Pustulith: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.03 -->
[[Category:CR 15]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 15
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


[[Image:Pustulith_1.png|484px|right|xx]]
| MonsterName = Pustulith
== Pustulith (CR 15) ==
Demons are members of the endless and numberless hordes of the abyss, sowing chaos, misery, terror and destruction with every action they take.  While some demons are subtle, their torments only revealed long after encountering them, most are brutishly violent and demonstrate little wit or cunning, except through techniques of aggression. 


Pustuliths look like an athletic, hairless humanoid who has had the top half of their head cut off. These eyeless monsters are known for their impeccable tracking and are very fast. Their form seems to shimmer with an unreality, allowing them to shunt damage off of their material forms. Their bodies are riddled with angry, swollen pustules with shiny black heads.  
| Image = Pustulith_1.png
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


Pustuliths are telepathic, and eagerly communicate with their chosen prey, using horrible taunts, shouted insults and disturbing half-truths to distract, upset and generally rattle their foes.  Pustuliths are deadly and smart, and are often used as scouts and raiders to soften up or subvert settlements for the greater designs of their more powerful demonic brethren.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


| Description = Demons are members of the endless and numberless hordes of the abyss, sowing chaos, misery, terror and destruction with every action they take.  While some demons are subtle, their torments only revealed long after encountering them, most are brutishly violent and demonstrate little wit or cunning, except through techniques of aggression. 


=== GENERAL ===
:Pustuliths look like an athletic, hairless humanoid who has had the top half of their head cut off. These eyeless monsters are known for their impeccable tracking and are very fast. Their form seems to shimmer with an unreality, allowing them to shunt damage off of their material forms. Their bodies are riddled with angry, swollen pustules with shiny black heads, full of horrific demonic ichor that inflicts terrible agonies and can allow the fiend to control the actions of the afflicted. Even worse, they can dig their pus-slicked fingers into the boils and burst them, revealing yellow-black darts of solidifed corruption they then throw at enemies to vile effect.
'''CR''' 15  '''Hit Dice''' 22


'''XP''' 51,200
:Pustuliths are telepathic, and eagerly communicate with their chosen prey, using horrible taunts, lovingly whispered insults, and disturbing half-truths to distract, upset and generally rattle their foes.  Pustuliths are deadly and smart, and are often used as scouts and raiders to soften up or subvert settlements for the greater designs of their more powerful demonic brethren.


CE Medium Outsider (Demon)


'''Init''' +7; '''Senses''' Blindsense 60 ft., Telepathy 100 ft., Perception +23
| Alignment = Chaotic Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


| Size = Medium
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


=== DEFENSE ===
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
'''AC''' 37, '''touch''' 26, '''flat-footed''' 31 (+10 armor, +6 dex, +6 natural, +5 deflection)
| Type | Outsider
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


'''hp''' 328
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Demon
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


'''Fort''' +14, '''Ref''' +14, '''Will''' +18
| NudgeBasicLoreValue = +2
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Aura:''' -
| NudgeFullLoreValue = +3
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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


'''Special Defenses:''' DR 10/Good; ER 15/acid, ER 15/cold, ER 15/fire, ER 15/negative energy, Fast Healing 10
| Senses = [[Standard Senses]], [[Blind]] to Vision, [[Blindsense]], 60 ft., [[Mindsense]], 120 ft.
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


'''Immunities:''' Electricity, Poison
| NudgePerception = +3
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Weaknesses:''' Pustuliths take -4 on their saves against Banishment, Dismissal and similar spells
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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


=== OFFENSE ===
| NudgeFFAC =  
'''Speed''' 60 ft., Greater Climb 60 ft.
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Space / Reach:'''  5 ft. / 5 ft.
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Single Melee''' Bite +24 (3d8+15/x2) plus Corrupting Sores
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


'''Full Melee''' Bite +24 (3d8+15/x2) plus Corrupting Sores, 2x Claws +24 (3d6+3/x2) plus Corrupting Sores
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


'''Ranged''' Filthy Dart +24 (3d8+8/x2) plus Corrupting Sores


'''Special Attacks''' Corrupting Sores, Summon Dretch, Vile Utterance
<!--  SAVING THROWS  -->


'''Action Points''' 0
| Fort =
| Refl =
| Will = S
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->


| NudgeFort = +1
| NudgeRefl = +1
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


=== STATISTICS ===
| SpecialDefenses = DR 10/Good; ER 15/acid, ER 15/cold, ER 15/fire, ER 15/negative energy, Fast Healing 10
'''Str''' 13, '''Dex''' 20, '''Con''' 14, '''Int''' 15, '''Wis''' 15, '''Cha''' 14
  <!-- Put any DR or ER values here -->


'''Base Atk''' +15; '''CMB''' +24; '''Maneuver Defense:''' 32
| StrongAgainst = '''''Immune (no effect):''''' Electricity, '''''Immune (no effect):''''' Poison
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          ''''''''''
          '''''Immune (no effect):'''''                                                                  -->


'''Feats''' -
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->


'''Skills''' Acrobatics +23, Stealth +23, Survival +26
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->


'''Languages''' Graxt (secret language of destruction); Telepathy grants all other non-secret languages
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


| WeakAgainst = Pustuliths are not tightly anchored to reality, and take -4 on their saves against Banishment, Dismissal and similar spells
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->


=== SPECIAL ABILITIES ===
| Hide-Type-Weak-Against-1 =  
; Corrupting Sores (Ex)
| Hide-Subtype-Weak-Against-1 =  
Each time an attack by a Pustulith successfully deals damage to a creature, that creature must make an immediate Fort save, DC 23, or the victim immediately takes 4d6 points of [[Non-Lethal Damage]] (bludgeoning; in the form of wracking pain), as the wound becomes painfully infected. Furthermore, at the start of the Pustulith's next turn, anyone who is infected with the Sores must make a Will save, DC 23, or become dominated by the Pustulith, who takes advantage of the victim's intense pain to overwhelm their mental defenses.  This dominate effect requires no action from the Pustulith to activate.
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


On a dominated creature's turn, the Pustulith can force the creature to use one standard action of the Pustulith's choice, after which the dominated creature may make another Will save to try to shake off the domination. Regardless of the outcome of this save, the creature's turn ends (this also prevents the creature from spending an action point to act after shaking off the effect).
| MoveTypes = [[Walk]] 60 ft., [[Greater Climb]], 60 ft.
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


Once any creature has succeeded on a Will save to either avoid or shake off this dominate effect, they are immune to all other Pustulith dominate effects for 24 hours. However, they can still take additional Non-Lethal Damage from the Corrupting Sores.
| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.                -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.      -->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->


; Spawn Dretch (Sp)
:* Concentration: d20 + 18 vs. DC 31 (13 needed on the die)
Once per encounter as a move action, a Pustulith can spawn 1d3 [[Dretch|Dretches]] from the Abyssal planes. This is a spell-like ability which provokes attacks of opportunity unless a successful Combat Casting [[Caster Check]] is made (while threatened).  Spawned Dretches appear in any squares within 30 feet of the Pustulith, and can act in the same round as they are spawned, but always have an initiative score of 1.  A spawned Dretch acts under the orders of the Pustulith who spawned it, and is usually sent to cluster around nearby enemies.  Any spawned Dretch which is defeated provides XP and treasure when slain, just like a normal monster.




; Vile Utterance (Su)
<!--  GENERAL ATTACK INFORMATION -->
Once per encounter as a standard action, a Pustulith can utter a power word in Graxt, forcing all non-demons within 30' who can hear the words to make a Fort save (DC 23) or take 8d6 points of fire damage and become [[Sickened]] until the start of the Pustulith's next turn. Those who make the save are not [[Sickened]] and take only half damage. As this is the vile and secret language Graxt, anyone who attempts to repeat the words spoken by the Pustulith will likely suffer a confluence of dramatically unlikely accidents which cause their death, unless they have also been taught to speak Graxt.


Any Dretches in the area of effect of a Vile Utterance immediately die, triggering their Wretched Demise ability.
| MeleeOrNatural = Natural
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


=== TREASURE ===
| MultipliedDamageType =  
sell value of approximately 18,750 gp
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->




=== COMBAT TACTICS ===
Pustuliths will use their telepathy to confuse, intimidate or taunt their foes, constantly whispering or shouting vile and terrible fates they intend to inflict on their listeners. Because they are demons, they take delight in causing terror, rage and grief in their opponents.


Pustuliths attacking in a group will coordinate their attacks so that some can summon Dretches while others attack directly, in hopes of inflicting their Corrupting Sores on one or more enemies. They will then switch off the following round, to allow more Dretches to be called in, while keeping up the pressure in melee.  
<!-- PRIMARY ATTACK INFORMATION -->


Creatures who succumb to the dominate effect of the Corrupting Sores are typically used in one of the following ways:
| PriAtkName = Ichorous Bite
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| PriAtkNotes = plus Corrupting Sores
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| PriAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Maddening Claws
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| SecAtkNotes = plus Corrupting Sores
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| QuaAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| QuaAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Filthy Dart
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance = 50 ft.
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 5
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes = plus Corrupting Sores
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 13
| Dex = 20
| Con = 14
| Int = 15
| Wis = 15
| Cha = 14
 
 
<!--  FEATS  -->
 
| Feat1 = Opening Volley
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Acrobatics
| Skill2 = Stealth
| Skill3 = Survival
| Skill4 =
| Skill5 =
 
| NudgeSkill1 = +7
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill5 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Graxt (as speech), Enuncia, [[Languages#Telepathy|Telepathy]] only, cannot speak normally. Can only speak telepathically to creatures within range of its Mindsense (100 ft.)
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Corrupting Sores
 
| Ability-1-Type = Su
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = Up to once per round, when an attack by a Pustulith successfully deals damage to a creature, that creature must make an immediate Fort save, DC {{#var:Special1SaveDC}}, or the victim immediately takes {{#var:Special1SwiftDmg}} points of [[Non-Lethal Damage]] (bypasses DR, in the form of wracking pain), as the wound becomes painfully infected and the victim now has a Corrupting Sore. Corrupting Sores automtically vanish at the end of any encounter and connot be removed by any other means.
 
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Insinuating Corruption
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = As a swift action, a Pustulith may force anyone within range of their Mindsense who is infected with Corrupting Sores (from any Pustulith) to make a Will save, DC {{#var:Special1SaveDC}}, or become [[Dominated]] by the Pustulith, who takes advantage of the victim's intense pain to overwhelm their mental defenses.
 
:On a [[Dominated]] creature's turn, the Pustulith can force the creature to use one standard action of the Pustulith's choice, after which the dominated creature may make another Will save, DC {{#var:Special1SaveDC}}, to try to shake off the domination.  Regardless of the outcome of this save, the creature's turn immediately ends (this also prevents the creature from spending an action point to act after shaking off the effect).
 
:Once any creature has succeeded on a Will save to either avoid or shake off this dominate effect, they are immune to all other Pustulith dominate effects for 24 hours.  However, they can still take additional Non-Lethal Damage from the Corrupting Sores.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Spawn Dretch
 
| Ability-3-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration = W
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = Once per encounter, as a move action, a Pustulith can spawn 1d3 [[Dretch|Dretches]] from the Abyssal planes. This is a spell-like ability which provokes attacks of opportunity unless a successful Combat Casting [[Caster Check]] is made (while threatened).  Spawned Dretches appear in any open squares within 30 feet of the Pustulith, and can act in the same round as they are spawned, but always have an initiative score of 1.  A spawned Dretch acts under the orders of the Pustulith who spawned it, and is usually sent to cluster around nearby enemies.  Any spawned Dretch which is defeated provides XP and treasure when slain, just like a normal monster.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Vile Utterance
 
| Ability-4-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = Once per encounter as a standard action, a Pustulith can utter a power word in Graxt, forcing all non-demons within 30' who can hear the words to make a Fort save (DC {{#var:Special4SaveDC}}) or take {{#var:Special4StandardDmg}} points of fire damage and become [[Sickened]] until the start of the Pustulith's next turn.  Those who make the save are not Sickened and take only half damage. As this is the vile and secret language Graxt, anyone who attempts to repeat the words spoken by the Pustulith will likely suffer a confluence of dramatically unlikely accidents which cause their death, unless they have also been taught to speak Graxt.
 
:As if this is not bad enough, any Dretches in the area of effect of a Vile Utterance immediately die, triggering their Wretched Demise ability.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility9ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Pustuliths will use their telepathy to confuse, intimidate or taunt their foes, constantly whispering or shouting vile and terrible fates they intend to inflict on their listeners. Because they are demons, they take delight in causing terror, rage and grief in their opponents.
 
:Pustuliths attacking in a group will coordinate their attacks so that some can summon Dretches while others attack directly, either with Filthy Darts or in melee, in hopes of inflicting their Corrupting Sores on one or more enemies.  They will then switch off the following round, to allow more Dretches to be called in, while keeping up the pressure in melee.  Any Dretches available will be sent to get in the way and generally make awful nuisances of themselves in their short, short lives.
 
:Creatures who succumb to the dominate effect of the Corrupting Sores are typically used in one of the following ways:
:* Charge a back-rank ally and attack
:* Charge a back-rank ally and attack
:* Ready an action to attack any ally who comes within range
:* Ready an action to attack any ally who comes within range
:* Move over to the nearest cluster of Dretches (or into the fires left by Wretched Demise)
:* Move over to the nearest cluster of Dretches (or into the fires left by Wretched Demise)


Pustuliths will also use their Vile Utterance tactically, either to detonate some well-placed Dretches, or to inflict Sickened on as many enemies as possible, so that Corrupting Sores will be easier to apply (since Sickened lowers saving throws).
:Pustuliths will also use their Vile Utterance tactically, either to detonate some well-placed Dretches, or to inflict Sickened on as many enemies as possible, so that Corrupting Sores will be easier to apply (since Sickened lowers saving throws).
 
:Note that Pustuliths have decent DR, a lot of various ER, are immune to electricity and poison, and have fast healing 10, making them fairly durable.  Fast healing immediately stops working if the Pustulith is knocked unconscious or killed.
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = Pustuliths can be drawn to the Prime Material Plane via rituals or summoned by other demons already in the Prime Material Plane. They are often used to prepare an area for invasion or subversion by powers greater than themselves.
 
:As an interesting aside, the portion of the Pustulith which always remains in the Abyssal plane is actually a Large-sized creature. The medium form they send to other planes hangs from their true form almost like a fishing lure. Anyone viewing them with True Sight will be able to see their whole form: a nexus of many bulbous, spidery legs and long, bony claws and a multi-jointed tail which arcs over the mass of legs and claws to dangle the mutilated humanoid lure in front. The only part of the Pustulith that might be called a head or body is on the lure.
 
:Because Pustuliths are still partially in their home plane, they are more vulnerable to Dismissal and Banishment spells, getting no spell resistance against those spells.
 
 
 


Note that Pustuliths have decent DR, a lot of various ER, are immune to electricity and poison, and have fast healing 10, making them fairly durable.  Fast healing immediately stops working if the Pustulith is knocked unconscious or killed.
<!--  TREASURE AND XP  -->


| TreasureNotes = Pustulith ichor is extremely valuable, and the cores out of their sores even more so, if utterly disgusting to obtain. They also have mor conventional loot they secrete about their bodies in various horrible ways.  Bleagh.


===OUT OF COMBAT===
| XPNotes =  
Pustuliths can be drawn to the Prime Material Plane via rituals or summoned by other demons already in the Prime Material Plane. They are often used to prepare an area for invasion or subversion by powers greater than themselves.


As an interesting aside, the portion of the Pustulith which always remains in the Abyssal plane is actually a Large-sized creature. The medium form they send to other planes hangs from their true form almost like a fishing lure. Anyone viewing them with True Sight will be able to see their whole form: a nexus of many bulbous, spidery legs and long, bony claws and a multi-jointed tail which arcs over the mass of legs and claws to dangle the mutilated humanoid lure in front. The only part of the Pustulith that might be called a head or body is on the lure.


Because Pustuliths are still partially in their home plane, they are more vulnerable to Dismissal and Banishment spells, getting no spell resistance against those spells.
}}

Revision as of 20:18, 19 August 2017

Pustulith (CR 15)

Chaotic Evil - Medium - Outsider (Demon)
Lore: Know (Planes)
32 48
Basic DC Full DC
Initiative
Initiative Icon 2.png
25
Perception:
38 +28
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
37
Man Def
Shield Icon 3.png
37
Monster Health
429 214 29
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +13
Refl: +13
Will: +17

Strong Against:

  • DR 10/Good; ER 15/acid, ER 15/cold, ER 15/fire, ER 15/negative energy, Fast Healing 10
  • Immune (no effect): Electricity, Immune (no effect): Poison

Weak Against:

  • Pustuliths are not tightly anchored to reality, and take -4 on their saves against Banishment, Dismissal and similar spells

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+22
Sword Icon 3.png
Man Off
+25
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Ichorous Bite +22 (3d10+23/x2)
    as undefined damage type
    plus Corrupting Sores

Full Attack (Melee):

  • 1x Ichorous Bite +22 (3d10+23/x2)
    as undefined damage type
    plus Corrupting Sores
  • 2x Maddening Claws +22 (3d6+9/x2)
    as undefined damage type
    plus Corrupting Sores

Standard Attack (Ranged):

  • 1x Filthy Dart +22 (3d10+23/x2)
    as undefined damage type
    Expression error: Unrecognized word "ft".
    plus Corrupting Sores

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

13
STR
20
DEX
14
CON
15
INT
15
WIS
14
CHA

Skills:

Languages: Graxt (as speech), Enuncia, Telepathy only, cannot speak normally. Can only speak telepathically to creatures within range of its Mindsense (100 ft.)

Feats:

  • Opening Volley (EFFECT: Successful ranged attack grants +4 on next melee attack roll)

Special Abilities

Corrupting Sores (Su)

Up to once per round, when an attack by a Pustulith successfully deals damage to a creature, that creature must make an immediate Fort save, DC , or the victim immediately takes points of Non-Lethal Damage (bypasses DR, in the form of wracking pain), as the wound becomes painfully infected and the victim now has a Corrupting Sore. Corrupting Sores automtically vanish at the end of any encounter and connot be removed by any other means.

Insinuating Corruption (Su)

As a swift action, a Pustulith may force anyone within range of their Mindsense who is infected with Corrupting Sores (from any Pustulith) to make a Will save, DC , or become Dominated by the Pustulith, who takes advantage of the victim's intense pain to overwhelm their mental defenses.

On a Dominated creature's turn, the Pustulith can force the creature to use one standard action of the Pustulith's choice, after which the dominated creature may make another Will save, DC , to try to shake off the domination. Regardless of the outcome of this save, the creature's turn immediately ends (this also prevents the creature from spending an action point to act after shaking off the effect).
Once any creature has succeeded on a Will save to either avoid or shake off this dominate effect, they are immune to all other Pustulith dominate effects for 24 hours. However, they can still take additional Non-Lethal Damage from the Corrupting Sores.
Spawn Dretch (Sp)
  • Concentration: 1d20 + 18 vs. a DC of 31 (13 needed on the die)

Once per encounter, as a move action, a Pustulith can spawn 1d3 Dretches from the Abyssal planes. This is a spell-like ability which provokes attacks of opportunity unless a successful Combat Casting Caster Check is made (while threatened). Spawned Dretches appear in any open squares within 30 feet of the Pustulith, and can act in the same round as they are spawned, but always have an initiative score of 1. A spawned Dretch acts under the orders of the Pustulith who spawned it, and is usually sent to cluster around nearby enemies. Any spawned Dretch which is defeated provides XP and treasure when slain, just like a normal monster.

Vile Utterance (Su)

Once per encounter as a standard action, a Pustulith can utter a power word in Graxt, forcing all non-demons within 30' who can hear the words to make a Fort save (DC ) or take points of fire damage and become Sickened until the start of the Pustulith's next turn. Those who make the save are not Sickened and take only half damage. As this is the vile and secret language Graxt, anyone who attempts to repeat the words spoken by the Pustulith will likely suffer a confluence of dramatically unlikely accidents which cause their death, unless they have also been taught to speak Graxt.

As if this is not bad enough, any Dretches in the area of effect of a Vile Utterance immediately die, triggering their Wretched Demise ability.
Pustulith

Pustulith

Demons are members of the endless and numberless hordes of the abyss, sowing chaos, misery, terror and destruction with every action they take. While some demons are subtle, their torments only revealed long after encountering them, most are brutishly violent and demonstrate little wit or cunning, except through techniques of aggression.

Pustuliths look like an athletic, hairless humanoid who has had the top half of their head cut off. These eyeless monsters are known for their impeccable tracking and are very fast. Their form seems to shimmer with an unreality, allowing them to shunt damage off of their material forms. Their bodies are riddled with angry, swollen pustules with shiny black heads, full of horrific demonic ichor that inflicts terrible agonies and can allow the fiend to control the actions of the afflicted. Even worse, they can dig their pus-slicked fingers into the boils and burst them, revealing yellow-black darts of solidifed corruption they then throw at enemies to vile effect.
Pustuliths are telepathic, and eagerly communicate with their chosen prey, using horrible taunts, lovingly whispered insults, and disturbing half-truths to distract, upset and generally rattle their foes. Pustuliths are deadly and smart, and are often used as scouts and raiders to soften up or subvert settlements for the greater designs of their more powerful demonic brethren.

Combat Tactics

Pustuliths will use their telepathy to confuse, intimidate or taunt their foes, constantly whispering or shouting vile and terrible fates they intend to inflict on their listeners. Because they are demons, they take delight in causing terror, rage and grief in their opponents.

Pustuliths attacking in a group will coordinate their attacks so that some can summon Dretches while others attack directly, either with Filthy Darts or in melee, in hopes of inflicting their Corrupting Sores on one or more enemies. They will then switch off the following round, to allow more Dretches to be called in, while keeping up the pressure in melee. Any Dretches available will be sent to get in the way and generally make awful nuisances of themselves in their short, short lives.
Creatures who succumb to the dominate effect of the Corrupting Sores are typically used in one of the following ways:
  • Charge a back-rank ally and attack
  • Ready an action to attack any ally who comes within range
  • Move over to the nearest cluster of Dretches (or into the fires left by Wretched Demise)
Pustuliths will also use their Vile Utterance tactically, either to detonate some well-placed Dretches, or to inflict Sickened on as many enemies as possible, so that Corrupting Sores will be easier to apply (since Sickened lowers saving throws).
Note that Pustuliths have decent DR, a lot of various ER, are immune to electricity and poison, and have fast healing 10, making them fairly durable. Fast healing immediately stops working if the Pustulith is knocked unconscious or killed.

Out of Combat

Pustuliths can be drawn to the Prime Material Plane via rituals or summoned by other demons already in the Prime Material Plane. They are often used to prepare an area for invasion or subversion by powers greater than themselves.

As an interesting aside, the portion of the Pustulith which always remains in the Abyssal plane is actually a Large-sized creature. The medium form they send to other planes hangs from their true form almost like a fishing lure. Anyone viewing them with True Sight will be able to see their whole form: a nexus of many bulbous, spidery legs and long, bony claws and a multi-jointed tail which arcs over the mass of legs and claws to dangle the mutilated humanoid lure in front. The only part of the Pustulith that might be called a head or body is on the lure.
Because Pustuliths are still partially in their home plane, they are more vulnerable to Dismissal and Banishment spells, getting no spell resistance against those spells.

Rewards

XP: 51,200

Treasure: Sellable Goods worth 32,125 gp.

Weight: 150 lbs.     Volume: 6 cu. ft.
  • Pustulith ichor is extremely valuable, and the cores out of their sores even more so, if utterly disgusting to obtain. They also have mor conventional loot they secrete about their bodies in various horrible ways. Bleagh.

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)