Deathknight Armsman: Difference between revisions
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<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = 14 | |||
| Max-CR = 40 | |||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
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}}</onlyinclude> | }}</onlyinclude> | ||
| Image = Death_Knight_1.png | | Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}} | ||
<!-- Value: file name and extension only | | Image | Death_Knight_1.png | ||
<!-- Value: file name and extension only --> | |||
}}</onlyinclude> | |||
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}} | |||
| Caption | | |||
<!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. --> | |||
}}</onlyinclude> | |||
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | | Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | ||
| Role | | | Role | | ||
<!-- Values: Heavy | <!-- 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 | {{:Skeleton}} | |||
A Deathknight is a truly potent skeleton, and is nearly always sentient, even if it is not a mental giant of the acuity of a Lich. That said, unlike lesser skeletons that are cored-out things driven only by the deadly murderous warrior spirit that animates it, a Deathknight always has some recollection of the person whose bony frame it now animates. | |||
Depending upon the Deathknight, this recollection may be dim or keen, and indeed, some Deathknights are basically the same person they once were, only animated with an unending, atrocious desire to destroy the living. If a Deathknight is formed from a person who had living family, the resulting monstrosity is a rare delicacy of suffering, as the new monster both loves their family...and exists only to murder them horribly. Such a rare and awful state is surely a delight to the worst sorts of Demons, Devils, and Gods. | |||
Deathknights who only dimly recall the person they once were are basically vastly powerful and dangerous Skeletons, as dangerous as all that breed with the additional unholy powers of the Deathknight, the Dark Breath, the Nighted Strike, and of course the Deathless Blade. | |||
Deathknights who are full copies of who they once were, only with the unholy desire for murder of all life grafted on? | |||
Such dark, woeful creatures are the source of many a shivering tale indeed... | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}} | | Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}} | ||
| Alignment | Lawful Evil | | Alignment | Lawful Evil | ||
<!-- Values: Lawful Good, Lawful | <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | | Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | ||
| Type | Undead | | Type | Undead | ||
<!-- 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 | Skeleton | | Subtype | Skeleton | ||
<!-- 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 = | |||
| 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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<!-- SAVING THROWS --> | <!-- SAVING THROWS --> | ||
| Fort = | | Fort = | ||
| Refl = | | Refl = S | ||
| Will = | | Will = S | ||
<!-- Values: S (for Strong save), leave blank for Weak save | <!-- Values: S (for Strong save), leave blank for Weak save | ||
* Most monsters have 1 strong save and 2 weak saves | * Most monsters have 1 strong save and 2 weak saves | ||
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<!-- 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 = | | SpecialDefenses = DR {{CR}}/{{DR|Common}}, bypassed by {{dmg|bludgeoning}} | ||
::* ER {{CR}}/{{ER|Common}} | |||
::* ER {{CR}}/ | |||
<!-- Put any DR or ER values here --> | <!-- Put any DR or ER values here --> | ||
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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 = 50 | |||
| Move-Type-Brachiating-Speed = 50 | |||
| Move-Type-Vaulting-Speed = | |||
| Move-Type-Hover-Speed = | |||
| Move-Type-Lesser-Flight-Speed = | |||
| Move-Type-Greater-Flight-Speed = | |||
| Move-Type-Lesser-Swim-Speed = 30 | |||
| 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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| PriAtkName = Deathless Blade | | PriAtkName = Deathless Blade | ||
<!-- 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 = 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) --> | |||
| PriAtkNotes = | | PriAtkNotes = | ||
<!-- add any specials (e.g. " | <!-- 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 = +1 | | NudgePriToHit = +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 --> | ||
| NudgePriDamage = | | NudgePriDamage = 2 | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-PriDamage = | | NudgeFullAtk-PriDamage = 2 | ||
<!-- 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 = 18-20 | | Nudge-Pri-Atk-Crit-Range = 18-20 | ||
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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 = | ||
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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 = 3 | | RangedAtkNumberOfIncrements = 3 | ||
<!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | ||
| RangedAtkNotes = | | Ranged-Atk-Dmg-Type = 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 = | |||
<!-- 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 = Y | ||
<!-- 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 = +1 | | NudgeRangedToHit = +1 | ||
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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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<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | <!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | ||
| Maneuver-Offense-Notes = | | Maneuver-Offense-Notes = +3 on Feints | ||
<!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") --> | <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") --> | ||
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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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| Str = 24 | | Str = 24 | ||
| Dex = 20 | | Dex = 20 | ||
| Con = | | Con = 0 | ||
| Int = 10 | | Int = 10 | ||
| Wis = 14 | | Wis = 14 | ||
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<!-- FEATS --> | <!-- FEATS --> | ||
| Feat1 = | | Feat1 = | ||
| Feat2 = | | Feat2 = | ||
| Feat3 = | | Feat3 = | ||
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| NudgeSkill1 = +2 | | NudgeSkill1 = +2 | ||
| NudgeSkill2 = | | NudgeSkill2 = | ||
| NudgeSkill3 = | | NudgeSkill3 = +2 | ||
| NudgeSkill4 = | | NudgeSkill4 = | ||
| NudgeSkill5 = | | NudgeSkill5 = | ||
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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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<!-- SPECIAL ABILITY 1 --> | <!-- SPECIAL ABILITY 1 --> | ||
| Ability-1-Name = | | Ability-1-Name = Quick Feint | ||
| 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 = Swift 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 | | Ability-1-Description = As a swift action, the Deathknight can use [[Bluff]] to feint in combat, causing its opponent to be [[flat-footed]] against the skeleton's next attack. The DC of this check is the target's [[Maneuver Defense]], or 10 + the target's [[Sense Motive]] bonus, whichever is higher. | ||
<!-- 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 = Free Action prior to any 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-2-Concentration = | | Ability-2-Concentration = | ||
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| 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 = Always On | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-3-Concentration = | | Ability-3-Concentration = | ||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability-3-Description = Skeletons are highly resistant to all physical damage except | | Ability-3-Description = Skeletons are highly resistant to all common physical damage except {{dmg|bludgeoning}}. In addition, Deathknights are resistant to all common forms of energy damage. | ||
<!-- 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 750: | Line 839: | ||
| Ability-4-Type = Su | | Ability-4-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-4-Action-Required = Swift 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-4-Concentration = | | Ability-4-Concentration = | ||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability-4-Description = Once per encounter | | Ability-4-Description = Once per encounter as a swift action, a Deathknight may breathe forth a dark, incorporeal puff of distilled misery. This breath affects all creatures in a 5x5 square area adjacent to the Deathknight's space (cone area of effect). All living enemies caught in the Dark Breath take {{Special-Standard-Dmg}} points of {{dmg|negative}} damage, and suffer the [[Withered]] condition. Affected enemies are allowed to make a Will save against a DC of {{Save-DC}}. If they are successful, the Withered condition is reduced to [[Weakened]] and the damage inflicted is halved. | ||
<!-- 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 789: | Line 882: | ||
| 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 828: | Line 925: | ||
| 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 867: | Line 968: | ||
| 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 906: | Line 1,011: | ||
| 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 945: | Line 1,054: | ||
| 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 952: | Line 1,065: | ||
<!-- 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}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER | |||
SWARM ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Swarm" role. It replaces the default "Personal Space Issues" power | |||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | |||
the Distracted condition when they damage a foe (or it grants an area of affect | |||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | |||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | |||
"Swarm" role. --> | |||
| Role-Only--Replace-Swarm-Power--Name = | |||
| Role-Only--Replace-Swarm-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Swarm-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, | |||
Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At | |||
Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Swarm-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Swarm-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | ||
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| CombatTactics = Deathknights are dangerous and skilled warriors, and must be handled with care. | | CombatTactics = Deathknights are dangerous and skilled warriors, and must be handled with care. | ||
At range, a Deathknight will extend their bony hands and send a torrent of dark energy blasts at their foes. They will take full attacks and use their Step in and Strike ability to close the distance with startling speed, given that they are making full attacks at the same time. Against foes in heavy armor, or against whom they miss with any ranged attack, they will use their swift action to make a feint check (Bluff skill based) and then try their luck against the flatfooted AC instead. | |||
When they close to melee, they will make full attacks, using Step In and Strike to maneuver around. They will use Dark Breath early, and will seek to spread out the effects among the delicate foes they face, to try and kill them outright, and the heavily armored, to inflict Weakness and thus mitigate their damage. | |||
If they have trouble hitting a foe and have used their Dark Breath, they will begin to use swift actions to Feint and attack with unrelenting fury. Once in melee, they will use their five foot steps and their Step in and Strike abilities to set up flanks for themselves and avoid flanks from their foes, if possible. During combat, Deathknights, like most Skeletons, are tremendously mobile and utterly fearless, switching seamlessly between Deathless Blade and Nighted Strike attacks to move nearly at-will about the battlefield. If a Deathknight chooses to make a fighting retreat, killing one can turn into a long, brutal slog. | |||
Like all undead, Deathknights will never retreat unless they have a reason, and will fight to destruction without hesitation. | |||
<!-- OUT OF COMBAT --> | |||
| OutOfCombat = Unlike most skeletons, Deathknights are actually...PEOPLE. They have personality and memories, they have goals and desires, even though they are utterly, unrelentingly evil. If they had a goal in life, they will often try to fulfill that even after their death, albeit in a terrible and twisted fashion. | |||
{{UndeadImmortality | |||
| | | Time = Century | ||
<!-- Values: Millennia, Century, Decade, Year, Moon, Week, Day --> | |||
| Condition = Standard | |||
<!-- Values: Standard, Phylactery, Cult, Momento --> | |||
}} | |||
Latest revision as of 15:52, 6 May 2024
Deathknight Armsman (CR 17)
Lawful Evil - Medium - Undead (Skeleton) |
---|
Lore: | Know (Religion) | ||
32 | 52 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
38 | +28 |
Passive | Active |
Ambush: |
13+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 120 ft.
Movement Types:
- Walk 50 ft.
- Greater Climb 50 ft.
- Brachiating 50 ft.
- Lesser Swim 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
611 | 305 | 32 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +14 |
Refl: | +19 |
Will: | +19 |
Strong Against:
- DR 17/Common (Bludgeoning, Crushing, Piercing, Slashing, Slime), bypassed by bludgeoning (physical, common)
- (Undead 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Undead 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Undead 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Undead 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Offense
- Maneuver Offense Notes: +3 on Feints
Standard Attack (Melee):
- 1x Deathless Blade +26 (4d8+22/18-20 x2)
as slashing (physical, common)
Full Attack (Melee):
- 3x Deathless Blade +26 (4d8+22/18-20 x2)
as slashing (physical, common)
Standard Attack (Ranged):
- 1x Nighted Strike +30 vs. AC (always hits on a 17+ on the die) (4d8+17/19-20 x2)
as negative (energy, uncommon)
(Increment: 50 ft.; Max Range: 150 ft.)
Full Attack (Ranged):
- 3x Nighted Strike +30 vs. AC (always hits on a 17+ on the die) (4d8+17/19-20 x2)
as negative (energy, uncommon)
(Increment: 50 ft.; Max Range: 150 ft.)
Siege Damage: Not siege capable
Statistics
24 |
STR |
20 |
DEX |
— |
CON |
10 |
INT |
14 |
WIS |
18 |
CHA |
Skills:
- Bluff: 30
- Diplomacy: 28
- Knowledge (Nobility): 30
- Perception: 28
- All other skills: 23 (no ranks)
Languages: All languages known in life, Stilth
Special Abilities
Quick Feint (Ex) Swift Action |
As a swift action, the Deathknight can use Bluff to feint in combat, causing its opponent to be flat-footed against the skeleton's next attack. The DC of this check is the target's Maneuver Defense, or 10 + the target's Sense Motive bonus, whichever is higher. |
Step In and Strike (Su) Free Action prior to any attack |
Prior to making any attack, whether melee or ranged, a skeleton can take a free 5-foot step. This does not provoke attacks of opportunity, is not limited by having already moved, and does not cost them any actions. |
Damage Resistance (Ex) Always On |
Skeletons are highly resistant to all common physical damage except bludgeoning (physical, common). In addition, Deathknights are resistant to all common forms of energy damage. |
Dark Breath (Su) Swift Action 1/Enc |
Once per encounter as a swift action, a Deathknight may breathe forth a dark, incorporeal puff of distilled misery. This breath affects all creatures in a 5x5 square area adjacent to the Deathknight's space (cone area of effect). All living enemies caught in the Dark Breath take 4d8+17 points of negative (energy, uncommon) damage, and suffer the Withered condition. Affected enemies are allowed to make a Will save against a DC of 27. If they are successful, the Withered condition is reduced to Weakened and the damage inflicted is halved. |
Deathknight Armsman
Through dark necromantic power, a corpse can be transformed into a skeleton, shedding its flesh and becoming inhabited by the captured soul of a fallen warrior. Skeletons are nearly always mindless, but surprisingly, this is rarely much of a disadvantage for them. The warrior spirit inhabiting the body moves by reflex, demonstrating an ingrained martial prowess that makes skeletons notoriously effective combatants.
Skeletons are motivated by an intense hatred and jealously towards living things. They yearn only to crush that spark of life from everything they can reach.
A Deathknight is a truly potent skeleton, and is nearly always sentient, even if it is not a mental giant of the acuity of a Lich. That said, unlike lesser skeletons that are cored-out things driven only by the deadly murderous warrior spirit that animates it, a Deathknight always has some recollection of the person whose bony frame it now animates.
Depending upon the Deathknight, this recollection may be dim or keen, and indeed, some Deathknights are basically the same person they once were, only animated with an unending, atrocious desire to destroy the living. If a Deathknight is formed from a person who had living family, the resulting monstrosity is a rare delicacy of suffering, as the new monster both loves their family...and exists only to murder them horribly. Such a rare and awful state is surely a delight to the worst sorts of Demons, Devils, and Gods.
Deathknights who only dimly recall the person they once were are basically vastly powerful and dangerous Skeletons, as dangerous as all that breed with the additional unholy powers of the Deathknight, the Dark Breath, the Nighted Strike, and of course the Deathless Blade.
Deathknights who are full copies of who they once were, only with the unholy desire for murder of all life grafted on?
Such dark, woeful creatures are the source of many a shivering tale indeed...
Combat Tactics
Deathknights are dangerous and skilled warriors, and must be handled with care.
At range, a Deathknight will extend their bony hands and send a torrent of dark energy blasts at their foes. They will take full attacks and use their Step in and Strike ability to close the distance with startling speed, given that they are making full attacks at the same time. Against foes in heavy armor, or against whom they miss with any ranged attack, they will use their swift action to make a feint check (Bluff skill based) and then try their luck against the flatfooted AC instead.
When they close to melee, they will make full attacks, using Step In and Strike to maneuver around. They will use Dark Breath early, and will seek to spread out the effects among the delicate foes they face, to try and kill them outright, and the heavily armored, to inflict Weakness and thus mitigate their damage.
If they have trouble hitting a foe and have used their Dark Breath, they will begin to use swift actions to Feint and attack with unrelenting fury. Once in melee, they will use their five foot steps and their Step in and Strike abilities to set up flanks for themselves and avoid flanks from their foes, if possible. During combat, Deathknights, like most Skeletons, are tremendously mobile and utterly fearless, switching seamlessly between Deathless Blade and Nighted Strike attacks to move nearly at-will about the battlefield. If a Deathknight chooses to make a fighting retreat, killing one can turn into a long, brutal slog.
Like all undead, Deathknights will never retreat unless they have a reason, and will fight to destruction without hesitation.
Out of Combat
Unlike most skeletons, Deathknights are actually...PEOPLE. They have personality and memories, they have goals and desires, even though they are utterly, unrelentingly evil. If they had a goal in life, they will often try to fulfill that even after their death, albeit in a terrible and twisted fashion.
Immortality
Many undead creatures, such as this one, cannot be killed by normal means. However, it will lie shattered and dormant after being defeated for up to a century before rising again to seek to rid the world of life. Casting either Sanctify Corpse (Cleric Spell) or Gentle Repose (Cleric Spell) on the defeated corpse of the creature will add an additional one hundred years to the time it takes for it to re-compose. Laying the defeated corpse on consecrated ground for a full day will prevent it from ever rising again, as will casting Rest Eternal (Cleric Spell) on it. Applying Raise Dead (Cleric Spell), Resurrection (Cleric Spell), or using similar life-giving abilities will restore the original soul back to the corpse, bringing that person back to life and permanently destroying the necromantic animus that had possessed the body previously. This creature's body will never decay (further than it already has) nor age due to time or neglect.
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) |