Maddened Fanatic: Difference between revisions
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<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</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 | Heavy | | Role | Heavy | ||
<!-- Values: Heavy | <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Restrict-Role-Skirmisher = | | Restrict-Role-Skirmisher = | ||
| Restrict-Role-Sneak = | | Restrict-Role-Sneak = | ||
| Restrict-Role-Swarm = | |||
| Restrict-Role-Tank = | | Restrict-Role-Tank = | ||
| Restrict-Role-Threat = | | Restrict-Role-Threat = | ||
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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 | | | Description | '''''This monster frequently has the Heavy role, but may be set to other roles if desired.''''' | ||
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 Fanatics are those creatures, with the Spark or without, who have reached out to the Madness, and not only survived, they have grown exalted. Fanatics are abominations, horrifically twisted, warped, and mutated, their minds filled with the ecstasy of the Great Void. Some Maddened Fanatics are likely to be Maddened Thugs or Maddened Reavers who have survived and grown and been granted greater gifts by the Deep Dark. Other Fanatics were created new and whole, as the Mad Black Waste tears them from humanity to Other in one horrible, ecstatic wrench. | |||
Fanatics have warped and grown awful due to their corruption, but they can still sometimes mask their deformities with large enough masks, or large, shapeless clothing, to blend in at least some with normal humanoids. Maddened Fanatics 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 Fanatics, 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 Fanatics tend to migrate to the fold of their civilized brethren, where they are given a place...until their use comes to an end. | |||
Maddened Fanatics, 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. Maddened Fanatics are terrible juggernauts of bleak, writhing woe, and they will attack anything, civilized or monster, if they think it will lead them to the Final Truth: All things must fall to the Dark, sooner or later. | |||
Fanatics are utterly deadly, shambling, darting, dashing juggernauts of freakish insanity and murder. Madness Fanatics are a terrible force in the world, although they are thankfully rare. When Fanatics are discovered, they must be confronted and rooted out with terrible urgency. | |||
When more than one Maddened Fanatic 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 Fanatics 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 DR or ER values here --> | <!-- Put any DR or ER values here --> | ||
| StrongAgainst = Hardened ( | | StrongAgainst = Hardened (½ damage): Versus all effects that allow a Reflex Save | ||
<!-- 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 (½ damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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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 = | ||
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| NudgePriDamage = | | NudgePriDamage = | ||
<!-- 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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<!-- SPECIAL ABILITY 1 --> | <!-- SPECIAL ABILITY 1 --> | ||
| Ability-1-Name = | | Ability-1-Name = | ||
| Ability-1-Type = | | Ability-1-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-1-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-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 = | | Ability-1-Description = | ||
<!-- 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: | ||
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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 = Immediate Action 1/Rnd | |||
<!-- 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 = | ||
<!--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 = | | Ability-2-Description = Up to once per round, whenever any Maddened creature is killed by enemy actions, any Maddened Fanatic 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. They may make this attack with either their Chaos Mace or their Chaos Orbs, and they must take all normal modifiers for such attacks as normal. | ||
<!-- 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: | ||
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| Ability-3-Type = Su | | Ability-3-Type = Su | ||
<!--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 = Automatic after Full Attack action | |||
<!-- 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 = | ||
<!--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 = Whenever the Maddened Fanatic declares and then carries out a valid Full Attack Action with its Tooth Axe attack (enemy in range, roll all attacks, hit or miss), it | | Ability-3-Description = Whenever the Maddened Fanatic declares and then carries out a valid Full Attack Action with its Tooth Axe attack (enemy in range, roll all attacks, hit or miss), it may then Slide up to four squares to a different target. When it arrives, it may make one Tooth Axe attack as a free action. If it is unable to perform this action for any reason, it may instead make one Chaos Orb attack at any target of its choosing. | ||
<!-- 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: | ||
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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 = Chaotic Rebirth | |||
| Role-Only--Replace-Rez-Power--Type = Su | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon 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. --> | |||
| 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 = The first time in a battle a Maddened Fanatic is reduced to zero hitpoints or less, it is not killed. Instead, the fetters of its remaining humanity are broken, and the glory of the Outer Madness floods it completely. It seems to stumble and fall, landing with a gory splat, and there it remains, Immune to all further damage, until the next time it can act in the initiative order. It then uses Chaotic Rebirth as a free action, which sets its hitpoints back to their Bloodied value ({{Bloodied-Hit-Points}}), and causes it to explode into a vast blast of gory, meaty scraps. All creatures, friend or foe, within 30 feet of their space suffers {{Special-Standard-Dmg}} points of damage as {{dmg|Hacking}} damage. Creatures are allowed a Reflex saving throw to reduce this by half, and note that other Fanatics are [[Hardened]] against this damage as they are hardened against all Reflex save effects. Lastly, the Fanatic may use their Vaulting move as part of this free action, to place themselves wherever they wish. | |||
<!-- 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 = | |||
| Intensity = | |||
| Save-Type = | |||
| 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 1,050: | Line 1,546: | ||
<!-- COMBAT TACTICS --> | <!-- COMBAT TACTICS --> | ||
| CombatTactics = Maddened fanatics are powerful, dangerous, and overwhelmingly mobile foes. They can see life force, they have extra reach, and they can climb, swing, and leap with frankly inhuman agility. They will seek to close into melee range as fast as possible, trusting their Reach, Combat Reflexes, Mobility, and Vaulting to get them anywhere they wish to be and provide them plenty of things to kill when they get there. They will try and center themselves into a mass of enemies, so their Ecstasy of Chewing power will allow them to slide and chop their way among their foes in a maddened burst of savagery. They will try to stand off a space and attack with Reach, to lower the chances of counter-attacks, and when they Slide, they will try to set themselves up to make attacks of opportunity with the Reach and Combat Reflexes. If they take heavy damage, they will seek to Slide or Vault into the middle of as many enemies as they can, so their Chaotic Rebirth will do as much damage as possible. | | CombatTactics = Maddened fanatics are powerful, dangerous, and overwhelmingly mobile foes. They can see life force, they have extra reach, and they can climb, swing, and leap with frankly inhuman agility. They will seek to close into melee range as fast as possible, trusting their Reach, Combat Reflexes, Mobility, and Vaulting to get them anywhere they wish to be and provide them plenty of things to kill when they get there. | ||
They will try and center themselves into a mass of enemies, so their Ecstasy of Chewing power will allow them to slide and chop their way among their foes in a maddened burst of savagery. They will try to stand off a space and attack with Reach, to lower the chances of counter-attacks, and when they Slide, they will try to set themselves up to make attacks of opportunity with the Reach and Combat Reflexes. | |||
If they take heavy damage, they will seek to Slide or Vault into the middle of as many enemies as they can, so their Chaotic Rebirth will do as much damage as possible. | |||
Once battle begins, a Fanatic will never withdraw, howling with joy as it chews, and chews, and chews.... | |||
<!-- OUT OF COMBAT | <!-- OUT OF COMBAT --> | ||
| OutOfCombat = Maddened Fanatics are incredible monsters of physical mayhem...but they are also smart, cagey, and knowledgeable fiends who retain more of their humanoid wiles than most lesser maddened. Fanatics, despite their horrific appearance (they do not attempt to pass often, and are bad at it when they do try), are well-spoken, polite, and skilled conversationalists. They are also utter monsters, but they are at least well-spoken. Fanatics will often seek parley, truces, and will set up alliances with other monsters, especially with any Vampire Thralls they may have encountered. | | OutOfCombat = Maddened Fanatics are incredible monsters of physical mayhem...but they are also smart, cagey, and knowledgeable fiends who retain more of their humanoid wiles than most lesser maddened. Fanatics, despite their horrific appearance (they do not attempt to pass often, and are bad at it when they do try), are well-spoken, polite, and skilled conversationalists. They are also utter monsters, but they are at least well-spoken. Fanatics will often seek parley, truces, and will set up alliances with other monsters, especially with any Vampire Thralls they may have encountered. | ||
When they do battle, Fanatics will kill everything. EVERYTHING. Their best cover is anonymity, and all dead means no witnesses. | |||
Latest revision as of 18:55, 10 September 2022
Maddened Fanatic (Heavy; CR 16)
True Chaotic - Medium - Humanoid (Outsider, Aberration) |
---|
Lore: | Know (Local) | ||
32 | 47 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
37 | +27 |
Passive | Active |
Ambush: |
8+ |
on a d20 |
Senses:
- Standard Senses
- Lifesense 60 ft.
Movement Types:
- Walk 50 ft.
- Greater Climb 50 ft.
- Brachiating 50 ft.
- Vaulting 50 ft.
Defense
AC |
Man Def |
Monster Health | ||
950 | 475 | 31 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +18 |
Refl: | +13 |
Will: | +18 |
Strong Against:
- (Heavy Role) Immunity (partial 3): Heavies are immune to the first three conditions applied to them during an encounter. If a fourth condition is applied to a heavy, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
- Hardened (½ damage): Versus all effects that allow a Reflex Save
Weak Against:
- Vulnerable (1.5x damage): Interstice damage
Offense
Standard Attack (Melee):
- 2x Tooth Axe +24 (4d8+25/19-20 x2)
as gnashing (physical, uncommon)
Full Attack (Melee):
- 4x Tooth Axe +24 (4d8+25/19-20 x2)
as gnashing (physical, uncommon)
Standard Attack (Ranged):
- 2x Chaos Orbs +24 (4d8+25/19-20 x2)
as interstice (physical, rare)
(Increment: 50 ft.; Max Range: 250 ft.)
Full Attack (Ranged):
- 4x Chaos Orbs +24 (4d8+25/19-20 x2)
as interstice (physical, rare)
(Increment: 50 ft.; Max Range: 250 ft.)
Siege Damage:
- 1x Tooth Axe +27 (1d6+2)
Statistics
24 |
STR |
20 |
DEX |
22 |
CON |
16 |
INT |
14 |
WIS |
18 |
CHA |
Skills:
- Bailiwick (Warfare): 27
- Diplomacy: 27
- Knowledge (Dungeoneering): 27
- Might: 27
- Perception: 27
- All other skills: 22 (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.)
- Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
Special Abilities
Fanatical Vengeance (Ex) Immediate Action 1/Rnd |
Up to once per round, whenever any Maddened creature is killed by enemy actions, any Maddened Fanatic 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. They may make this attack with either their Chaos Mace or their Chaos Orbs, and they must take all normal modifiers for such attacks as normal. |
Ecstasy of Chewing (Su) Automatic after Full Attack action |
Whenever the Maddened Fanatic declares and then carries out a valid Full Attack Action with its Tooth Axe attack (enemy in range, roll all attacks, hit or miss), it may then Slide up to four squares to a different target. When it arrives, it may make one Tooth Axe attack as a free action. If it is unable to perform this action for any reason, it may instead make one Chaos Orb attack at any target of its choosing. |
Chaotic Rebirth (Su; Heavy Role) Auto Upon Death |
The first time in a battle a Maddened Fanatic is reduced to zero hitpoints or less, it is not killed. Instead, the fetters of its remaining humanity are broken, and the glory of the Outer Madness floods it completely. It seems to stumble and fall, landing with a gory splat, and there it remains, Immune to all further damage, until the next time it can act in the initiative order. It then uses Chaotic Rebirth as a free action, which sets its hitpoints back to their Bloodied value (475), and causes it to explode into a vast blast of gory, meaty scraps. All creatures, friend or foe, within 30 feet of their space suffers 4d8+25 points of damage as Hacking (physical, uncommon) damage. Creatures are allowed a Reflex saving throw to reduce this by half, and note that other Fanatics are Hardened against this damage as they are hardened against all Reflex save effects. Lastly, the Fanatic may use their Vaulting move as part of this free action, to place themselves wherever they wish. |
Maddened Fanatic
This creature possesses the Heavy role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.This monster frequently has the Heavy role, but may be set to other roles if desired.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 Fanatics are those creatures, with the Spark or without, who have reached out to the Madness, and not only survived, they have grown exalted. Fanatics are abominations, horrifically twisted, warped, and mutated, their minds filled with the ecstasy of the Great Void. Some Maddened Fanatics are likely to be Maddened Thugs or Maddened Reavers who have survived and grown and been granted greater gifts by the Deep Dark. Other Fanatics were created new and whole, as the Mad Black Waste tears them from humanity to Other in one horrible, ecstatic wrench.
Fanatics have warped and grown awful due to their corruption, but they can still sometimes mask their deformities with large enough masks, or large, shapeless clothing, to blend in at least some with normal humanoids. Maddened Fanatics 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 Fanatics, 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 Fanatics tend to migrate to the fold of their civilized brethren, where they are given a place...until their use comes to an end.
Maddened Fanatics, 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. Maddened Fanatics are terrible juggernauts of bleak, writhing woe, and they will attack anything, civilized or monster, if they think it will lead them to the Final Truth: All things must fall to the Dark, sooner or later.
Fanatics are utterly deadly, shambling, darting, dashing juggernauts of freakish insanity and murder. Madness Fanatics are a terrible force in the world, although they are thankfully rare. When Fanatics are discovered, they must be confronted and rooted out with terrible urgency.
When more than one Maddened Fanatic 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 Fanatics 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 fanatics are powerful, dangerous, and overwhelmingly mobile foes. They can see life force, they have extra reach, and they can climb, swing, and leap with frankly inhuman agility. They will seek to close into melee range as fast as possible, trusting their Reach, Combat Reflexes, Mobility, and Vaulting to get them anywhere they wish to be and provide them plenty of things to kill when they get there.
They will try and center themselves into a mass of enemies, so their Ecstasy of Chewing power will allow them to slide and chop their way among their foes in a maddened burst of savagery. They will try to stand off a space and attack with Reach, to lower the chances of counter-attacks, and when they Slide, they will try to set themselves up to make attacks of opportunity with the Reach and Combat Reflexes.
If they take heavy damage, they will seek to Slide or Vault into the middle of as many enemies as they can, so their Chaotic Rebirth will do as much damage as possible.
Once battle begins, a Fanatic will never withdraw, howling with joy as it chews, and chews, and chews....
Out of Combat
Maddened Fanatics are incredible monsters of physical mayhem...but they are also smart, cagey, and knowledgeable fiends who retain more of their humanoid wiles than most lesser maddened. Fanatics, despite their horrific appearance (they do not attempt to pass often, and are bad at it when they do try), are well-spoken, polite, and skilled conversationalists. They are also utter monsters, but they are at least well-spoken. Fanatics will often seek parley, truces, and will set up alliances with other monsters, especially with any Vampire Thralls they may have encountered.
When they do battle, Fanatics will kill everything. EVERYTHING. Their best cover is anonymity, and all dead means no witnesses.
Rewards
XP: 153,600 (Heavy role included.)
Treasure: Sellable Goods worth 86,250 gp.
- Weight: 320 lbs. Volume: 12.8 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 - 8 | Nothing Found |
9 - 12 | 1 Languid Remnant (tier 1) |
13 - 15 | 1 Pale Remnant (tier 2) |
16 - 18 | 1 Bright Remnant (tier 3) |
19 - 20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 3 | 4 Languid Remnants (tier 1) |
4 - 7 | 4 Pale Remnants (tier 2) |
8 - 11 | 1 Intense Remnant (tier 4) |
12 - 15 | 1 Blazing Remnant (tier 5) |
16 - 18 | 1 Vital Remnant (tier 6) |
19 - 20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 3 | 4 Bright Remnants (tier 3) |
4 - 5 | 4 Intense Remnants (tier 4) |
6 - 8 | 4 Blazing Remnants (tier 5) |
9 - 11 | 4 Vital Remnants (tier 6) |
12 - 15 | 1 Prime Remnant (tier 7) |
16 - 18 | 1 Mythic Remnant (tier 8) |
19 - 20 | 1 Empyrean Remnant (tier 9) |