Stirge: Difference between revisions

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{{Template:Monster
{{Template:Monster
<!-- Version 2.01 -->


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 1
| CR | 1
  <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>


| MonsterName = Stirge
| Min-CR = 1
| Max-CR = 16


| Image = stirge_1.png
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
| MonsterName | Stirge
  }}</onlyinclude>
 
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Stirge-EP1.png
   <!-- Value: file name and extension only   -->
  }}</onlyinclude>
 
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption |
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>


| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
 
   }}</onlyinclude>
   }}</onlyinclude>


| Description = This strange creature looks like a mosquito that ate a radioactive housecat.  It's got four wings, numerous spiny legs and a long proboscis through which they drain the blood of their prey.  They lurk in caves and ruins, and are rarely encountered alone.  They tend to gather in large flocks and can completely drain a human-sized victim in minutes.  Stirges drink blood, much like large horrible mosquitoes, and while they are mainly a pest for experienced adventurers, they are a deadly peril for the less martially inclined. Any sighting of a stirge nest close to a community is cause for every adventurer to go and clean it out, before a tragedy strikes.
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role =
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader = Y
| Restrict-Role-Legend =
| Restrict-Role-Minion =
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher =
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =  
| Restrict-Role-Tank =
| Restrict-Role-Threat = Y
| Restrict-Role-Villain = Y
  <!-- Values: Y or leave blank -->


| Alignment = Neutral
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
| Pattern1 |
   <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Size = Tiny
| 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 | This strange creature looks like a mosquito that ate a demonic housecat.  It's got four wings, numerous spiny legs and a long proboscis through which they drain the blood of their prey.  They lurk in caves and ruins, and are rarely encountered alone.  They tend to gather in large flocks and can completely drain a human-sized victim in minutes.  Stirges drink blood, much like large horrible mosquitoes, and while they are mainly a pest for experienced adventurers, they are a deadly peril for the less martially inclined. Any sighting of a stirge nest close to a community is cause for every adventurer to go and clean it out, before a tragedy strikes.
  }}</onlyinclude>
 
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Neutral
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
  }}</onlyinclude>
 
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Tiny
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>


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


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If any -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>
 
| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 |
   }}</onlyinclude>
   }}</onlyinclude>


| NudgeBasicLoreValue = -2
| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
| Subtype3 |
  }}</onlyinclude>
 
| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 |
  }}</onlyinclude>
 
| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 |
  }}</onlyinclude>
 
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue|
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- 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 -->
}}</onlyinclude>


| NudgeFullLoreValue =  
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeFullLoreValue| -1
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- 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 -->
}}</onlyinclude>


| NudgeInit =  
| NudgeInit =  
  <!-- CR 1/2 INITIATIVE = +1 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses = [[Standard Senses]], [[Darkvision]] 60 ft., [[Low-Light Vision]] 120 ft., [[Scent]]
  <!-- SENSES -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
  <!--   [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell -->
| Sense-Is-Blind-to-Vision =
   <!--   [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
| Sense-Is-Blind-to-Sound =
  <!--   [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
| Sense-Is-Blind-to-Smell =
  <!--   [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
| Sense-Has-Low-Light-Vision =
  <!--   [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->
 
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =
 


| NudgePerception =  
| NudgePerception =  
  <!-- CR 1/2 PERCEPTION = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC =  
  <!-- CR 1/2 AC = 13 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTouchAC =
  <!-- CR 1/2 TOUCH AC = 10 -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFFAC =
 
  <!-- CR 1/2 FLAT-FOOTED AC = 13 -->
| Nudge-Maneuver-Defense = 1
   <!-- 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 -->


| Resilience =
| Maneuver-Defense-Notes =  
  <!-- CR 1/2 Resilience = 14 -->
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
| Resilience-Notes =  
   <!-- Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples") -->


| NudgeHitPoints =  
| NudgeHitPoints =  
  <!-- CR 1/2 HIT POINTS = 7 -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


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| Refl = S
| Refl = S
| Will =  
| Will =  
  <!-- CR 1/2 STRONG SAVE = +3; WEAK SAVE = +0                      -->
   <!-- Values: S (for Strong save), leave blank for Weak save
   <!-- Values: S (for Strong save), leave blank for Weak save
         * Most monsters have 1 strong save and 2 weak saves
         * Most monsters have 1 strong save and 2 weak saves
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         * Dragons have 3 strong saves                              -->
         * Dragons have 3 strong saves                              -->


| NudgeFort =  
| NudgeFort = -1
| NudgeRefl =  
| NudgeRefl =  
| NudgeWill =  
| NudgeWill =  
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| SR =
  <!-- Values: Y (for Yes), or leave blank -->
| NudgeSR =
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->


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


| MoveTypes = [[Walk]] 30 ft., [[Lesser Flight]] 40 ft.
  <!-- MOVE TYPES -->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
  <!--   [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
        if they don't have that movement type, leave it blank                    -->
  <!--   [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
| Move-Type-Walk-Speed = 10
  <!--   [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
| Move-Type-Burrowing-Speed =
  <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
| Move-Type-Tunneling-Speed =
  <!--   [[Lesser Teleport]], [[Greater Teleport]]            -->
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/10)}}|0 = 35|1 = 45|2 = 55|3 = 65|4 = 75}}
| 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 =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


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




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<!--  GENERAL ATTACK INFORMATION  -->
<!--  GENERAL ATTACK INFORMATION  -->


| MeleeOrNatural = Natural
| MeleeOrNatural = Melee
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


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<!--  PRIMARY ATTACK INFORMATION  -->
<!--  PRIMARY ATTACK INFORMATION  -->


| PriAtkName = Proboscis
| PriAtkName = Prying Claws
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| PriAtkNotes = + Blood Drain
| Pri-Atk-Dmg-Type = piercing
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| PriAtkNotes = Probing Attacks (see below)
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


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


| Override-Pri-Atk--Full-Atk-Qty =  
| Override-Pri-Atk--Full-Atk-Qty = 2
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


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


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


| NudgePriToHit =  
| NudgePriToHit =  
  <!-- CR 1/2 PRIMARY TO-HIT = +3 -->
   <!-- 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 =  
  <!-- CR 1/2 PRIMARY NATURAL DAMAGE = 1d6  -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
  <!-- CR 1/2 PRIMARY MELEE DAMAGE = 1d6    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 201: Line 294:
<!--  SECONDARY ATTACK INFORMATION  -->
<!--  SECONDARY ATTACK INFORMATION  -->


| SecAtkName = Stirge Claws
| SecAtkName =  
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
| Sec-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| SecAtkNotes =  
| SecAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


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


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


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


| NudgeSecToHit =  
| NudgeSecToHit =  
  <!-- CR 1/2 SECONDARY TO-HIT = +3 -->
   <!-- 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 -->


| NudgeSecDamage =  
| NudgeSecDamage =  
  <!-- CR 1/2 SECONDARY NATURAL DAMAGE = 1d3 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 238: Line 332:
| TerAtkName =  
| TerAtkName =  
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
| Ter-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| TerAtkNotes =  
| TerAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| TerAtkNotes-FullAtkOnly =  
| TerAtkNotes-FullAtkOnly =  
Line 253: Line 350:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


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


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


| NudgeTerToHit =  
| NudgeTerToHit =  
  <!-- CR 1/2 TERTIARY TO-HIT = +3 -->
   <!-- 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 -->


| NudgeTerDamage =  
| NudgeTerDamage =  
  <!-- CR 1/2 TERTIARY NATURAL DAMAGE = 1d6  -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
  <!-- CR 1/2 TERTIARY MELEE DAMAGE = 1d6    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 274: Line 368:
| QuaAtkName =  
| QuaAtkName =  
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
| Qua-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| QuaAtkNotes =  
| QuaAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| QuaAtkNotes-FullAtkOnly =  
| QuaAtkNotes-FullAtkOnly =  
Line 289: Line 386:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


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


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


| NudgeQuaToHit =  
| NudgeQuaToHit =  
  <!-- CR 1/2 QUATERNARY TO-HIT = +3 -->
   <!-- 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 -->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
  <!-- CR 1/2 QUATERNARY NATURAL DAMAGE = 1d3 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 316: Line 411:
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


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


| RangedAtkNotes =  
| Ranged-Atk-Dmg-Type =
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| RangedAtkNotes =
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| RangedAtkNotes-FullAtkOnly =  
| RangedAtkNotes-FullAtkOnly =  
Line 333: Line 431:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


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


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


| NudgeRangedToHit =  
| NudgeRangedToHit =  
  <!-- CR 1/2 RANGED TO-HIT = +3 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage =  
| NudgeRangedDamage =  
  <!-- CR 1/2 RANGED DAMAGE = 1d6 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 351: Line 447:
<!--  COMBAT MANEUVERS  -->
<!--  COMBAT MANEUVERS  -->


| Nudge-Maneuver-Check =  
| Nudge-Maneuver-Offense =  
   <!-- CR 1/2 CMB = +2 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Maneuver-Check-Notes =  
| Maneuver-Offense-Notes =  
   <!-- Values: Text about specific bonuses to CMB (e.g. "+2 on Trips") -->
   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->




Line 380: Line 476:
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| NudgeSiegeCMB =
| Nudge-Siege-Maneuver-Offense =  
  <!-- CR 1/2 SIEGE CMB = +2 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
  <!-- CR 1/2 SIEGE DAMAGE = 1d6-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 394: Line 488:
| Dex = 19
| Dex = 19
| Con = 10
| Con = 10
| Int = -
| Int = 0
| Wis = 12
| Wis = 12
| Cha = 6
| Cha = 6
Line 419: Line 513:
| NudgeSkill3 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill4 =
  <!-- CR 1/2 SKILLS = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


Line 438: Line 531:




<!--  ROLE-BASED SPECIAL ABILITIES -->


| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder2 =
<!--   SPECIAL ABILITY 1  -->
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder3 =
| Ability-1-Name = Probing Attacks
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder4 =  
| Ability-1-Type = Ex
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Action-Required = Free Action w/each Claw Attack
  <!-- 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 =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


<!--   SPECIAL ABILITY 1  -->
| Ability-1-Description = Each time the stirge makes a claw attack against an adjacent target, hit or miss, it inflicts a -1 penalty to that creature's AC until the end of the encounter.  This penalty stacks with itself, and with any other penalties to the target's AC, such as from other stirge's Probing Attacks, or the Attach ability, below.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


| Ability-1-Name = Attach
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| Ability-1-Type = Ex
   POISON / DISEASE FORMAT
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Concentration =  
{{Malady
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =  
| Fruition =
| F-Duration =
}}


| Ability-1-Description = As a standard action, the stirge may make a touch attack against an adjacent target {{#var:Special1TouchAttack}}. If it hits, it enters the target's space and gains a +1 bonus to attack rolls and a +2 bonus to AC until it is removed.  Removing the stirge requires either a successful CMB check or an [[Escape Artist]] check vs the Stirge's CMD.  Any adjacent ally may also make one of these checks as a standard action to remove an attached stirge.  If an adjacent creature is the one who succeeds in removing the stirge, the victim takes {{#var:Special1StandardDmg}} slashing damage  with no to-hit roll needed, as the stubborn creature is dragged off its victim. DR/slashing or better can resist this damage as normal. Note that missed attacks against an attached stirge do not harm the victim to whom the stirge is attached.
-->
<!--  SPECIAL ABILITY 2   -->


: No more than four stirges can attach to a medium or small sized creature, eight to a large or larger creature. Creatures smaller than size small can only have one stirge attach at a time.
| Ability-2-Name = Attach
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 1/2 = +3
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special1SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special1StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special1-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special1-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special1-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility1ToHit =  
| Ability-2-Type = Ex
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility1TouchAttack =  
| Ability-2-Action-Required = Swift Action, after any successful Claw Attack
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility1SaveDC =  
| Ability-2-Concentration =  
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility1StandardDamage =  
| Ability-2-Description = As a swift action, after at least one successful claw attack against an adjacent target, the stirge may make a touch attack against that target at {{Touch-Attack}}. If it hits, it enters the target's space and latches on to their skin and clothing, inflicting a -2 penalty to the target's AC, and gaining a +2 bonus to its own AC. This penalty to the victim's AC is in addition to the penalties inflicted by Probing Attacks.
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1SwiftDamage =
Removing the stirge requires a standard action and either [[Might]] or an [[Escape Artist]] check versus the stirge's Maneuver Defense of {{Maneuver-Defense}}.  Any adjacent ally may also make one of these checks as a standard action to remove an attached stirge.  If an adjacent ally is the one who succeeds in removing the stirge, the victim takes {{Special-Standard-Dmg}} {{dmg|slashing}} damage with no to-hit roll needed, as the stubborn creature is dragged off its victim. DR vs. slashing can resist this damage as normal. Note that missed attacks against an attached stirge do not harm the victim to whom the stirge is attached.
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1AlphaDamage =
Attached stirges can also be attacked directly, but 10% of the damage dealt to the stirge is also dealt to the victim it is attached to (rounding up, minimum 1). Area of effect attacks may not be used against attached stirges unless the victim is also included in the attack (since they share the same space).  Of course, this damage can be mitigated with things like DR or ER, if the victim possesses such things.
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1-AbilityDamage =
No more than four stirges can attach to a medium or small sized creature, eight to a large or larger creature. Creatures smaller than size small can only have one stirge attach at a time.
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->


| NudgeAbility1-HitPoints =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility1-HitDice =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


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


<!--  SPECIAL ABILITY 2   -->
-->
<!--  SPECIAL ABILITY 3   -->


| Ability-2-Name = Blood Drain
| Ability-3-Name = Blood Drain


| Ability-2-Type = Su
| Ability-3-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-Concentration =  
| Ability-3-Action-Required = Standard 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 =  
   <!--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 = Once a stirge has successfully used their Attach ability (above), they may Drain Blood.  As a standard action, the stirge can make a bite attack roll (with a +1 bonus to hit, since they're attached).  If they hit, they deal {{#var:Special2StandardDmg}} of biting damage, and drain {{#var:Special2-Ability-Dmg}} points of CON from the victim.  There is no save for this effect. They cannot attack with their claws while attached, because that's how they're holding on.
| Ability-3-Description = Once a stirge has successfully Attached themselves to a victim, they may Drain Blood.  As a standard action, the stirge deals {{Special-Standard-Dmg}} of {{dmg|piercing}} damage, and drains {{Ability-Dmg}} points of CON from the victim, as {{#ifexpr: {{#var:Displayed-CR}}>10|[[Ability Drain]]|[[Ability Damage]]}}.  There is no to-hit roll or saving throw for this effect.  


: Once a stirge has drained 4 points of CON, it will detach and attempt to escape the battle to digest its meal in peace.  A stirge which successfully escapes a battle in this way is not considered 'defeated' and does not award treasure or xp.
Stirges cannot attack with their claws while performing a Blood Drain, because that's how they're holding on.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 1/2 = +3
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special2SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special2StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special2-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special2-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special2-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility2ToHit =
Once a stirge has drained {{#expr: floor({{#var:Displayed-CR|1}}/2)+4}} points of CON, it will detach and attempt to escape the battle to digest its meal in peace.  A stirge that successfully escapes a battle in this way is not considered 'defeated' and does not award treasure or XP.
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


| NudgeAbility2TouchAttack =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility2SaveDC =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility2StandardDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility2SwiftDamage =  
-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility2AlphaDamage =  
| Ability-4-Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility2-AbilityDamage =  
| Ability-4-Concentration =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility2-HitPoints =  
| Ability-4-Description =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


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


  POISON / DISEASE FORMAT


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


<!--  SPECIAL ABILITY 3   -->
-->
<!--  SPECIAL ABILITY 5   -->


| Ability-3-Name =  
| Ability-5-Name =  


| Ability-3-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-3-Concentration =  
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-5-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description =  
| Ability-5-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 1/2 = +3
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special3SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special3StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special3-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special3-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special3-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


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


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


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


| NudgeAbility3StandardDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 6  -->


| NudgeAbility3SwiftDamage =
| Ability-6-Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3AlphaDamage =  
| Ability-6-Type =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility3-AbilityDamage =  
| Ability-6-Action-Required =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility3-HitPoints =  
| Ability-6-Description =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


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


  POISON / DISEASE FORMAT


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


<!--  SPECIAL ABILITY 4   -->
-->
<!--  SPECIAL ABILITY 7   -->


| Ability-4-Name =  
| Ability-7-Name =  


| Ability-4-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-4-Concentration =  
| 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 =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description =  
| Ability-7-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  <!--Available Variables:  
        {{#var:Special4ToHit}}      To-Hit      @ CR 1/2 = +3
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special4SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special4StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special4-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special4-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special4-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility4ToHit =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility4TouchAttack =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4SaveDC =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility4StandardDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 8  -->


| NudgeAbility4SwiftDamage =
| Ability-8-Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4AlphaDamage =  
| Ability-8-Type =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility4-AbilityDamage =  
| Ability-8-Action-Required =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility4-HitPoints =  
| Ability-8-Concentration =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility4-HitDice =  
| Ability-8-Description =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- 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


<!--  SPECIAL ABILITY 5   -->
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  SPECIAL ABILITY 9   -->


| Ability-5-Name =  
| Ability-9-Name =  


| Ability-5-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-5-Concentration =  
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-9-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-5-Description =  
| Ability-9-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Available Variables:
 
         {{#var:Special5ToHit}}       To-Hit      @ CR 1/2 = +3
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1/2 = -1
   {{Touch-Attack}}         {{Skill-DC|Average}}       {{Special-Swift-Dmg}}
        {{#var:Special5SaveDC}}     Save DC     @ CR 1/2 = 10
  {{Save-DC}}              {{Skill-DC|Challenging}}   {{Special-Alpha-Dmg}}
        {{#var:Special5StandardDmg}} Std Damage   @ CR 1/2 = 1d6
  {{Hit-Points}}           {{Skill-DC|Hard}}          {{Ability-Dmg}}
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
  {{Hit-Dice}}                                          {{Primary-Dmg}}
        {{#var:Special5-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
        {{#var:Special5-HitPoints}}  Hit Points  @ CR 1/2 = 7
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
        {{#var:Special5-HitDice}}   Hit Dice    @ CR 1/2 = 1
   {{CR}}                                                {{Quaternary-Dmg}}
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
                                                        {{Ranged-Dmg}}
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
 
        {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
  POISON / DISEASE FORMAT
        {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
 
        {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
{{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"    -->


| NudgeAbility5ToHit =  
| Role-Only--Add-Killer-Power--Action-Required =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility5TouchAttack =  
| Role-Only--Add-Killer-Power--Concentration =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility5SaveDC =
| Role-Only--Add-Killer-Power--Description =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility5StandardDamage =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
        or save DC numbers with variables:


| NudgeAbility5SwiftDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility5AlphaDamage =
   POISON / DISEASE FORMAT
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5-AbilityDamage =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility5-HitPoints =
-->
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
<!--   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.                                                   -->


| NudgeAbility5-HitDice =
| Role-Only--Replace-Leader-Power--Name =
  <!-- ADDER: use any positive or negative number, or leave blank. -->


| 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.        -->


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


| Ability-6-Name =  
| Role-Only--Replace-Leader-Power--Description =  


| Ability-6-Type =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
        or save DC numbers with variables:


| Ability-6-Concentration =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| Ability-6-Description =
   POISON / DISEASE FORMAT
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 1/2 = +3
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special6SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special6StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special6-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special6-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special6-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility6ToHit =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility6TouchAttack =
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   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.                                                   -->


| NudgeAbility6SaveDC =
| Role-Only--Replace-Legend-Power--Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility6StandardDamage =  
| Role-Only--Replace-Legend-Power--Type =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility6SwiftDamage =  
| Role-Only--Replace-Legend-Power--Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility6AlphaDamage =  
| Role-Only--Replace-Legend-Power--Concentration =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility6-AbilityDamage =
| Role-Only--Replace-Legend-Power--Description =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->


| NudgeAbility6-HitPoints =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
        or save DC numbers with variables:


| NudgeAbility6-HitDice =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


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


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


| Ability-7-Name =  
| Role-Only--Replace-Minion-Power--Name =  


| Ability-7-Type =  
| Role-Only--Replace-Minion-Power--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-Concentration =  
| Role-Only--Replace-Minion-Power--Action-Required =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!-- 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-Description =
| Role-Only--Replace-Minion-Power--Concentration =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
  <!--Available Variables:  
         auto-detect Combat Casting and include it                                          -->
         {{#var:Special7ToHit}}      To-Hit      @ CR 1/2 = +3
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special7SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special7StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special7-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special7-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special7-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility7ToHit =
| Role-Only--Replace-Minion-Power--Description =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7TouchAttack =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
        or save DC numbers with variables:


| NudgeAbility7SaveDC =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
  {{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}}


| NudgeAbility7StandardDamage =
   POISON / DISEASE FORMAT
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7SwiftDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility7AlphaDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->


| NudgeAbility7-AbilityDamage =
| Role-Only--Replace-Shooter-Power--Name =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->


| NudgeAbility7-HitPoints =  
| Role-Only--Replace-Shooter-Power--Type =  
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility7-HitDice =  
| Role-Only--Replace-Shooter-Power--Action-Required =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| 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 =


<!--   SPECIAL ABILITY 8  -->
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


| Ability-8-Name =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


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


| Ability-8-Concentration =  
{{Malady
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Name =
| Intensity =
| Save-Type =
| Save-Mod =  
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| Ability-8-Description =
-->
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
<!--  ADD SKIRMISHER ONLY POWER
  <!--Available Variables:
      SKIRMISHER ROLE ONLY
        {{#var:Special8ToHit}}      To-Hit      @ CR 1/2 = +3
         This section lets you write a custom power that will only display if this
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         monster is given the "Skirmisher" role. Any other time, this ability will be
        {{#var:Special8SaveDC}}      Save DC      @ CR 1/2 = 10
         invisible. It does not replace any of the default powers that skirmishers
        {{#var:Special8StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         normally get.                                                                      -->
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
         {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special8-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special8-HitPoints}} Hit Points  @ CR 1/2 = 7
         {{#var:Special8-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
         {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility8ToHit =
| Role-Only--Add-Skirmisher-Power--Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8TouchAttack =  
| Role-Only--Add-Skirmisher-Power--Type =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility8SaveDC =  
| Role-Only--Add-Skirmisher-Power--Action-Required =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!-- 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.         -->


| NudgeAbility8StandardDamage =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility8SwiftDamage =
| Role-Only--Add-Skirmisher-Power--Description =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8AlphaDamage =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
        or save DC numbers with variables:


| NudgeAbility8-AbilityDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility8-HitPoints =
   POISON / DISEASE FORMAT
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility8-HitDice =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| 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 =


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


| Ability-9-Name =  
| 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.        -->


| Ability-9-Type =  
| Role-Only--Replace-Sneak-Power--Concentration =  
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-9-Concentration =
| Role-Only--Replace-Sneak-Power--Description =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-9-Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
        or save DC numbers with variables:
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 1/2 = +3
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special9SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special9StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special9-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special9-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special9-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility9ToHit =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility9TouchAttack =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9SaveDC =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility9StandardDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->


| NudgeAbility9SwiftDamage =
| Role-Only--Replace-Swarm-Power--Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9AlphaDamage =  
| Role-Only--Replace-Swarm-Power--Type =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility9-AbilityDamage =  
| Role-Only--Replace-Swarm-Power--Action-Required =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                           -->


| NudgeAbility9-HitPoints =  
| Role-Only--Replace-Swarm-Power--Concentration =  
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility9-HitDice =
| Role-Only--Replace-Swarm-Power--Description =
  <!-- ADDER: use any positive or negative number, or leave blank. -->


    <!-- 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}}


<!--  COMBAT TACTICS  -->
  POISON / DISEASE FORMAT


| CombatTactics = Stirges must attach to a victim before they can feed, so that is their priority.  They can attach as part of a charge maneuver, and indeed, that is one of their favorite tactics.
{{Malady
| Name =  
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


:Once attached, they Drain Blood as fast as they can until they have four points of Con damage, and then use a Withdraw maneuver and their flight to get away.  They have no concept of flanks or tactics, and will generally charge the closest creature still filled with delicious blood, feed, and flee with no regard to their fellows.
-->
<!--  COMBAT TACTICS  -->


: They often attempt to ambush travelers, seeking areas with good hiding spaces but a well-traveled path nearby.
| CombatTactics = Stirges must attach to a victim before they can feed, so that is their priority.  Their claw attacks reduce the target's AC each time they even ''attempt'' the attack, so even heavily armored opponents will quickly become vulnerable to a stirge's Attach ability.  Plus, since all their attacks are touch attacks, a few lucky rolls can lead to them latching onto even the toughest of foes.


Once attached, they will Drain Blood as fast as they can until they have inflicted their quota of CON damage ({{#expr: floor({{#var:Displayed-CR|1}}/2)+4}} points).  Then they will use a [[Withdraw]] maneuver and their [[Hover]] to get away. 


Stirges have no concept of flanks or tactics, and will generally charge the closest creature still filled with delicious blood, feed, and flee with no regard for their fellows.  That said, they are fairly stealthy, and will often attempt to ambush travelers, seeking areas with good hiding spaces near a well-traveled path.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Stirges tend to be sedentary during the day, though they can be stirred to action by activity near their nesting grounds.  They nest in damp areas, attaching to ceilings and wedging themselves into crevices, much like bats.
| OutOfCombat = Stirges tend to be sedentary during the day, though they can be stirred to action by activity near their nesting grounds.  They nest in damp areas, attaching to ceilings and wedging themselves into crevices, much like bats.


: Stirges tend to be a low-level, persistent presence, with the few survivors after each concerted effort to wipe them out building up their population slowly but steadily.  They can nest and prosper in less space than seems possible, hide with ridiculous skill, and generally make a mighty nuisance of themselves to everyone and everything around them.
Stirges tend to be a low-level, persistent presence, with the few survivors after each concerted effort to wipe them out building up their population slowly but steadily.  They can nest and prosper in less space than seems possible, hide with ridiculous skill, and generally make a mighty nuisance of themselves to everyone and everything around them.





Latest revision as of 05:21, 5 February 2023

Stirge (CR 1)

Neutral - Tiny - Vermin
Lore: Know (Nature)
2 16
Basic DC Full DC
Initiative
Initiative Icon 2.png
3
Perception:
13 +3
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
16
Monster Health
31 15 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +0
Refl: +5
Will: +0

Strong Against:

  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
Weak Against:

Offense

Size: Tiny
2.5 ft. 0 ft.
Space Reach
To-Hit
+3
Sword Icon 3.png
Man Off
+3
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Prying Claws +7 vs. AC (always hits on a 17+ on the die) (1d4/19-20 x2)
    as piercing (physical, common)
    Probing Attacks (see below)

Full Attack (Melee):

  • 2x Prying Claws +7 vs. AC (always hits on a 17+ on the die) (1d4/19-20 x2)
    as piercing (physical, common)
    Probing Attacks (see below)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

3
STR
19
DEX
10
CON
INT
12
WIS
6
CHA

Skills:

Languages:

Feats:

Special Abilities

Probing Attacks (Ex) Free Action w/each Claw Attack

Each time the stirge makes a claw attack against an adjacent target, hit or miss, it inflicts a -1 penalty to that creature's AC until the end of the encounter. This penalty stacks with itself, and with any other penalties to the target's AC, such as from other stirge's Probing Attacks, or the Attach ability, below.

Attach (Ex) Swift Action, after any successful Claw Attack

As a swift action, after at least one successful claw attack against an adjacent target, the stirge may make a touch attack against that target at 1d20 + 7 vs. AC (always hits on a 17+ on the die). If it hits, it enters the target's space and latches on to their skin and clothing, inflicting a -2 penalty to the target's AC, and gaining a +2 bonus to its own AC. This penalty to the victim's AC is in addition to the penalties inflicted by Probing Attacks.

Removing the stirge requires a standard action and either Might or an Escape Artist check versus the stirge's Maneuver Defense of 15. Any adjacent ally may also make one of these checks as a standard action to remove an attached stirge. If an adjacent ally is the one who succeeds in removing the stirge, the victim takes 1d4 slashing (physical, common) damage with no to-hit roll needed, as the stubborn creature is dragged off its victim. DR vs. slashing can resist this damage as normal. Note that missed attacks against an attached stirge do not harm the victim to whom the stirge is attached.

Attached stirges can also be attacked directly, but 10% of the damage dealt to the stirge is also dealt to the victim it is attached to (rounding up, minimum 1). Area of effect attacks may not be used against attached stirges unless the victim is also included in the attack (since they share the same space). Of course, this damage can be mitigated with things like DR or ER, if the victim possesses such things.

No more than four stirges can attach to a medium or small sized creature, eight to a large or larger creature. Creatures smaller than size small can only have one stirge attach at a time.

Blood Drain (Ex) Standard Action

Once a stirge has successfully Attached themselves to a victim, they may Drain Blood. As a standard action, the stirge deals 1d4 of piercing (physical, common) damage, and drains 1d2 points of CON from the victim, as Ability Damage. There is no to-hit roll or saving throw for this effect.

Stirges cannot attack with their claws while performing a Blood Drain, because that's how they're holding on.

Once a stirge has drained 4 points of CON, it will detach and attempt to escape the battle to digest its meal in peace. A stirge that successfully escapes a battle in this way is not considered 'defeated' and does not award treasure or XP.

Stirge

Stirge

This strange creature looks like a mosquito that ate a demonic housecat. It's got four wings, numerous spiny legs and a long proboscis through which they drain the blood of their prey. They lurk in caves and ruins, and are rarely encountered alone. They tend to gather in large flocks and can completely drain a human-sized victim in minutes. Stirges drink blood, much like large horrible mosquitoes, and while they are mainly a pest for experienced adventurers, they are a deadly peril for the less martially inclined. Any sighting of a stirge nest close to a community is cause for every adventurer to go and clean it out, before a tragedy strikes.

Combat Tactics

Stirges must attach to a victim before they can feed, so that is their priority. Their claw attacks reduce the target's AC each time they even attempt the attack, so even heavily armored opponents will quickly become vulnerable to a stirge's Attach ability. Plus, since all their attacks are touch attacks, a few lucky rolls can lead to them latching onto even the toughest of foes.

Once attached, they will Drain Blood as fast as they can until they have inflicted their quota of CON damage (4 points). Then they will use a Withdraw maneuver and their Hover to get away.

Stirges have no concept of flanks or tactics, and will generally charge the closest creature still filled with delicious blood, feed, and flee with no regard for their fellows. That said, they are fairly stealthy, and will often attempt to ambush travelers, seeking areas with good hiding spaces near a well-traveled path.

Out of Combat

Stirges tend to be sedentary during the day, though they can be stirred to action by activity near their nesting grounds. They nest in damp areas, attaching to ceilings and wedging themselves into crevices, much like bats.

Stirges tend to be a low-level, persistent presence, with the few survivors after each concerted effort to wipe them out building up their population slowly but steadily. They can nest and prosper in less space than seems possible, hide with ridiculous skill, and generally make a mighty nuisance of themselves to everyone and everything around them.

Rewards

XP: 400

Treasure: Sellable Goods worth 219 gp.

Weight: 10 lbs.     Volume: 0.4 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)