Maddened Reaver: Difference between revisions
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | | CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | ||
| CR | | | CR | 11 | ||
<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = 8 | |||
| Max-CR = 16 | |||
| 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 | <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | ||
}}</onlyinclude> | }}</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 --> | |||
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}} | | Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}} | ||
Line 31: | Line 50: | ||
Example: "[[Common Red Dragon]]" --> | Example: "[[Common Red Dragon]]" --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| 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> | |||
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | ||
| Description | It is widely accepted among most intelligent creatures, at a very general level, that the world we all live in is balanced upon the surface of a much larger, darker, and far more terrible reality called the Outer Madness. Most people have little understanding of Planes, and in the minds of most people, Demons, Devils, Aberrations, and most 'weird' monsters are part of this terrifying background reality. | | Description | It is widely accepted among most intelligent creatures, at a very general level, that the world we all live in is balanced upon the surface of a much larger, darker, and far more terrible reality called the Outer Madness. Most people have little understanding of Planes, and in the minds of most people, Demons, Devils, Aberrations, and most 'weird' monsters are part of this terrifying background reality. | ||
However, there are always those who think that 'larger and more terrible' means, 'a convenient way to get power'. As a result, all over the world, in every race, creed, and culture, civilized or not, there are those with far too much greed and far too little wisdom who seek out this Deep Darkness and pledge themselves to it. The Creeping Madness is easy to access, easy to draw upon...and insanely dangerous. A fair number of those who attempt this foolish act are consumed utterly by their very first sup of that dark well, their lives, essence, souls, and flesh consumed entire. | |||
Many of those luckless fools do not quietly disappear, however. | |||
Maddened Reavers are those creatures, with the Spark or without, who have reached out to the Madness, and not only survived, they have thrived. Some Maddened Reavers are likely to be Maddened Thugs who have survived and grown and been granted greater gifts by the Deep Dark. Reavers have warped and grown awful due to their corruption, but they can still usually mask their deformities with large enough masks, or large, shapeless clothing, to blend in at least some with normal humanoids. Maddened Reavers are usually drawn from the Civilized Races, people who should have known better. It is possible that the occasional Orc, Goblin, or Gnoll will also be subsumed by the Outer Madness, and thus become Maddened Reavers, but amongst those without the Spark, this terrible transformation is not so stark, and their native 'cultures' tend to exterminate such fools quickly. Such non-civilized Reavers tend to migrate to the fold of their civilized brethren, where they are given a place...until their use comes to an end. | |||
Maddened Reavers, like all of the Maddened, are united in their allegiance to the Devouring Madness, the True Depths that lie Outside. They are not terribly organized, but they act, vaguely and constantly, to tear down civilization, destroy all the structures of the world, material and social, for good and for ill. They lurk and plot, they poison, murder, and ruin, they steal and burn, everything. Madness Reavers will attack babes in arms just as readily as they will battle undead, and for the same reason: All things must fall to the Dark, sooner or later. | |||
Unlike lesser breeds of the Maddened, Reavers are actually uncomfortably good at what they do. Madness Reavers are a terrible force in the world, although they are thankfully rare. When Reavers are discovered, they must be confronted and rooted out with terrible urgency. | |||
When more than one Maddened Reaver meet each other, they naturally band together, as every hand in the Prime Plane is raised against them as their enemies, and you must take your allies where you can find them. Bands of Madness Reavers seem almost like cults, except that there is no Deity involved, simply the utter alien void that has subsumed these maniacs, and invests their every action. | |||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | | Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | ||
| Type | Humanoid | | Type | Humanoid | ||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean | <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | | Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | ||
| Subtype | Outsider | | Subtype | Outsider | ||
<!-- If second monster type | <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, 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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<!-- Put any comments about ambush preferences here, or leave blank --> | <!-- Put any comments about ambush preferences here, or leave blank --> | ||
<!-- SENSES --> | |||
<!-- | <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) --> | ||
| Sense-Is-Blind-to-Vision = | |||
| Sense-Is-Blind-to-Sound = | |||
| Sense-Is-Blind-to-Smell = | |||
| Sense-Has-Low-Light-Vision = | |||
<!-- 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 = | |||
| Sense-Perfect-Scent-Range = | |||
| Sense-Airsense-Range = | |||
| Sense-Blindsense-Range = | |||
| Sense-Cloudsense-Range = | |||
| Sense-Lifesense-Range = 30 | |||
| 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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<!-- Put any 'immunity' or 'hardened' values here; | <!-- Put any 'immunity' or 'hardened' values here; | ||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | ||
'''''Hardened ( | '''''Hardened (1/2 damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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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)) --> | ||
<!-- MOVE TYPES --> | |||
<!-- | <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below; | ||
if they don't have that movement type, leave it blank --> | |||
| Move-Type-Walk-Speed = 40 | |||
| Move-Type-Burrowing-Speed = | |||
| Move-Type-Tunneling-Speed = | |||
| Move-Type-Earth-Glide-Speed = | |||
| Move-Type-Lesser-Climb-Speed = | |||
| Move-Type-Greater-Climb-Speed = | |||
| Move-Type-Brachiating-Speed = | |||
| Move-Type-Vaulting-Speed = 30 | |||
| Move-Type-Hover-Speed = | |||
| Move-Type-Lesser-Flight-Speed = | |||
| 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 = | ||
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| PriAtkIsAuto-Hit = | | PriAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = | | NudgePriToHit = | ||
<!-- 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 --> | ||
| NudgePriDamage = | | NudgePriDamage = 2 | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-PriDamage = | | NudgeFullAtk-PriDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Pri-Atk-Crit-Range = | | Nudge-Pri-Atk-Crit-Range = | ||
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| SecAtkIsAuto-Hit = | | SecAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- 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: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-SecDamage = | | NudgeFullAtk-SecDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Sec-Atk-Crit-Range = | | Nudge-Sec-Atk-Crit-Range = | ||
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| TerAtkIsAuto-Hit = | | TerAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- 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: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-TerDamage = | | NudgeFullAtk-TerDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Ter-Atk-Crit-Range = | | Nudge-Ter-Atk-Crit-Range = | ||
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| QuaAtkIsAuto-Hit = | | QuaAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- 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: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-QuaDamage = | | NudgeFullAtk-QuaDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Qua-Atk-Crit-Range = | | Nudge-Qua-Atk-Crit-Range = | ||
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| RangedAtkIsAuto-Hit = | | RangedAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- 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: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-RangedDamage = | | NudgeFullAtk-RangedDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Ranged-Atk-Crit-Range = | | Nudge-Ranged-Atk-Crit-Range = | ||
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| NudgeSiegeDamage = | | NudgeSiegeDamage = | ||
<!-- Values: | <!-- 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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<!-- SPECIAL ABILITIES --> | <!-- SPECIAL ABILITIES --> | ||
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| Ability-1-Type = Ex | | Ability-1-Type = Ex | ||
<!-- 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 upon Maddened Ally death | |||
<!-- 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 = | ||
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| Ability-2-Type = Ex | | Ability-2-Type = Ex | ||
<!--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-Action-Required = Automatic when flanking | |||
<!-- 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-2-Concentration = | | Ability-2-Concentration = | ||
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| Ability-3-Type = | | 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-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 = | | Ability-3-Concentration = | ||
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| Ability-4-Type = | | Ability-4-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-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-4-Concentration = | | Ability-4-Concentration = | ||
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| Ability-5-Type = | | Ability-5-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-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 = | | Ability-5-Concentration = | ||
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| Ability-6-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-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 = | | Ability-6-Concentration = | ||
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| Ability-7-Type = | | Ability-7-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-7-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-7-Concentration = | | Ability-7-Concentration = | ||
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| Ability-8-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-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 = | | Ability-8-Concentration = | ||
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| Ability-9-Type = | | Ability-9-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-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 = | | Ability-9-Concentration = | ||
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<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- 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 = | |||
}} | |||
--> | |||
<!-- 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. --> | |||
| Role-Only--Replace-Rez-Power--Name = | |||
| Role-Only--Replace-Rez-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Rez-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-Rez-Power--Concentration = | |||
<!-- 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: | |||
{{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 = | |||
}} | |||
--> | |||
<!-- 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. --> | |||
| Role-Only--Add-Killer-Power--Name = | |||
| Role-Only--Add-Killer-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Killer-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--Add-Killer-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Add-Killer-Power--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 = | |||
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| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- 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" --> | |||
| 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. --> | |||
| 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 --> | |||
| Role-Only--Replace-Leader-Power--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 = | |||
}} | |||
--> | |||
<!-- 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. --> | |||
| Role-Only--Replace-Legend-Power--Name = | |||
| Role-Only--Replace-Legend-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Legend-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-Legend-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Legend-Power--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 = | |||
}} | |||
--> | |||
<!-- 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. --> | |||
| Role-Only--Replace-Minion-Power--Name = | |||
| Role-Only--Replace-Minion-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Minion-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-Minion-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Minion-Power--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 = | |||
}} | |||
--> | |||
<!-- 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. --> | |||
| Role-Only--Replace-Shooter-Power--Name = | |||
| Role-Only--Replace-Shooter-Power--Type = | |||
<!-- 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 --> | |||
| Role-Only--Replace-Shooter-Power--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 = | |||
}} | |||
--> | |||
<!-- 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. --> | |||
| Role-Only--Add-Skirmisher-Power--Name = | |||
| Role-Only--Add-Skirmisher-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Skirmisher-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--Add-Skirmisher-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Add-Skirmisher-Power--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 = | |||
}} | |||
--> | |||
<!-- 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. --> | |||
| Role-Only--Replace-Sneak-Power--Name = | |||
| Role-Only--Replace-Sneak-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Sneak-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-Sneak-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Sneak-Power--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 = | |||
}} | |||
--> | |||
<!-- 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. --> | |||
| Role-Only--Replace-Swarm-Power--Name = | |||
| Role-Only--Replace-Swarm-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Swarm-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-Swarm-Power--Concentration = | |||
<!-- 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: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | ||
Line 998: | Line 1,545: | ||
| CombatTactics = Maddened Reavers are simple, murderous enemies. Once battle begins, they will never break away, fighting to the last maddened breath, utterly convinced they are winning. They usually try to make pack attacks, jumping their victims from ambush if they can manage it, and using their quite good Might and Perception skills to get into position by using Bull Rush or Reposition maneuvers. They also tend to attack anyone they encounter, as long as they can commit their depredations with some degree of stealth. Like all the Maddened, Reavers want to destroy as much of the structure of the world as they can before they are destroyed, and so they sneak and creep, attacking under cover of darkness. | | CombatTactics = Maddened Reavers are simple, murderous enemies. Once battle begins, they will never break away, fighting to the last maddened breath, utterly convinced they are winning. They usually try to make pack attacks, jumping their victims from ambush if they can manage it, and using their quite good Might and Perception skills to get into position by using Bull Rush or Reposition maneuvers. They also tend to attack anyone they encounter, as long as they can commit their depredations with some degree of stealth. Like all the Maddened, Reavers want to destroy as much of the structure of the world as they can before they are destroyed, and so they sneak and creep, attacking under cover of darkness. | ||
Their connection to the Outside gives them the ability to detect the living, their hated foes, within a short distance. This is not terribly useful for getting around, since it is short ranged, but once they have closed into battle range, they are nigh-impossible to deter, and will frequently try to knock out lanterns and other light sources and fight in the dark. | |||
They prefer to use their sword attacks, and will go to considerable effort with their astounding Vault movement and Might skill to set up flank attacks as often as possible, hoping to get their Stabbing Frenzy ability to fire. They have a lot of reach with their sword attacks, and so they will maneuver cagily, setting up as many flanks as they can and putting as many enemies in their reach as they can, so they can get touch attacks. They will throw darts of maddened darkness without hesitation if that's a better way to kill. Their Fanatical Vengeance power is a terrible surprise to whoever manages to drop one of their Dark Brothers, and they will typically use this abiity without hesitation as soon as they are able to do so...waiting to use it rarely works out well. With luck, the barrage of sword strikes, frenzies, or darts will kill or cripple one of their enemies outright, and allow them to turn the tide of a battle. | |||
<!-- OUT OF COMBAT | <!-- OUT OF COMBAT --> | ||
| OutOfCombat = Maddened Reavers do not try to blend in with civilization...but they can hide and lurk while their more skilled brethren work out deeds to perform. Maddened Reavers venture out as the smashing might of the True Dark, and then go to lair again, secure in the invisibility of no witnesses. Maddened Reavers often wind up living in lairs and dungeons of other monsters, or hidden in sewers and abandoned, ruined places in cities, acting as merciless exterminating raiders. Maddened Reavers, to be fair, can and will attack monstrous neighbors just as readily as they will attack the civilized, and an infestation of madness can actually drive away local orcs or hobgoblins, as the maddened fiends kill everything they can catch. | | OutOfCombat = Maddened Reavers do not try to blend in with civilization...but they can hide and lurk while their more skilled brethren work out deeds to perform. Maddened Reavers venture out as the smashing might of the True Dark, and then go to lair again, secure in the invisibility of no witnesses. Maddened Reavers often wind up living in lairs and dungeons of other monsters, or hidden in sewers and abandoned, ruined places in cities, acting as merciless exterminating raiders. Maddened Reavers, to be fair, can and will attack monstrous neighbors just as readily as they will attack the civilized, and an infestation of madness can actually drive away local orcs or hobgoblins, as the maddened fiends kill everything they can catch. | ||
Surprisingly, Maddened Reavers seem to tolerate Vampire Thralls quite well, and it is not unheard of for the two types of wild-eyed beasts to work...not together, but toward similar goals. Such alliances are dark days indeed for all other creatures, and must be rooted out immediately. | |||
Latest revision as of 21:44, 4 February 2023
Maddened Reaver (CR 11)
True Chaotic - Medium - Humanoid (Outsider) |
---|
Lore: | Know (Local) | ||
22 | 37 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
28 | +18 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Lifesense 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
262 | 131 | 19 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +13 |
Refl: | +8 |
Will: | +13 |
Strong Against:
Weak Against:
- Vulnerable: Interstice damage
Offense
Standard Attack (Melee):
- 1x Reaving Sword +18 (3d8+11/19-20 x2)
as slashing (physical, common)
Full Attack (Melee):
- 3x Reaving Sword +18 (3d8+7/19-20 x2)
as slashing (physical, common)
Standard Attack (Ranged):
- 1x Chaos Darts +18 (3d8+7/19-20 x2)
as interstice (physical, rare)
(Increment: 30 ft.; Max Range: 150 ft.)
Full Attack (Ranged):
- 3x Chaos Darts +18 (3d8+7/19-20 x2)
as interstice (physical, rare)
(Increment: 30 ft.; Max Range: 150 ft.)
Siege Damage: Not siege capable
Statistics
20 |
STR |
18 |
DEX |
18 |
CON |
14 |
INT |
10 |
WIS |
14 |
CHA |
Skills:
- Acrobatics: 20
- Escape Artist: 18
- Might: 20
- Perception: 18
- All other skills: 13 (no ranks)
Languages: Common, Gurahn'lloig (Low Aberrant)
Feats:
- Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
Special Abilities
Fanatical Vengeance (Ex) Automatic upon Maddened Ally death |
Once per encounter, whenever any Maddened creature is killed by enemy actions, any Maddened Reaver who has line of sight and line of effect to the attacker who made the killing blow may choose to make an immediate action attack of opportunity against that creature. They must have an attack of opportunity available (although with Combat Reflexes, this is rarely a problem). They may make this attack with either their Reaving Sword or their Chaos Darts, and they must take all normal modifiers for such attacks as normal. |
Stabbing Frenzy (Ex) Automatic when flanking |
If, during battle, a Maddened Reaver is receiving a flanking bonus, they may, once per round, make an immediate action bonus attack with their Reaving Sword upon any enemy within their reach. Given their increased reach, they usually choose to make this attack against a different target than their primary target, and if they do so, this bonus attack is resolved as a touch attack. If they make this attack against their primary target, it is resolved normally. |
Maddened Reaver
It is widely accepted among most intelligent creatures, at a very general level, that the world we all live in is balanced upon the surface of a much larger, darker, and far more terrible reality called the Outer Madness. Most people have little understanding of Planes, and in the minds of most people, Demons, Devils, Aberrations, and most 'weird' monsters are part of this terrifying background reality.
However, there are always those who think that 'larger and more terrible' means, 'a convenient way to get power'. As a result, all over the world, in every race, creed, and culture, civilized or not, there are those with far too much greed and far too little wisdom who seek out this Deep Darkness and pledge themselves to it. The Creeping Madness is easy to access, easy to draw upon...and insanely dangerous. A fair number of those who attempt this foolish act are consumed utterly by their very first sup of that dark well, their lives, essence, souls, and flesh consumed entire.
Many of those luckless fools do not quietly disappear, however.
Maddened Reavers are those creatures, with the Spark or without, who have reached out to the Madness, and not only survived, they have thrived. Some Maddened Reavers are likely to be Maddened Thugs who have survived and grown and been granted greater gifts by the Deep Dark. Reavers have warped and grown awful due to their corruption, but they can still usually mask their deformities with large enough masks, or large, shapeless clothing, to blend in at least some with normal humanoids. Maddened Reavers are usually drawn from the Civilized Races, people who should have known better. It is possible that the occasional Orc, Goblin, or Gnoll will also be subsumed by the Outer Madness, and thus become Maddened Reavers, but amongst those without the Spark, this terrible transformation is not so stark, and their native 'cultures' tend to exterminate such fools quickly. Such non-civilized Reavers tend to migrate to the fold of their civilized brethren, where they are given a place...until their use comes to an end.
Maddened Reavers, like all of the Maddened, are united in their allegiance to the Devouring Madness, the True Depths that lie Outside. They are not terribly organized, but they act, vaguely and constantly, to tear down civilization, destroy all the structures of the world, material and social, for good and for ill. They lurk and plot, they poison, murder, and ruin, they steal and burn, everything. Madness Reavers will attack babes in arms just as readily as they will battle undead, and for the same reason: All things must fall to the Dark, sooner or later.
Unlike lesser breeds of the Maddened, Reavers are actually uncomfortably good at what they do. Madness Reavers are a terrible force in the world, although they are thankfully rare. When Reavers are discovered, they must be confronted and rooted out with terrible urgency.
When more than one Maddened Reaver meet each other, they naturally band together, as every hand in the Prime Plane is raised against them as their enemies, and you must take your allies where you can find them. Bands of Madness Reavers seem almost like cults, except that there is no Deity involved, simply the utter alien void that has subsumed these maniacs, and invests their every action.
Combat Tactics
Maddened Reavers are simple, murderous enemies. Once battle begins, they will never break away, fighting to the last maddened breath, utterly convinced they are winning. They usually try to make pack attacks, jumping their victims from ambush if they can manage it, and using their quite good Might and Perception skills to get into position by using Bull Rush or Reposition maneuvers. They also tend to attack anyone they encounter, as long as they can commit their depredations with some degree of stealth. Like all the Maddened, Reavers want to destroy as much of the structure of the world as they can before they are destroyed, and so they sneak and creep, attacking under cover of darkness.
Their connection to the Outside gives them the ability to detect the living, their hated foes, within a short distance. This is not terribly useful for getting around, since it is short ranged, but once they have closed into battle range, they are nigh-impossible to deter, and will frequently try to knock out lanterns and other light sources and fight in the dark.
They prefer to use their sword attacks, and will go to considerable effort with their astounding Vault movement and Might skill to set up flank attacks as often as possible, hoping to get their Stabbing Frenzy ability to fire. They have a lot of reach with their sword attacks, and so they will maneuver cagily, setting up as many flanks as they can and putting as many enemies in their reach as they can, so they can get touch attacks. They will throw darts of maddened darkness without hesitation if that's a better way to kill. Their Fanatical Vengeance power is a terrible surprise to whoever manages to drop one of their Dark Brothers, and they will typically use this abiity without hesitation as soon as they are able to do so...waiting to use it rarely works out well. With luck, the barrage of sword strikes, frenzies, or darts will kill or cripple one of their enemies outright, and allow them to turn the tide of a battle.
Out of Combat
Maddened Reavers do not try to blend in with civilization...but they can hide and lurk while their more skilled brethren work out deeds to perform. Maddened Reavers venture out as the smashing might of the True Dark, and then go to lair again, secure in the invisibility of no witnesses. Maddened Reavers often wind up living in lairs and dungeons of other monsters, or hidden in sewers and abandoned, ruined places in cities, acting as merciless exterminating raiders. Maddened Reavers, to be fair, can and will attack monstrous neighbors just as readily as they will attack the civilized, and an infestation of madness can actually drive away local orcs or hobgoblins, as the maddened fiends kill everything they can catch.
Surprisingly, Maddened Reavers seem to tolerate Vampire Thralls quite well, and it is not unheard of for the two types of wild-eyed beasts to work...not together, but toward similar goals. Such alliances are dark days indeed for all other creatures, and must be rooted out immediately.
Rewards
XP: 12,800
Treasure: Sellable Goods worth 9,375 gp.
- Weight: 110 lbs. Volume: 4.4 cu. ft.
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) |