak-Power--Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility9ToHit =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
        or save DC numbers with variables:


| NudgeAbility9TouchAttack =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility9SaveDC =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility9StandardDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility9SwiftDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->


| NudgeAbility9AlphaDamage =
| Role-Only--Replace-Swarm-Power--Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9-AbilityDamage =  
| Role-Only--Replace-Swarm-Power--Type =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility9-HitPoints =  
| Role-Only--Replace-Swarm-Power--Action-Required =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                           -->


| NudgeAbility9-HitDice =  
| Role-Only--Replace-Swarm-Power--Concentration =  
  <!-- ADDER: use any positive or negative number, or leave blank. -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Role-Only--Replace-Swarm-Power--Description =


    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


<!--  COMBAT TACTICS  -->
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| CombatTactics = While Soothing Wasps are aggressive if defending their hive, they are not the vicious pack hunters one might expect of a predator.  If they are not provoked, they are perfectly content to serve as efficient hunters of small to medium prey like rabbits, birds, and deer. If they feel their territory is being attacked, their menu will expand considerably to include 'everything that moves'.
  POISON / DISEASE FORMAT


:Because of their Soothing Drone aura, and the fact that their poison makes their victims even more susceptible to the Drone, they are almost stately in their offense.  They will tend to spread out and lazily orbit their enemies, keeping them at the edges of their Drone and looping in with Fly-by Attack to make attacks against different victims, trying to maximize the number of poisoned victims, and, once poisoned, let the droning do its work.  If aggressively pressed, they will make full attacks with flanks, if possible, or even break off and flee.
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


:Victims that fall asleep are not left alone! The wasps will continue to attack fallen victims, hoping to kill them while the poison numbs them to attacks.  Once slain, they will summon the rest of the nest to feast on the corpse.
-->
<!--  COMBAT TACTICS  -->


:Soothing wasps will run away if they are being overpowered and are not near their nest, but will fight to the death if their nest is nearby.  This is one of the few ways to figure out where such a nest might be, since they are usually very well hidden.
| CombatTactics = While Soothing Wasps are aggressive if defending their hive, they are not the vicious pack hunters one might expect of a predator.  If they are not provoked, they are perfectly content to serve as efficient hunters of small to medium prey like rabbits, birds, and deer. If they feel their territory is being attacked, their menu will expand considerably to include 'everything that moves'.


Because of their Soothing Drone aura, and the fact that their poison makes their victims even more susceptible to the Drone, they are almost stately in their offense.  They will tend to spread out and lazily orbit their enemies, keeping them at the edges of their Drone and looping in with Spring Attack to make attacks against different victims, trying to maximize the number of poisoned victims, and, once poisoned, let the droning do its work.  If aggressively pressed, they will make full attacks with flanks, if possible, or even break off and flee.


Victims that fall asleep are not left alone!  The wasps will continue to attack fallen victims, hoping to kill them while the poison numbs them to attacks.  Once slain, they will summon the rest of the nest to feast on the corpse.


Soothing wasps will run away if they are being overpowered and are not near their nest, but will fight to the death if their nest is nearby.  This is one of the few ways to figure out where such a nest might be, since they are usually very well hidden.


<!--  OUT OF COMBAT  -->


| OutOfCombat = Soothing Wasps are not unintelligent! They are smart enough to realize that a good neighbor is a valuable treasure, and as such, can be found living alongside and interoperating with nearly any form of monsters!  Many creatures realize that a nearby nest of 'friendly' Soothing Wasps is a wonderful thing, and will seek to cultivate nests that are willing to coexist peacefully.
<!--  OUT OF COMBAT    -->


:Soothing Wasps can even be found that are living in quiet harmony with nearby intelligent creatures, and it can be very un-nerving to enter that bucolic Halfling settlement...only to realize the place is crawling with Soothing Wasps busily hunting for rats and such.  Soothing Wasps can also be found that have learned to mistrust all other life, and the only warning their victims receive is when the rich drone of the wasps fills their ears with its seductive, soporiffic song.
| OutOfCombat = Soothing Wasps are not unintelligent!  They are smart enough to realize that a good neighbor is a valuable treasure, and as such, can be found living alongside and cooperating with nearly any form of monsters!  Many creatures realize that a nearby nest of 'friendly' Soothing Wasps is a wonderful thing, and will seek to cultivate nests that are willing to coexist peacefully.


:You never know what you're going to get, so caution is always advised.
Soothing Wasps can even be found that are living in quiet harmony with nearby intelligent creatures, and it can be very unnerving to enter that bucolic Halfling settlement, only to realize the place is crawling with Soothing Wasps busily hunting for rats and such.  Soothing Wasps can also be found that have learned to mistrust all other life, and the only warning their victims receive is when the rich drone of the wasps fills their ears with its seductive, soporific song.


You never know what you're going to get, so caution is always advised.





Latest revision as of 09:34, 3 May 2022

Soothing Wasp (CR 16)

Neutral - Tiny - Vermin
Lore: Know (Nature)
33 49
Basic DC Full DC
Initiative
Initiative Icon 2.png
27
Perception:
37 +27
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
39
Man Def
Shield Icon 3.png
39
Monster Health
475 237 31
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +13
Refl: +18
Will: +13

Strong Against:

Weak Against:

Offense

Size: Tiny
2.5 ft. 0 ft.
Space Reach
To-Hit
+24
Sword Icon 3.png
Man Off
+26
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: -1

Standard Attack (Melee):

  • 1x Wasp Sting +24 (3d8+18/19-20 x2)
    as piercing (physical, common)
    plus: Poison

Full Attack (Melee):

  • 3x Wasp Sting +24 (3d8+18/19-20 x2)
    as piercing (physical, common)
    plus: Poison

Standard Attack (Ranged):

  • 1x Soothing Wasp Spine +24 (3d8+18/19-20 x2)
    as piercing (physical, common)
    (Increment: 30 ft.; Max Range: 90 ft.)
    plus: Poison

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

10
STR
17
DEX
14
CON
6
INT
8
WIS
12
CHA

Skills:

Languages:

Feats:

Special Abilities

Soothing Drone (Su; Aura 20') Automatic within 20 feet of any Wasp

Creatures that end their turn within 20 feet of a Soothing Wasp must make a Will save, DC 27, or become Sluggish for the remainder of the encounter. Those who succeed on the save are still Drowsy for the remainder of the encounter. Creatures affected by Soothing Drone never need to make more than one saving throw per round. If a creature making a save against Soothing Drone is already Drowsy and fails the save, it becomes Sluggish. A creature already Sluggish who fails a save becomes Asleep. An Asleep condition persists until the creature is damaged. Any creature may wake up an adjacent sleeping creature as a standard action.

Poison (Ex) Automatic after successful attack

Soothing wasps can deliver a poison with their stings, making their soothing drone more effective.

Soothing Wasp Poison    (Injury vector; Poisoned intensity)
Save: Fort DC 27;     Frequency: 1/round for 3 rounds
Effect: 3d8+18 points of poison (physical, uncommon) per interval. This damage cannot awaken a drowsy or asleep creature.
Fruition: Victim falls Asleep and cannot be awakened
Fruition Duration: 1 day

If the creature falls asleep while still under the effects of the poison, or due to its fruition, the creature cannot be awakened, either by damage or by an ally's efforts, until a full day after the poison has run its course. Few indeed ever wake up.

Soothing Wasp

Soothing Wasp

Soothing wasps are a particularly dangerous kind of vermin, that are fairly uncommon, but widespread. They can be found almost anywhere, their haystack-sized nests tucked out of sight and very well hidden. They have been found in attics, basements, ruins, keeps, mausoleums, caves, attached to trees in forests, tucked against cliff faces, snuggled under over-hanging river banks, and many more places besides. It is rare to find an actual nest, as the wasps are cagey fliers who approach in circuitous ways, and finding a nest is usually very bad, as they like nesting in large numbers. They maintain a teetering peace if they are not disturbed, but are aggressively territorial against creatures and things they perceive as threats, and perhaps most disturbing, carnivorous. They will vigorously defend their nests, but also send out patrols of a few wasps at a time in the nearby area to hunt for food. One clue that a nest is nearby is that local fauna is nearly completely absent, having been thoroughly predated by the swarm.

Soothing wasps are brightly colored, featuring distinctive orange and black stripes. Notably, they are quite large, approximately the size of a humanoid head. They are rarely found alone, and more often, when you see one, there are many more nearby.

Combat Tactics

While Soothing Wasps are aggressive if defending their hive, they are not the vicious pack hunters one might expect of a predator. If they are not provoked, they are perfectly content to serve as efficient hunters of small to medium prey like rabbits, birds, and deer. If they feel their territory is being attacked, their menu will expand considerably to include 'everything that moves'.

Because of their Soothing Drone aura, and the fact that their poison makes their victims even more susceptible to the Drone, they are almost stately in their offense. They will tend to spread out and lazily orbit their enemies, keeping them at the edges of their Drone and looping in with Spring Attack to make attacks against different victims, trying to maximize the number of poisoned victims, and, once poisoned, let the droning do its work. If aggressively pressed, they will make full attacks with flanks, if possible, or even break off and flee.

Victims that fall asleep are not left alone! The wasps will continue to attack fallen victims, hoping to kill them while the poison numbs them to attacks. Once slain, they will summon the rest of the nest to feast on the corpse.

Soothing wasps will run away if they are being overpowered and are not near their nest, but will fight to the death if their nest is nearby. This is one of the few ways to figure out where such a nest might be, since they are usually very well hidden.

Out of Combat

Soothing Wasps are not unintelligent! They are smart enough to realize that a good neighbor is a valuable treasure, and as such, can be found living alongside and cooperating with nearly any form of monsters! Many creatures realize that a nearby nest of 'friendly' Soothing Wasps is a wonderful thing, and will seek to cultivate nests that are willing to coexist peacefully.

Soothing Wasps can even be found that are living in quiet harmony with nearby intelligent creatures, and it can be very unnerving to enter that bucolic Halfling settlement, only to realize the place is crawling with Soothing Wasps busily hunting for rats and such. Soothing Wasps can also be found that have learned to mistrust all other life, and the only warning their victims receive is when the rich drone of the wasps fills their ears with its seductive, soporific song.

You never know what you're going to get, so caution is always advised.

Rewards

XP: 76,800

Treasure: Sellable Goods worth 43,125 gp.

Weight: 160 lbs.     Volume: 6.4 cu. ft.
  • Soothing Wasp Carapaces are extremely valuable, and aside from items scavenged from various victims, make up the bulk of their treasure when harvested and sold.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)