Ebon Dragloth: Difference between revisions
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | | CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | ||
| CR | | | CR | 17 | ||
<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| | | Min-CR = 14 | ||
| Max-CR = 25 | |||
| Image = | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
<!-- Value: file name and extension only | | MonsterName | Ebon Dragloth | ||
}}</onlyinclude> | |||
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}} | |||
| Image | ebon_dragloth_1.png | |||
<!-- Value: file name and extension only --> | |||
}}</onlyinclude> | |||
| Caption = | | Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}} | ||
| Caption | | |||
<!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. --> | <!-- 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 | <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
<!-- Prevent this monster from being assigned certain roles in MMM --> | |||
| Restrict-Role-No-Role = | |||
| Restrict-Role-Heavy = | |||
| Restrict-Role-Killer = | |||
| Restrict-Role-Leader = | |||
| Restrict-Role-Legend = | |||
| Restrict-Role-Minion = | |||
| Restrict-Role-Shooter = | |||
| Restrict-Role-Skirmisher = | |||
| Restrict-Role-Sneak = | |||
| Restrict-Role-Swarm = | |||
| Restrict-Role-Tank = | |||
| Restrict-Role-Threat = | |||
| Restrict-Role-Villain = | |||
<!-- Values: Y or leave blank --> | |||
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}} | | Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}} | ||
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}}</onlyinclude> | }}</onlyinclude> | ||
| | | Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}} | ||
| Pattern1 | | |||
<!-- Use to assign a Pattern to the monster, which will alter its effective CR. Or leave blank. --> | |||
}}</onlyinclude> | |||
: | | Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}} | ||
| Pattern2 | | |||
<!-- Use to assign a second Pattern to the monster, which will further alter its effective CR. Or leave blank. --> | |||
}}</onlyinclude> | |||
: | | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | ||
| Description | When the Matriarchs sought more powerful males to do their bidding and crush their enemies, after decades of work they created the Driders. No one can argue with the power of the Driders, and usually their loyalty is without peer. The houses that developed the Driders saw their fortunes rise compared to other great Houses among the Drow, and they were smug and well-pleased. | |||
However, not all was perfect for the Drow, even with the incredible might of the Driders at their side. | |||
The Drow Matriarchs needed vast armies to enact their terrible wars of conquest and vengeance. And while the Driders are incredible engines of destruction, they are also...expensive. Thus it was that, after a goodly time passed, the houses that had not developed Driders on their own began to experiment in developing new males, equally as dangerous and powerful in battle as the Driders, but who were easier to create, so that vast armies of them could be fielded to destroy everything in their path. | |||
The Drow Strategists tasked with this work were utterly ruthless, as you would expect, and they tried everything. Demon hybrids, spider hybrids, aboleth hybrids, every type of aberration you can imagine, even devils and dark, horrible things from the Outer Madness, all these things were attempted. And while hundreds of sickening abominations were created, none of them were quite what they were looking for. | |||
Until, in the fullness of time, the heartless, searching Drow decided to try something really scary... they made a hybrid with a dragon. | |||
Here, at last, the Drow had everything they could wish for. Incredible power, ridiculous fecundity, and if they were just a touch too arrogant for perfect obedience, well, so be it, it was a small price to pay for being so ideal in so many other ways. | |||
The new creations were called Dragloths, and finally, the Houses that lacked Driders had their own mighty and deadly troops to bring to the battlefield. | |||
| Size = Large | The use of Dragloths spread like wildfire among the Great Houses, with nearly every House acquiring some breeding stock as quickly as they could. Equality reigns among the Drow Great Houses once again, and with the eternal deadlock renewed, the Drow are once again turning their dark, jealous gaze to the outside world, always seeking more resources, more power, with which to wage their eternal battles. | ||
Ebon Dragloths are a more powerful strain of the germ plasm used to create the Dragloths, the Great Coccoons being used to their fullest ability. As a result, Ebon Dragloths are more tightly sourced from their draconic roots, and have deeper ties to the powers of darkness and negativity than most Dragloths. | |||
}}</onlyinclude> | |||
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}} | |||
| Alignment | Pure 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 | Large | |||
<!-- 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 | Fey | | Type | Fey | ||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean | <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | | Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | ||
| Subtype | Dragon | | Subtype | Dragon | ||
<!-- If second monster type | <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin | ||
If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall | If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall | ||
If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water | If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water | ||
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<!-- Put any comments about ambush preferences here, or leave blank --> | <!-- Put any comments about ambush preferences here, or leave blank --> | ||
<!-- SENSES --> | |||
<!-- | <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) --> | ||
| Sense-Is-Blind-to-Vision = | |||
| Sense-Is-Blind-to-Sound = | |||
| Sense-Is-Blind-to-Smell = | |||
| Sense-Has-Low-Light-Vision = | |||
<!-- These senses require ranges; if the monster has them, list the range in feet (just the number only), | |||
or leave blank if the monster doesn't possess the sense in question. --> | |||
| Sense-Darkvision-Range = 120 | |||
| 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 = 60 | |||
| Sense-Cloudsense-Range = | |||
| Sense-Lifesense-Range = | |||
| Sense-Mindsense-Range = | |||
| Sense-Tremorsense-Range = | |||
| Sense-Watersense-Range = | |||
<!-- If you want custom text in the 'Senses' field, use the field below, or leave blank --> | |||
| Senses-Custom-Text = | |||
| NudgePerception = | | NudgePerception = | ||
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<!-- 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 --> | ||
| NudgeHitPoints = | | NudgeHitPoints = | ||
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<!-- Put any 'immunity' or 'hardened' values here; | <!-- Put any 'immunity' or 'hardened' values here; | ||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | ||
'''''Hardened ( | '''''Hardened (1/2 damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) --> | <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) --> | ||
<!-- MOVE TYPES --> | |||
<!-- | <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below; | ||
if they don't have that movement type, leave it blank --> | |||
| Move-Type-Walk-Speed = 50 | |||
| 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 = 90 | |||
| Move-Type-Greater-Flight-Speed = | |||
| Move-Type-Lesser-Swim-Speed = | |||
| Move-Type-Greater-Swim-Speed = | |||
| Move-Type-Jet-Speed = | |||
| Move-Type-Lesser-Teleport-Speed = | |||
| Move-Type-Greater-Teleport-Speed = | |||
<!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank --> | |||
| Move-Type-Custom-Text = | |||
| NudgeSpace = | | NudgeSpace = | ||
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<!-- 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 = negative | ||
<!-- add any specials (e.g. " | <!-- 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 = | |||
<!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | |||
| PriAtkNotes-FullAtkOnly = | | PriAtkNotes-FullAtkOnly = | ||
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If not blank, this attack will do no damage, and instead list this value --> | If not blank, this attack will do no damage, and instead list 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 = 4 | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-PriDamage = | | NudgeFullAtk-PriDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Pri-Atk-Crit-Range = | | Nudge-Pri-Atk-Crit-Range = | ||
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| SecAtkName = Ebon Claws | | SecAtkName = Ebon Claws | ||
<!-- 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 = slashing | |||
<!-- 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 = | ||
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If not blank, this attack will do no damage, and instead list this value --> | If not blank, this attack will do no damage, and instead list 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 = | ||
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| NudgeSecDamage = | | NudgeSecDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-SecDamage = | | NudgeFullAtk-SecDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Sec-Atk-Crit-Range = | | Nudge-Sec-Atk-Crit-Range = | ||
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| 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 = | ||
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If not blank, this attack will do no damage, and instead list this value --> | If not blank, this attack will do no damage, and instead list this value --> | ||
| | | Ter-Atk-Is-Touch = | ||
<!-- If | <!-- 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 = | ||
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| NudgeTerDamage = | | NudgeTerDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-TerDamage = | | NudgeFullAtk-TerDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Ter-Atk-Crit-Range = | | Nudge-Ter-Atk-Crit-Range = | ||
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| 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 = | ||
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If not blank, this attack will do no damage, and instead list this value --> | If not blank, this attack will do no damage, and instead list this value --> | ||
| | | 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 | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeQuaToHit = | | NudgeQuaToHit = | ||
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| NudgeQuaDamage = | | NudgeQuaDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-QuaDamage = | | NudgeFullAtk-QuaDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Qua-Atk-Crit-Range = | | Nudge-Qua-Atk-Crit-Range = | ||
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<!-- 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 = 10 | | RangedAtkNumberOfIncrements = 10 | ||
<!-- 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 = plus {{CR}} | | Ranged-Atk-Dmg-Type = negative | ||
<!-- add any specials (e.g. " | <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | ||
| RangedAtkNotes = '''plus:''' {{CR}} points of [[splash]] damage to adjacent targets (no save) | |||
<!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | |||
| RangedAtkNotes-FullAtkOnly = | | RangedAtkNotes-FullAtkOnly = | ||
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If not blank, this attack will do no damage, and instead list this value --> | If not blank, this attack will do no damage, and instead list this value --> | ||
| | | 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 | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeRangedToHit = | | NudgeRangedToHit = | ||
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| NudgeRangedDamage = | | NudgeRangedDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-RangedDamage = | | NudgeFullAtk-RangedDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Ranged-Atk-Crit-Range = | | Nudge-Ranged-Atk-Crit-Range = | ||
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| NudgeSiegeDamage = | | NudgeSiegeDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
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<!-- SPECIAL ABILITIES --> | <!-- SPECIAL ABILITIES --> | ||
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Save-Mod Optional. Add or subtract from base DC. Example: -2 lowers DC by 2. | Save-Mod Optional. Add or subtract from base DC. Example: -2 lowers DC by 2. | ||
Frequency Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases). | Frequency Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases). | ||
Effect list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} | Effect list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} {{dmg|poison}} damage per interval. | ||
Fruition list fruition. Examples: | Fruition list fruition. Examples: Victim takes {{Special-Alpha-Dmg}} {{dmg|poison}} damage; Victim dies; Victim falls [[Prone]] and is [[Helpless]], etc. | ||
F-Duration list when the fruition expires if not healed (if ever). Examples: full night's rest; 1d4 days; permanent until healed, etc. | F-Duration list when the fruition expires if not healed (if ever). Examples: full night's rest; 1d4 days; permanent until healed, etc. | ||
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| Ability-1-Type = Su | | Ability-1-Type = Su | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Ability-1-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-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 = As a standard action, an Ebon Dragloth brings forth a dense cloud of roiling black negative energy. This affects all enemies in a 5x5 space | | Ability-1-Description = As a standard action, an Ebon Dragloth brings forth a dense cloud of roiling black negative energy. This affects all enemies in a 5x5 space anywhere within a three-hundred foot range. Breath of Shadow deals {{Special-Standard-Dmg}} points of {{dmg|negative energy}} damage, and all enemies caught in it must make a Will save versus a DC of {{Save-DC}}. Those who make their save take only half damage from the breath and suffer no further ill effects. | ||
Those who fail their save take full damage and are [[Hindered]] for the rest of the encounter, as they are wrapped about with gauzy, clinging strands of darkness. If creatures that already have the Hindered condition fail a save against Breath of Shadow they become [[Baffled]] until the end of the encounter. Baffled creatures who fail a save against Breath of Shadow are [[Entangled]] until the condition is broken with a Dispel Magic. The Caster Level of Ebon Breath is the Challenge Rating (CR) of the Dragloth (CR {{CR}}). | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
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| Ability-2-Type = Su | | Ability-2-Type = Su | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-2-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-2-Concentration = | | Ability-2-Concentration = | ||
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| Ability-2-Description = As a standard action, the Ebon Dragloth can extend its hands and thick, inky ropes of darkness pulse forth in a gush. These ropy strands of blackness target a single creature within 500 feet of the Dragloth to which it has line of sight and line of effect. | | Ability-2-Description = As a standard action, the Ebon Dragloth can extend its hands and thick, inky ropes of darkness pulse forth in a gush. These ropy strands of blackness target a single creature within 500 feet of the Dragloth to which it has line of sight and line of effect. | ||
A targeted creature is allowed a Reflex save against a DC of {{Save-DC}}. If they fail this save, they take {{Special-Standard-Dmg}} points of {{dmg|negative energy}} damage and are [[Entrapped]] in a massive ropy mass of darkness. If they make this save, they take half damage and are [[Hindered]]. | |||
<!-- 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: | ||
Line 716: | Line 800: | ||
| Ability-3-Type = Ex | | 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-3-Action-Required = Standard Action 1/Enc | |||
<!-- 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 722: | Line 810: | ||
| Ability-3-Description = Once per encounter, as a standard action, a Dragloth may emit an ear-shattering howl. This is a sonic-based attack that affects all enemy creatures within 30 feet of the Dragloth's space. The Dragloth must have line of effect for this power to operate, but does not require line of sight. | | Ability-3-Description = Once per encounter, as a standard action, a Dragloth may emit an ear-shattering howl. This is a sonic-based attack that affects all enemy creatures within 30 feet of the Dragloth's space. The Dragloth must have line of effect for this power to operate, but does not require line of sight. | ||
This power inflicts {{Special-Standard-Dmg}} points of {{dmg|sonic}} damage. Shattering Scream allows a Fort save versus a DC of {{Save-DC}} to take half damage. If this save is failed, the Dragloth may roll one free [[Sunder]] attempt against their victim, choosing an item to attack at random and rolling a d20 plus their [[Maneuver Offense]] of {{Maneuver-Offense}} against their victim's [[Maneuver Defense]]. If they equal or exceed the Maneuver Defense, they inflict one point of Durability damage on their chosen item, although as always, if the victim has a shield they may interpose it to take the Sunder on the shield, instead. | |||
<!-- 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: | ||
Line 757: | Line 845: | ||
| 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 796: | Line 888: | ||
| 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 835: | Line 931: | ||
| 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 874: | Line 974: | ||
| 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 913: | Line 1,017: | ||
| 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 952: | Line 1,060: | ||
| 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 959: | Line 1,071: | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE RESURRECTION POWER | |||
HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY | |||
This section lets you write a custom resurrection power for Heavies, Tanks, | |||
Threats, and Villains, replacing the rez power that they get by default. | |||
This ability will only appear if this monster is designated as a Heavy, Tank | |||
Threat, or Villain role. All other times, it will be invisible. --> | |||
| Role-Only--Replace-Rez-Power--Name = | |||
| Role-Only--Replace-Rez-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Rez-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Rez-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Rez-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- ADD KILLER ONLY POWER | |||
KILLER ROLE ONLY | |||
This section lets you write a custom power that will only display if this | |||
monster is given the "Killer" role. Any other time, this ability will be invisible. | |||
It does not replace any of the default powers that killers normally get. --> | |||
| Role-Only--Add-Killer-Power--Name = | |||
| Role-Only--Add-Killer-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Killer-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Killer-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Add-Killer-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| 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}} | |||
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POISON / DISEASE FORMAT | |||
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(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 | |||
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| CombatTactics = Ebon Dragloths are not gifted tacticians, but with their terrible powers, they hardly need to be. They typically begin combat with a third to a half of them using Ebon Breath and the rest Ebon Bolts as they advance toward their enemies. If there are any particularly mobile opponets (flying or hovering enemies, for example), they will use Ebon Grasp on those creatures. Spell casters or healers are also prime targets for Ebon Grasp attacks. | | CombatTactics = Ebon Dragloths are not gifted tacticians, but with their terrible powers, they hardly need to be. They typically begin combat with a third to a half of them using Ebon Breath and the rest Ebon Bolts as they advance toward their enemies. If there are any particularly mobile opponets (flying or hovering enemies, for example), they will use Ebon Grasp on those creatures. Spell casters or healers are also prime targets for Ebon Grasp attacks. | ||
The reason they alternate is so that they can stagger their Ebon Breath power, seeking to stack up status conditions or otherwise hamper enemy spell casters and ranged attackers. As they close in, the leading Dragloths use their Shattering Scream, to soften up their foes even more, while more of them will use Ebon Breath or Ebon Grasp. | |||
As the front row of attackers moves to melee, they will use their Blindsense to find any hidden or invisible enemies (they were designed to fight Drow), and will engage spell casters, ranged attackers, and hidden foes in melee or with more Ebon Grasp. | |||
As the reserve Dragloths enter melee range, they repeat this process, seeking to swamp their foes in a tidal wave of damage and status conditions. It is a simple and brutally effective tactic. | |||
Once engaged in battle, Dragloths are as proud as their draconic heritage would indicate, and are very unlikely to disengage in battle. Once Dragloths attack, not even a female Drow can order them off their victims. | |||
<!-- OUT OF COMBAT | <!-- OUT OF COMBAT --> | ||
| OutOfCombat = Ebon Dragloths are as indolent and spoiled as great cats, and the Dusky Ladies are wont to pamper them ridiculously when they are 'off duty'. However, as with all things in Drow life, the Maidens of Night like their men to be industrious and hard-working when the time comes. | | OutOfCombat = Ebon Dragloths are as indolent and spoiled as great cats, and the Dusky Ladies are wont to pamper them ridiculously when they are 'off duty'. However, as with all things in Drow life, the Maidens of Night like their men to be industrious and hard-working when the time comes. | ||
As a result, Ebon Dragloths are often assigned to many projects and activities, under the watchful and measuring gaze of their indulgent Mistresses. Dragloths are not expected to be decision makers or have much brains at all, really. They are expected to be decorative and dangerous in equal measures, roles at which they excel. | |||
Latest revision as of 21:37, 11 February 2023
Ebon Dragloth (CR 17)
Pure Evil - Large - Fey (Dragon, Aberration) |
---|
Lore: | Know (Nature) | ||
34 | 49 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
38 | +28 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 120 ft.
- Blindsense 60 ft.
Movement Types:
- Walk 50 ft.
- Lesser Flight 90 ft.
Defense
AC |
Man Def |
Monster Health | ||
611 | 305 | 32 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +19 |
Refl: | +14 |
Will: | +14 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Ebon Fangs +25 (5d10+35/x2)
as negative (energy, uncommon)
Full Attack (Melee):
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
24 |
STR |
24 |
DEX |
20 |
CON |
12 |
INT |
14 |
WIS |
24 |
CHA |
Skills:
- Intimidate: 28
- Movement: 30
- Perception: 28
- Sense Motive: 28
- Survival: 28
- All other skills: 23 (no ranks)
Languages: Undercommon, Common
Special Abilities
Ebon Breath (Su) Standard Action |
As a standard action, an Ebon Dragloth brings forth a dense cloud of roiling black negative energy. This affects all enemies in a 5x5 space anywhere within a three-hundred foot range. Breath of Shadow deals 4d8+17 points of negative energy (energy, uncommon) damage, and all enemies caught in it must make a Will save versus a DC of 27. Those who make their save take only half damage from the breath and suffer no further ill effects. Those who fail their save take full damage and are Hindered for the rest of the encounter, as they are wrapped about with gauzy, clinging strands of darkness. If creatures that already have the Hindered condition fail a save against Breath of Shadow they become Baffled until the end of the encounter. Baffled creatures who fail a save against Breath of Shadow are Entangled until the condition is broken with a Dispel Magic. The Caster Level of Ebon Breath is the Challenge Rating (CR) of the Dragloth (CR 17). |
Ebon Grasp (Su) Standard Action |
As a standard action, the Ebon Dragloth can extend its hands and thick, inky ropes of darkness pulse forth in a gush. These ropy strands of blackness target a single creature within 500 feet of the Dragloth to which it has line of sight and line of effect. A targeted creature is allowed a Reflex save against a DC of 27. If they fail this save, they take 4d8+17 points of negative energy (energy, uncommon) damage and are Entrapped in a massive ropy mass of darkness. If they make this save, they take half damage and are Hindered. |
Shattering Scream (Ex) Standard Action 1/Enc |
Once per encounter, as a standard action, a Dragloth may emit an ear-shattering howl. This is a sonic-based attack that affects all enemy creatures within 30 feet of the Dragloth's space. The Dragloth must have line of effect for this power to operate, but does not require line of sight. This power inflicts 4d8+17 points of sonic (energy, common) damage. Shattering Scream allows a Fort save versus a DC of 27 to take half damage. If this save is failed, the Dragloth may roll one free Sunder attempt against their victim, choosing an item to attack at random and rolling a d20 plus their Maneuver Offense of 28 against their victim's Maneuver Defense. If they equal or exceed the Maneuver Defense, they inflict one point of Durability damage on their chosen item, although as always, if the victim has a shield they may interpose it to take the Sunder on the shield, instead. |
Ebon Dragloth
When the Matriarchs sought more powerful males to do their bidding and crush their enemies, after decades of work they created the Driders. No one can argue with the power of the Driders, and usually their loyalty is without peer. The houses that developed the Driders saw their fortunes rise compared to other great Houses among the Drow, and they were smug and well-pleased.
However, not all was perfect for the Drow, even with the incredible might of the Driders at their side.
The Drow Matriarchs needed vast armies to enact their terrible wars of conquest and vengeance. And while the Driders are incredible engines of destruction, they are also...expensive. Thus it was that, after a goodly time passed, the houses that had not developed Driders on their own began to experiment in developing new males, equally as dangerous and powerful in battle as the Driders, but who were easier to create, so that vast armies of them could be fielded to destroy everything in their path.
The Drow Strategists tasked with this work were utterly ruthless, as you would expect, and they tried everything. Demon hybrids, spider hybrids, aboleth hybrids, every type of aberration you can imagine, even devils and dark, horrible things from the Outer Madness, all these things were attempted. And while hundreds of sickening abominations were created, none of them were quite what they were looking for.
Until, in the fullness of time, the heartless, searching Drow decided to try something really scary... they made a hybrid with a dragon.
Here, at last, the Drow had everything they could wish for. Incredible power, ridiculous fecundity, and if they were just a touch too arrogant for perfect obedience, well, so be it, it was a small price to pay for being so ideal in so many other ways.
The new creations were called Dragloths, and finally, the Houses that lacked Driders had their own mighty and deadly troops to bring to the battlefield.
The use of Dragloths spread like wildfire among the Great Houses, with nearly every House acquiring some breeding stock as quickly as they could. Equality reigns among the Drow Great Houses once again, and with the eternal deadlock renewed, the Drow are once again turning their dark, jealous gaze to the outside world, always seeking more resources, more power, with which to wage their eternal battles.
Ebon Dragloths are a more powerful strain of the germ plasm used to create the Dragloths, the Great Coccoons being used to their fullest ability. As a result, Ebon Dragloths are more tightly sourced from their draconic roots, and have deeper ties to the powers of darkness and negativity than most Dragloths.
Combat Tactics
Ebon Dragloths are not gifted tacticians, but with their terrible powers, they hardly need to be. They typically begin combat with a third to a half of them using Ebon Breath and the rest Ebon Bolts as they advance toward their enemies. If there are any particularly mobile opponets (flying or hovering enemies, for example), they will use Ebon Grasp on those creatures. Spell casters or healers are also prime targets for Ebon Grasp attacks.
The reason they alternate is so that they can stagger their Ebon Breath power, seeking to stack up status conditions or otherwise hamper enemy spell casters and ranged attackers. As they close in, the leading Dragloths use their Shattering Scream, to soften up their foes even more, while more of them will use Ebon Breath or Ebon Grasp.
As the front row of attackers moves to melee, they will use their Blindsense to find any hidden or invisible enemies (they were designed to fight Drow), and will engage spell casters, ranged attackers, and hidden foes in melee or with more Ebon Grasp.
As the reserve Dragloths enter melee range, they repeat this process, seeking to swamp their foes in a tidal wave of damage and status conditions. It is a simple and brutally effective tactic.
Once engaged in battle, Dragloths are as proud as their draconic heritage would indicate, and are very unlikely to disengage in battle. Once Dragloths attack, not even a female Drow can order them off their victims.
Out of Combat
Ebon Dragloths are as indolent and spoiled as great cats, and the Dusky Ladies are wont to pamper them ridiculously when they are 'off duty'. However, as with all things in Drow life, the Maidens of Night like their men to be industrious and hard-working when the time comes.
As a result, Ebon Dragloths are often assigned to many projects and activities, under the watchful and measuring gaze of their indulgent Mistresses. Dragloths are not expected to be decision makers or have much brains at all, really. They are expected to be decorative and dangerous in equal measures, roles at which they excel.
Rewards
XP: 102,400
Treasure: Sellable Goods worth 51,444 gp.
- Weight: 170 lbs. Volume: 6.8 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 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) |