Bugbear: Difference between revisions
m (Text replacement - "Maneuver-Check-Notes" to "Maneuver-Offense-Notes") |
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{{Template:Monster | {{Template:Monster | ||
<!-- Version 2.09 --> | |||
| | | CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | ||
| CR | 6 | |||
<!-- Value: integer between 1 and 40. --> | |||
}}</onlyinclude> | |||
| | | Min-CR = 3 | ||
| Max-CR = 11 | |||
| | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
< | | MonsterName | Bugbear | ||
}}</onlyinclude> | |||
| | | Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}} | ||
| Image | bugbear.jpg | |||
<!-- 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}}} | ||
<!--Values: | | Role | | ||
<!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | |||
}}</onlyinclude> | |||
< | |||
| | <!-- Prevent this monster from being assigned certain roles in MMM --> | ||
<!-- | | Restrict-Role-No-Role = | ||
| Restrict-Role-Heavy = | |||
| Restrict-Role-Killer = | |||
| Restrict-Role-Leader = | |||
| Restrict-Role-Legend = | |||
| Restrict-Role-Minion = | |||
| Restrict-Role-Shooter = | |||
| Restrict-Role-Skirmisher = | |||
| Restrict-Role-Sneak = | |||
| Restrict-Role-Swarm = | |||
| Restrict-Role-Tank = | |||
| Restrict-Role-Threat = | |||
| Restrict-Role-Villain = | |||
<!-- Values: Y or leave blank --> | |||
| | | Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}} | ||
<!--CR | | Pattern1 | | ||
< | <!-- Use to assign a Pattern to the monster, which will alter its effective CR. Or leave blank. --> | ||
}}</onlyinclude> | |||
| | | Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}} | ||
| Pattern2 | | |||
<!-- Use to assign a second Pattern to the monster, which will further alter its effective CR. Or leave blank. --> | |||
}}</onlyinclude> | |||
<!-- | |||
< | |||
| | |||
<!-- | | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | ||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8--> | | Description | Bugbears are a goblin's hirsute, much-bigger cousins. They are clever, cruel and savage, but also cowardly. Bugbears have little interest in fair fights, although they delight in ganging up on those weaker than themselves. They are easily cowed into obedience by those stronger than them. At least, until their oppressor's attention wavers. The instant they see a chance, bugbears worm their way free of servitude, or turn on their masters at the very worst moment. | ||
}}</onlyinclude> | |||
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}} | |||
| Alignment | Chaotic Evil | |||
<!-- 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 | Medium | |||
<!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic --> | |||
}}</onlyinclude> | |||
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | |||
| Type | Fey | |||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | |||
}}</onlyinclude> | |||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | |||
| Subtype | Goblinoid | |||
<!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | |||
<!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | |||
<!-- If 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> | |||
| 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| -1 | |||
<!-- 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 --> | |||
}}</onlyinclude> | |||
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}} | |||
| NudgeFullLoreValue| -1 | |||
<!-- 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 --> | |||
}}</onlyinclude> | |||
| NudgeInit = 2 | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
<!-- SENSES --> | |||
<!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) --> | |||
| Sense-Is-Blind-to-Vision = | |||
| Sense-Is-Blind-to-Sound = | |||
| Sense-Is-Blind-to-Smell = | |||
| Sense-Has-Low-Light-Vision = | |||
<!-- These senses require ranges; if the monster has them, list the range in feet (just the number only), | |||
or leave blank if the monster doesn't possess the sense in question. --> | |||
| Sense-Darkvision-Range = 60 | |||
| Sense-Heartsight-Range = | |||
| Sense-Keen-Hearing-Range = | |||
| Sense-Precise-Hearing-Range = | |||
| Sense-Echolocation-Range = | |||
| Sense-Scent-Range = 30 | |||
| 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 = 1 | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| NudgeAC = | | NudgeAC = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| | | 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--> | |||
| | | Maneuver-Defense-Notes = | ||
<!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") --> | |||
<!--Values: | |||
| NudgeHitPoints = | | NudgeHitPoints = | ||
<!-- 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 = | ||
<!-- Values: S (for Strong save), leave blank for Weak save | |||
<!--Values: | * Most monsters have 1 strong save and 2 weak saves | ||
* Heavies, Tanks, Threats and Villains have 2 strong saves | |||
* Dragons have 3 strong saves --> | |||
| NudgeFort = | | NudgeFort = | ||
| NudgeRefl = | | NudgeRefl = | ||
| NudgeWill = | | NudgeWill = | ||
<!--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 --> | ||
| | | SpecialDefenses = | ||
<!-- | <!-- Put any DR or ER values here --> | ||
| StrongAgainst = | |||
<!-- Put any 'immunity' or 'hardened' values here; | |||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | |||
'''''Hardened (1/2 damage):''''' | |||
'''''Immune (no effect):''''' --> | |||
| | | Hide-Role-Strong-Against-1 = | ||
<!--Values: | <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) --> | ||
| | | Hide-Type-Strong-Against-1 = | ||
<!-- | | Hide-Type-Strong-Against-2 = | ||
| Hide-Type-Strong-Against-3 = | |||
| Hide-Type-Strong-Against-4 = | |||
| Hide-Type-Strong-Against-5 = | |||
| Hide-Type-Strong-Against-6 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) --> | |||
| | | Hide-Subtype-Strong-Against-1 = | ||
<!-- | | Hide-Subtype-Strong-Against-2 = | ||
| Hide-Subtype-Strong-Against-3 = | |||
| Hide-Subtype-Strong-Against-4 = | |||
| Hide-Subtype-Strong-Against-5 = | |||
| Hide-Subtype-Strong-Against-6 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) --> | |||
| WeakAgainst = | | WeakAgainst = | ||
<!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added--> | <!-- Put any 'vulnerable' or 'defenseless' values here; | ||
vulnerabilities based on type (e.g. Vermin) are automatically added | |||
'''''Vulnerable (1.5x damage):''''' | |||
'''''Defenseless (2x damage):''''' --> | |||
| Hide-Type-Weak-Against-1 = | |||
| Hide-Subtype-Weak-Against-1 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) --> | |||
<!-- MOVE TYPES --> | |||
<!-- | <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below; | ||
if they don't have that movement type, leave it blank --> | |||
| Move-Type-Walk-Speed = 30 | |||
| Move-Type-Burrowing-Speed = | |||
| Move-Type-Tunneling-Speed = | |||
<!-- | | Move-Type-Earth-Glide-Speed = | ||
| Move-Type-Lesser-Climb-Speed = | |||
| Move-Type-Greater-Climb-Speed = | |||
| Move-Type-Brachiating-Speed = | |||
| Move-Type-Vaulting-Speed = | |||
| Move-Type-Hover-Speed = | |||
| Move-Type-Lesser-Flight-Speed = | |||
| Move-Type-Greater-Flight-Speed = | |||
| Move-Type-Lesser-Swim-Speed = | |||
| Move-Type-Greater-Swim-Speed = | |||
| Move-Type-Jet-Speed = | |||
| Move-Type-Lesser-Teleport-Speed = | |||
| Move-Type-Greater-Teleport-Speed = | |||
<!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank --> | |||
| Move-Type-Custom-Text = | |||
| NudgeSpace = | |||
<!-- 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 role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde. | |||
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 role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde. | |||
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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| MeleeOrNatural = Melee | | 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) --> | ||
| MultipliedDamageType = | | MultipliedDamageType = | ||
<!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg | <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) --> | ||
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| PriAtkName = Morningstar | | PriAtkName = Morningstar | ||
<!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")--> | <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") --> | ||
| Pri-Atk-Dmg-Type = bludgeoning | |||
<!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | |||
| PriAtkNotes = plus Concussive Smash | | PriAtkNotes = plus Concussive Smash | ||
<!--add any specials (e.g. " | <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | ||
| PriAtkNotes-FullAtkOnly = | | PriAtkNotes-FullAtkOnly = | ||
<!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank--> | <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank --> | ||
| Override-Pri-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- 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 = | |||
<!-- 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 --> | |||
| | | Pri-Atk-Is-Touch = | ||
<!--If | <!-- 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 | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = | | NudgePriToHit = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgePriDamage = | | NudgePriDamage = | ||
<!--CR | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
<!--CR | |||
<!--Values: | | NudgeFullAtk-PriDamage = | ||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| Nudge-Pri-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
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| SecAtkName = | | 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. " | <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | ||
| SecAtkNotes-FullAtkOnly = | | SecAtkNotes-FullAtkOnly = | ||
<!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank--> | <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank --> | ||
| Override-Sec-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Sec-Atk--Full-Atk-Qty = | |||
<!-- 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 --> | |||
| | | Sec-Atk-Is-Touch = | ||
<!--If | <!-- 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 | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeSecToHit = | | NudgeSecToHit = | ||
<!-- 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 | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
<!--Values: | |||
| NudgeFullAtk-SecDamage = | |||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| Nudge-Sec-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
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| 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. " | <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | ||
| TerAtkNotes-FullAtkOnly = | | TerAtkNotes-FullAtkOnly = | ||
<!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank--> | <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank --> | ||
| | | Override-Ter-Atk--Std-Atk-Qty = | ||
<!-- | <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | ||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Ter-Atk--Full-Atk-Qty = | |||
<!-- 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 --> | |||
| Ter-Atk-Is-Touch = | |||
<!-- 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 | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeTerToHit = | | NudgeTerToHit = | ||
<!-- 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 | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
<!--CR | |||
<!--Values: | | NudgeFullAtk-TerDamage = | ||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| Nudge-Ter-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
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| 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. " | <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | ||
| QuaAtkNotes-FullAtkOnly = | | QuaAtkNotes-FullAtkOnly = | ||
<!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank--> | <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank --> | ||
| Override-Qua-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| | | Override-Qua-Atk--Full-Atk-Qty = | ||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | <!-- 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 --> | |||
| Qua-Atk-Is-Touch = | |||
<!-- 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 | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeQuaToHit = | | NudgeQuaToHit = | ||
<!-- 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 | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
<!--Values: | |||
| NudgeFullAtk-QuaDamage = | |||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| Nudge-Qua-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
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| RangedAtkName = Javelin | | RangedAtkName = Javelin | ||
<!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack--> | <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack --> | ||
| HasRangedFullAttack = | | HasRangedFullAttack = Y | ||
<!--Values: Y (for yes), or leave blank (for no)--> | <!-- Values: Y (for yes), or leave blank (for no) --> | ||
| | | RangedAtkIncrementDistance = 30 | ||
<!--add any specials (e.g. " | <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first --> | ||
| RangedAtkNumberOfIncrements = 5 | |||
<!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | |||
| Ranged-Atk-Dmg-Type = piercing | |||
<!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | |||
| RangedAtkNotes = | |||
<!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | |||
| RangedAtkNotes-FullAtkOnly = | | RangedAtkNotes-FullAtkOnly = | ||
<!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank--> | <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank --> | ||
| Override-Ranged-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| | | Override-Ranged-Atk--Full-Atk-Qty = | ||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack) --> | ||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Ranged-Atk-Is-Touch = | |||
<!-- 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 | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeRangedToHit = | | NudgeRangedToHit = | ||
<!-- 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 | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
<!--Values: | |||
| NudgeFullAtk-RangedDamage = | |||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
| Nudge-Ranged-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- COMBAT MANEUVERS --> | |||
| Nudge-Maneuver-Offense = | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| Maneuver-Offense-Notes = | |||
<!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") --> | |||
<!-- SIEGE DAMAGE INFORMATION --> | |||
| SiegeDmgCapable = | |||
<!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications --> | |||
| SiegeAtkName = | |||
<!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") --> | |||
| SiegeAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) --> | |||
| Override-Siege-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| SiegeAtkIncrement = | |||
<!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this --> | |||
| SiegeAtkNumberOfIncrements = | |||
<!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | |||
| Nudge-Siege-Maneuver-Offense = | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeSiegeDamage = | |||
<!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | |||
Line 258: | Line 530: | ||
| Wis = 10 | | Wis = 10 | ||
| Cha = 9 | | Cha = 9 | ||
Line 276: | Line 538: | ||
| Feat3 = | | Feat3 = | ||
| Feat4 = | | Feat4 = | ||
<!--Just the feat name; will be autolinked, and ShortDesc added--> | <!-- Just the feat name; will be autolinked, and ShortDesc added --> | ||
Line 285: | Line 547: | ||
| Skill3 = Intimidate | | Skill3 = Intimidate | ||
| Skill4 = | | Skill4 = | ||
| Skill5 = | |||
| NudgeSkill1 = 1 | | NudgeSkill1 = 1 | ||
Line 290: | Line 553: | ||
| NudgeSkill3 = -2 | | NudgeSkill3 = -2 | ||
| NudgeSkill4 = | | NudgeSkill4 = | ||
| NudgeSkill5 = | |||
<!--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 --> | ||
| Skill1Notes = | | Skill1Notes = | ||
Line 297: | Line 560: | ||
| Skill3Notes = | | Skill3Notes = | ||
| Skill4Notes = | | Skill4Notes = | ||
<!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")--> | | Skill5Notes = | ||
<!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") --> | |||
<!-- LANGUAGES --> | <!-- LANGUAGES --> | ||
| Languages = Common | | Languages = Goblin, Common | ||
<!--Comma-separated list--> | <!-- Comma-separated list --> | ||
<!-- SPECIAL ABILITIES --> | <!-- SPECIAL ABILITIES --> | ||
Line 330: | Line 580: | ||
| Ability-1-Type = Ex | | Ability-1-Type = Ex | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Ability-1-Action-Required = Automatic Upon Successful 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 = | | Ability-1-Concentration = | ||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it | <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | ||
| | | Ability-1-Description = Any time the bugbear hits a foe with its morningstar, it inflicts a Concussive Smash. Unless the target makes a Fort save, with a DC of {{Save-DC}}, they are pushed 10 feet away from the bugbear and knocked [[Prone]]. Even if the target makes their save, they are pushed back 5 feet (but not knocked prone). | ||
All attacks are resolved before the movement of Concussive Smash is resolved. The forced movement from multiple Concussive Smashes stacks, even by different bugbears. That is, if you are hit five times and make all the saves, you are still pushed five squares. Each push, however, may be resisted individually if you have movement resistance. Note that during a full attack action, a struck foe is not moved back until all attacks are fully resolved, unless the bugbear wishes. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
<!-- | |||
| | {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | ||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 2 --> | <!-- SPECIAL ABILITY 2 --> | ||
Line 374: | Line 627: | ||
| Ability-2-Type = | | Ability-2-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-2-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-2-Concentration = | | Ability-2-Concentration = | ||
Line 379: | Line 636: | ||
| Ability-2-Description = | | Ability-2-Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
<!-- | |||
| | {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | ||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
| | {{Maneuver-Offense}} {{Secondary-Dmg}} | ||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 3 --> | <!-- SPECIAL ABILITY 3 --> | ||
Line 415: | Line 670: | ||
| Ability-3-Type = | | Ability-3-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-3-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-3-Concentration = | | Ability-3-Concentration = | ||
Line 420: | Line 679: | ||
| Ability-3-Description = | | Ability-3-Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
<!-- | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
| | {{Ranged-Dmg}} | ||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 4 --> | <!-- SPECIAL ABILITY 4 --> | ||
Line 456: | Line 713: | ||
| Ability-4-Type = | | Ability-4-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-4-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-4-Concentration = | | Ability-4-Concentration = | ||
Line 461: | Line 722: | ||
| Ability-4-Description = | | Ability-4-Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
<!-- | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
| | {{Ranged-Dmg}} | ||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 5 --> | <!-- SPECIAL ABILITY 5 --> | ||
Line 497: | Line 756: | ||
| Ability-5-Type = | | Ability-5-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-5-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-5-Concentration = | | Ability-5-Concentration = | ||
Line 502: | Line 765: | ||
| Ability-5-Description = | | Ability-5-Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
<!-- | |||
| | {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | ||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 6 --> | <!-- SPECIAL ABILITY 6 --> | ||
Line 538: | Line 799: | ||
| Ability-6-Type = | | Ability-6-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-6-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-6-Concentration = | | Ability-6-Concentration = | ||
Line 543: | Line 808: | ||
| Ability-6-Description = | | Ability-6-Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
<!-- | |||
| | {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | ||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
| | {{Maneuver-Offense}} {{Secondary-Dmg}} | ||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 7 --> | <!-- SPECIAL ABILITY 7 --> | ||
Line 579: | Line 842: | ||
| Ability-7-Type = | | Ability-7-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-7-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-7-Concentration = | | Ability-7-Concentration = | ||
Line 584: | Line 851: | ||
| Ability-7-Description = | | Ability-7-Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | |||
<!-- | |||
| | {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | ||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
| | {{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | ||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 8 --> | <!-- SPECIAL ABILITY 8 --> | ||
Line 620: | Line 885: | ||
| Ability-8-Type = | | Ability-8-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-8-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-8-Concentration = | | Ability-8-Concentration = | ||
Line 625: | Line 894: | ||
| Ability-8-Description = | | Ability-8-Description = | ||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
| | {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | ||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 9 --> | <!-- SPECIAL ABILITY 9 --> | ||
Line 661: | Line 927: | ||
| Ability-9-Type = | | Ability-9-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-9-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-9-Concentration = | | Ability-9-Concentration = | ||
Line 666: | Line 936: | ||
| Ability-9-Description = | | Ability-9-Description = | ||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
--> | {{Maneuver-Offense}} {{Secondary-Dmg}} | ||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE RESURRECTION POWER | |||
HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY | |||
This section lets you write a custom resurrection power for Heavies, Tanks, | |||
Threats, and Villains, replacing the rez power that they get by default. | |||
This ability will only appear if this monster is designated as a Heavy, Tank | |||
Threat, or Villain role. All other times, it will be invisible. --> | |||
| Role-Only--Replace-Rez-Power--Name = | |||
| Role-Only--Replace-Rez-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| | | Role-Only--Replace-Rez-Power--Action-Required = | ||
<!--Values: | <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | ||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| | | Role-Only--Replace-Rez-Power--Concentration = | ||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| | | Role-Only--Replace-Rez-Power--Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
| | {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | ||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- ADD KILLER ONLY POWER | |||
KILLER ROLE ONLY | |||
This section lets you write a custom power that will only display if this | |||
monster is given the "Killer" role. Any other time, this ability will be invisible. | |||
It does not replace any of the default powers that killers normally get. --> | |||
| Role-Only--Add-Killer-Power--Name = | |||
| Role-Only--Add-Killer-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Killer-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Killer-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Add-Killer-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "SHOUTED COMMAND" POWER | |||
LEADER ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Leader" role. It replaces the default "Shouted Command" power, which | |||
lets Leaders give an ally a Standard Action once per round as a Free Action. | |||
Leave this blank if you want the "Shouted Command" power to appear when this monster | |||
is designated as a "Leader" role. --> | |||
| Role-Only--Replace-Leader-Power--Name = | |||
| Role-Only--Replace-Leader-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Leader-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Leader-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Leader-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "LASH OUT" POWER | |||
LEGEND ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Legend" role. It replaces the default "Lash Out" power, which | |||
grants Legends a bonus attack action each round, but only against a fresh target. | |||
Leave this blank if you want the "Lash Out" power to appear when this monster | |||
is designated as a "Legend" role. --> | |||
| Role-Only--Replace-Legend-Power--Name = | |||
| Role-Only--Replace-Legend-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Legend-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Legend-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Legend-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PACKED LIKE SARDINES" POWER | |||
MINION ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Minion" role. It replaces the default "Packed Like Sardines" power, | |||
which allows minions to squeeze into the same space with another minion without | |||
penalty. Leave this blank if you want the "Packed Like Sardines" power to appear | |||
when this monster is designated as a "Minion" role. --> | |||
| Role-Only--Replace-Minion-Power--Name = | |||
| Role-Only--Replace-Minion-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Minion-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Minion-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Minion-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "DEADSHOT" POWER | |||
SHOOTER ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Shooter" role. It replaces the default "Deadshot" power, which allows | |||
shooters to use any of their other special abilities at range, even if they are | |||
normally melee only. Leave this blank if you want the "Deadshot" power to appear | |||
when this monster is designated as a "Shooter" role. --> | |||
| Role-Only--Replace-Shooter-Power--Name = | |||
| Role-Only--Replace-Shooter-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Shooter-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Shooter-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Shooter-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- ADD SKIRMISHER ONLY POWER | |||
SKIRMISHER ROLE ONLY | |||
This section lets you write a custom power that will only display if this | |||
monster is given the "Skirmisher" role. Any other time, this ability will be | |||
invisible. It does not replace any of the default powers that skirmishers | |||
normally get. --> | |||
| Role-Only--Add-Skirmisher-Power--Name = | |||
| Role-Only--Add-Skirmisher-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Skirmisher-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Skirmisher-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Add-Skirmisher-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "FLASH BOMB!" POWER | |||
SNEAK ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows | |||
sneaks to initiate a stealth stance even while observed (hide in plain sight). | |||
Leave this blank if you want the "Flash Bomb!" power to appear when this monster | |||
is designated as a "Sneak" role. --> | |||
| Role-Only--Replace-Sneak-Power--Name = | |||
| Role-Only--Replace-Sneak-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Sneak-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Sneak-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Sneak-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER | |||
SWARM ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Swarm" role. It replaces the default "Personal Space Issues" power | |||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | |||
the Distracted condition when they damage a foe (or it grants an area of affect | |||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | |||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | |||
"Swarm" role. --> | |||
| Role-Only--Replace-Swarm-Power--Name = | |||
| Role-Only--Replace-Swarm-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Swarm-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, | |||
Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At | |||
Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Swarm-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Swarm-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{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 = | |||
}} | |||
--> | |||
<!-- COMBAT TACTICS --> | <!-- COMBAT TACTICS --> | ||
| CombatTactics = Bugbears are ambushers at heart. They will hide, attack with surprise, and run away to do it all again as soon as they safely can. They aren't as interested in killing their foes as they are in inflicting suffering, terror and slowing them down for the next skirmish. Bugbears are smart, and will look to cut off supply lines, ambush trade caravans, and otherwise disrupt civilization, so that it will one day be weak enough to be conquered by the goblin nation. | | CombatTactics = Bugbears are ambushers at heart. They will hide, attack with surprise, and run away to do it all again as soon as they safely can. They aren't as interested in killing their foes as they are in inflicting suffering, terror and slowing them down for the next skirmish. Bugbears are smart, and will look to cut off supply lines, ambush trade caravans, and otherwise disrupt civilization, so that it will one day be weak enough to be conquered by the goblin nation. | ||
Bugbears will always try to flee a losing battle. They will use their Concussive Smash ability to make their withdrawals even safer. | |||
<!-- OUT OF COMBAT --> | |||
| OutOfCombat = Bugbears are described as Goblin's bigger, hairier cousins, but that's only a small part of who and what they are. Goblins, despite their vile natures and obsession with fire, are sort of comical. Bugbears? Bugbears are not funny. | |||
Bugbears live in tribal groups, bugbears like fire, especially for torturing things and cooking, Bugbears are always on the prowl and have a chaotic streak...but bugbears are not funny. Bugbears are serious, and very, very nasty, so mean that even Orcs will steer clear of them, and even such awful things as trolls will give them a wide berth if they are outnumbered. Bugbears are fortunately not so well organized that they will even mount a threat to a nation, but one-for-one, bugbears have plenty of zest. | |||
<!-- TREASURE AND XP --> | |||
| TreasureNotes = | |||
| | | XPNotes = | ||
}} | }} |
Latest revision as of 01:41, 22 January 2023
Bugbear (CR 6)
Chaotic Evil - Medium - Fey (Goblinoid) |
---|
Lore: | Know (Nature) | ||
11 | 26 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
21 | +11 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
- Scent 30 ft.
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
81 | 40 | 9 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +4 |
Refl: | +9 |
Will: | +4 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Morningstar +10 (1d8+6/19-20 x2)
as bludgeoning (physical, common)
plus Concussive Smash
Full Attack (Melee):
- 3x Morningstar +10 (1d8+6/19-20 x2)
as bludgeoning (physical, common)
plus Concussive Smash
Standard Attack (Ranged):
- 1x Javelin +10 (1d8+6/19-20 x2)
as piercing (physical, common)
(Increment: 30 ft.; Max Range: 150 ft.)
Full Attack (Ranged):
- 3x Javelin +10 (1d8+6/19-20 x2)
as piercing (physical, common)
(Increment: 30 ft.; Max Range: 150 ft.)
Siege Damage: Not siege capable
Statistics
16 |
STR |
13 |
DEX |
13 |
CON |
10 |
INT |
10 |
WIS |
9 |
CHA |
Skills:
- Intimidate: 8
- Perception: 11
- Stealth: 11
- Survival: 10
- All other skills: 5 (no ranks)
Languages: Goblin, Common
Special Abilities
Concussive Smash (Ex) Automatic Upon Successful Attack |
Any time the bugbear hits a foe with its morningstar, it inflicts a Concussive Smash. Unless the target makes a Fort save, with a DC of 18, they are pushed 10 feet away from the bugbear and knocked Prone. Even if the target makes their save, they are pushed back 5 feet (but not knocked prone). All attacks are resolved before the movement of Concussive Smash is resolved. The forced movement from multiple Concussive Smashes stacks, even by different bugbears. That is, if you are hit five times and make all the saves, you are still pushed five squares. Each push, however, may be resisted individually if you have movement resistance. Note that during a full attack action, a struck foe is not moved back until all attacks are fully resolved, unless the bugbear wishes. |
Bugbear
Bugbears are a goblin's hirsute, much-bigger cousins. They are clever, cruel and savage, but also cowardly. Bugbears have little interest in fair fights, although they delight in ganging up on those weaker than themselves. They are easily cowed into obedience by those stronger than them. At least, until their oppressor's attention wavers. The instant they see a chance, bugbears worm their way free of servitude, or turn on their masters at the very worst moment.
Combat Tactics
Bugbears are ambushers at heart. They will hide, attack with surprise, and run away to do it all again as soon as they safely can. They aren't as interested in killing their foes as they are in inflicting suffering, terror and slowing them down for the next skirmish. Bugbears are smart, and will look to cut off supply lines, ambush trade caravans, and otherwise disrupt civilization, so that it will one day be weak enough to be conquered by the goblin nation.
Bugbears will always try to flee a losing battle. They will use their Concussive Smash ability to make their withdrawals even safer.
Out of Combat
Bugbears are described as Goblin's bigger, hairier cousins, but that's only a small part of who and what they are. Goblins, despite their vile natures and obsession with fire, are sort of comical. Bugbears? Bugbears are not funny.
Bugbears live in tribal groups, bugbears like fire, especially for torturing things and cooking, Bugbears are always on the prowl and have a chaotic streak...but bugbears are not funny. Bugbears are serious, and very, very nasty, so mean that even Orcs will steer clear of them, and even such awful things as trolls will give them a wide berth if they are outnumbered. Bugbears are fortunately not so well organized that they will even mount a threat to a nation, but one-for-one, bugbears have plenty of zest.
Rewards
XP: 2,400
Treasure: Sellable Goods worth 2,125 gp.
- Weight: 60 lbs. Volume: 2.4 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) |