|
|
Line 612: |
Line 612: |
|
| |
|
| }} | | }} |
|
| |
| -----------------------
| |
|
| |
|
| |
| 'Exploding Creature' is a pattern that can be added to any creature to give them a hefty offensive 'punch'. This might be a jar of bees that the creature can smash and the swarm stings all enemies nearby before they disperse, or it might be a magical rune engraved on their forehead that inflicts psychic damage to all nearby enemies, or it might be a strange poison to which all allies have been rendered immune through an antidote, or an eldritch shadow that damages enemies, or any of a million other possibilities.
| |
|
| |
| The GM can use Exploding Creature to indicate the presence of some awful cult or dire alien menace, that gifts those it touches with this ability, or perhaps some evil mastermind is selling the ability to monsters for profit, or some enemy Empire is making some byzantine maneuver.... The story can be served with Exploding Creatures in many ways!
| |
|
| |
| Note that an Exploding Creatures Deadly Blast power never harms the creature or any of its allies. If you want things that blow up as they die, there are other Patterns that do that.
| |
|
| |
| An Exploding Creature uses all of the base creature's statistics and abilities except as noted below.
| |
|
| |
| == CR (challenge rating) ==
| |
| Same as base creature +2.
| |
|
| |
| == Size and Type ==
| |
| The creature's Size does not change. Its Type remains the same but it gains the subtype Exploding.
| |
|
| |
| == Initiative Modifier ==
| |
| The creature's initiative modifier increases by +1.
| |
|
| |
| == Senses ==
| |
| All senses such as scent, tremorsense, keen hearing, etc are unchanged. An Exploding Creature gains +3 on Perception skill rolls.
| |
|
| |
| == Armor Class ==
| |
| Exploding Creatures gain +2 AC.
| |
|
| |
| == Hit Dice ==
| |
| Exploding Creatures gain +2 hp per Hit Die of their adjusted CR.
| |
|
| |
| == Defensive Ability ==
| |
| The Exploding Creature gains the following abilities, which may be added to their Bestiary entry:
| |
|
| |
| '''Aura:''' - Same as Base Creature
| |
|
| |
| '''SR:''' - Same as Base Creature
| |
|
| |
| '''Special Defenses:''' Same as Base Creature
| |
| *Exploding Creatures gain a +1 untyped bonus on all Saving Throws.
| |
|
| |
| '''Immunities:''' Same as Base Creature.
| |
|
| |
| '''Weaknesses:''' Same as Base Creature
| |
|
| |
| ==Out of Combat==
| |
| Same as Base Creature.
| |
|
| |
| == Speed ==
| |
| An Exploding Creatures base speed improves by ten feet in all movement categories it has.
| |
|
| |
| == Melee Attacks ==
| |
| The Exploding Creature retains all the base creature's attacks . It gains a +2 untyped bonus to-hit with all attacks.
| |
|
| |
| == Damage ==
| |
| The Exploding Creature does the same damage and effects as the base creature. It gains a +2 untyped bonus to all damage it inflicts, and all DC's are raised by +1.
| |
|
| |
| == Space and Reach ==
| |
| No Changes.
| |
|
| |
| == Offensive Ability ==
| |
| : '''Deadly Blast (Su)''' Once per encounter, as a supernatural ability, as a standard action, an Exploding Creature can blast forth a wave of deadly energy, centered on its space and affecting all enemy creatures within 30 feet of it. This might be a great roar, an emission of poison gas, an immolation of magical energies, a psychic attack, etc. The GM should choose an energy type appropriate to the base creature when this Pattern is applied.
| |
|
| |
| : This blast inflicts Special Standard Damage for the monster's ''adjusted'' CR. Check the [[Monster Pattern Damage Chart]] to calculate this value. A fortitude save can be made to stand up to this blast and take half damage. The DC is an Average DC for the monster's adjusted CR (challenge rating) taken from the [[Save DC]]s chart, or, the same DC as the monster's adjusted save DC.
| |
|
| |
| == Ability Scores ==
| |
| No changes.
| |
|
| |
| == Maneuver Offense and Maneuver Defense ==
| |
| The Exploding Creature gains a +2 untyped bonus to Maneuver Offense and Maneuver Defense rolls.
| |
|
| |
| == Feats ==
| |
| Optionally, add one non-combat oriented feat, for flavor. Or just wing it! DM fiat is a wonderful thing.
| |
|
| |
| == Skills ==
| |
| Optionally, add one skill at CR+10.
| |