Gelatinous Cube: Difference between revisions
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{{Template:Monster | |||
| CR = 4 | |||
| MonsterName = Gelatinous Cube | |||
| Image = gelatinous_cube.jpg | |||
<!--Value: file name and extension only (e.g. "monster_picture.jpg")--> | |||
| Role = Threat | |||
<!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank--> | |||
| Description = Oozes are matter in a dread, unquiet state of existence. Oozes are not exactly alive, nor are they safely dead. They merely exist, in a mindless state of eternal hunger, forever seeking their next meal. | |||
: Of the various oozes, one of the most deadly, unusual and specialized predators is the Gelatinous Cube. Cubes are one of the most viscous of the oozes, very close to being a solid, and as such have a well-defined cubical shape. Gelatinous Cubes spend their existence mindlessly roaming the darkness, swallowing up all they encounter. Materials the cube cannot digest, such as metal and stone, may briefly remain in the cube's thick, transparent substance, leaving an eerie impression of the unfortunate departed. | |||
: Some beings use gelatinous cubes as protectors of dungeons and underground fortifications. They make particularly efficient waste disposal mechanisms as well -- a tribe that can trap a gelatinous cube in a pit or other area that it cannot climb out of can use it as a midden or even a deadly trap. | |||
: Gelatinous cubes are generally 10 feet to a side and weigh upward of 60,000 pounds, though subterranean explorers report larger specimens trawling the deepest caves and corridors. In locations with plentiful sources of food, gelatinous cubes can exist for hundreds of years, if not thousands, and may grow to tremendous sizes. | |||
: A gelatinous cube's acid only dissolves organic matter, and leaves metal and stone polished but otherwise unharmed. | |||
= | | Alignment = Neutral | ||
<!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil--> | |||
| Size = Large | |||
<!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic--> | |||
| Type = Ooze | |||
<!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin--> | |||
| Subtype = | |||
<!--If any--> | |||
| NudgeInit = | |||
<!--CR 4 INITIATIVE = +2 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
= | | Senses = Blindsight 60 ft. | ||
<!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")--> | |||
| NudgePerception = | |||
<!--CR 4 PERCEPTION = +6 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8--> | |||
| NudgeAC = | |||
<!--CR 4 AC = 20 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeTouchAC = | |||
<!--CR 4 TOUCH AC = 13 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeFFAC = | |||
<!--CR 4 FLAT-FOOTED AC = 17 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeHitPoints = | |||
<!--CR 4 HIT POINTS = 50 --> | |||
<!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).--> | |||
<!-- SAVING THROWS --> | |||
| Fort = | |||
| Refl = | |||
| Will = | |||
<!--CR 4 STRONG SAVE = +7; WEAK SAVE = +3 --> | |||
<!--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 = | ||
| NudgeRefl = | |||
| NudgeWill = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| SR = | |||
<!--Values: Y (for Yes), or leave blank--> | |||
| NudgeSR = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| SpecialDefenses = | |||
<!--Put any DR or ER values here--> | |||
''' | | StrongAgainst = | ||
<!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added--> | |||
''' | | WeakAgainst = | ||
<!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added--> | |||
| MoveTypes = Walk 15 ft. | |||
<!--Other move types as needed--> | |||
| NudgeReach = -1 | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.--> | |||
<!-- GENERAL ATTACK INFORMATION --> | |||
| MeleeOrNatural = Melee | |||
<!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)--> | |||
| MultipliedDamageType = Hybrid | |||
<!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)--> | |||
| IgnoreSecondary = | |||
<!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster doesn't have one (e.g. swarms)--> | |||
<!-- PRIMARY ATTACK INFORMATION --> | |||
| PriAtkName = Heaving Surge | |||
<!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")--> | |||
| PriAtkNotes = as acid damage, must target different creatures | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| PriAtkNotes-FullAtkOnly = as acid damage, must target different creatures, plus Engulf | |||
<!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank--> | |||
; | | 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 = | |||
<!--CR 4 PRIMARY TO-HIT = +8 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgePriDamage = | |||
<!--CR 4 PRIMARY NATURAL DAMAGE = 1d8+4 --> | |||
<!--CR 4 PRIMARY MELEE DAMAGE = 1d8+4 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SECONDARY ATTACK INFORMATION --> | |||
| SecAtkName = | |||
<!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none--> | |||
| SecAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
Gelatinous | | 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 = | |||
<!--CR 4 SECONDARY TO-HIT = +8 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeSecDamage = | |||
<!--CR 4 SECONDARY NATURAL DAMAGE = 1d6+1 --> | |||
<!--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--> | |||
| 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 = | |||
<!--CR 4 TERTIARY TO-HIT = +8 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeTerDamage = | |||
<!--CR 4 TERTIARY NATURAL DAMAGE = 1d8+4 --> | |||
<!--CR 4 TERTIARY MELEE DAMAGE = 1d8+4 --> | |||
<!--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--> | |||
| 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 = | |||
<!--CR 4 QUATERNARY TO-HIT = +8 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeQuaDamage = | |||
<!--CR 4 QUATERNARY NATURAL DAMAGE = 1d6+1 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- RANGED ATTACK INFORMATION --> | |||
| RangedAtkName = | |||
<!--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)--> | |||
| RangedAtkNotes = | |||
<!--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--> | |||
| 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 = | |||
<!--CR 4 RANGED TO-HIT = +8 --> | |||
<!--any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeRangedDamage = | |||
<!--CR 4 RANGED DAMAGE = 1d8+4 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- ABILITY SCORES --> | |||
| Str = 10 | |||
| Dex = 1 | |||
| Con = 26 | |||
| Int = - | |||
| Wis = 1 | |||
| Cha = 10 | |||
| NudgeCMB = | |||
<!--CR 4 CMB = +7 --> | |||
| CMBNotes = | |||
<!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")--> | |||
| NudgeCMD = | |||
<!--CR 4 CMD = 18 --> | |||
| CMDNotes = | |||
<!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")--> | |||
<!-- FEATS --> | |||
| Feat1 = | |||
| Feat2 = | |||
| Feat3 = | |||
| Feat4 = | |||
<!--Just the feat name; will be autolinked, and ShortDesc added--> | |||
<!-- SKILLS --> | |||
| Skill1 = | |||
| Skill2 = | |||
| Skill3 = | |||
| Skill4 = | |||
| NudgeSkill1 = | |||
| NudgeSkill2 = | |||
| NudgeSkill3 = | |||
| NudgeSkill4 = | |||
<!--CR 4 SKILLS = +6 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8--> | |||
| Skill1Notes = | |||
| Skill2Notes = | |||
| Skill3Notes = | |||
| Skill4Notes = | |||
<!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")--> | |||
<!-- LANGUAGES --> | |||
| Languages = | |||
<!--Comma-separated list--> | |||
<!-- SPECIAL ABILITIES --> | |||
<!-- ROLE-BASED SPECIAL ABILITIES --> | |||
| HideRoleReminder1 = Y | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
| HideRoleReminder2 = Y | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
| HideRoleReminder3 = Y | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
| HideRoleReminder4 = Y | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
<!-- SPECIAL ABILITY 1 --> | |||
| Ability-1-Name = Transparent | |||
| Ability-1-Type = Ex | |||
<!--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 = Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 25 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed. | |||
<!--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 @ CR 4 = +8 | |||
{{#var:Special1TouchAttack}} Touch To-Hit @ CR 4 = +4 | |||
{{#var:Special1SaveDC}} Save DC @ CR 4 = 13 | |||
{{#var:Special1StandardDmg}} Std Damage @ CR 4 = 2d6+1 | |||
{{#var:Special1SwiftDmg}} Swift Damage @ CR 4 = 1d6 | |||
{{#var:Special1AlphaDmg}} Alpha Damage @ CR 4 = 4d6 | |||
--> | |||
| NudgeAbility1ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility1TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility1SaveDC = | |||
<!--Values: 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--> | |||
<!-- SPECIAL ABILITY 2 --> | |||
| Ability-2-Name = Engulf | |||
| Ability-2-Type = Ex | |||
<!--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 = During a full-attack action, a gelatinous cube may make a 5-foot step and simply engulf any Large or smaller creatures in its path. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw against the engulf. Those who do not attempt attacks of opportunity can attempt a DC {{#var:Special2SaveDC}} Reflex save to avoid being engulfed -- on a success, they are pushed back or aside (victim's choice) as the cube moves forward (this is forced movement). Engulfed creatures gain the [[Pinned]] condition, and are trapped within the Gelatinous Cube's body until they are no longer pinned. At the beginning of each of the Gelatinous Cube's turns after a creature is engulfed, each engulfed creature takes {{#var:Special2StandardDmg}} acid damage. Up to four living medium (or smaller) creatures or one large living creature may be engulfed at any time. Creatures that are engulfed have line of sight out of the cube, but have line of effect to nothing. Once creatures are slain, they no longer occupy space within the cube and more creatures may be engulfed. | |||
<!--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 @ CR 4 = +8 | |||
{{#var:Special2TouchAttack}} Touch To-Hit @ CR 4 = +4 | |||
{{#var:Special2SaveDC}} Save DC @ CR 4 = 13 | |||
{{#var:Special2StandardDmg}} Std Damage @ CR 4 = 2d6+1 | |||
{{#var:Special2SwiftDmg}} Swift Damage @ CR 4 = 1d6 | |||
{{#var:Special2AlphaDmg}} Alpha Damage @ CR 4 = 4d6 | |||
--> | |||
| NudgeAbility2ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility2TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility2SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility2StandardDamage = hi | |||
<!--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--> | |||
<!-- SPECIAL ABILITY 3 --> | |||
| Ability-3-Name = Reconstitution | |||
| Ability-3-Type = Su | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-3-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-3-Description = The first time the gelatinous cube is reduced to 0 or fewer hit points, it immediately purges any engulfed creatures and appears dead until the start of its next turn. As a free action at the start of its turn, special organs within the gelatinous cube's body burst and reconstitute its gelatinous flesh. The gelatinous cube is restored to half its hit points (75). Any extant status conditions on the gelatinous cubes at the time this ability is triggered are cleared. | |||
Any attacks made against the cube while it is lying dormant have no effect on the cube. | |||
<!--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 @ CR 4 = +8 | |||
{{#var:Special3TouchAttack}} Touch To-Hit @ CR 4 = +4 | |||
{{#var:Special3SaveDC}} Save DC @ CR 4 = 13 | |||
{{#var:Special3StandardDmg}} Std Damage @ CR 4 = 2d6+1 | |||
{{#var:Special3SwiftDmg}} Swift Damage @ CR 4 = 1d6 | |||
{{#var:Special3AlphaDmg}} Alpha Damage @ CR 4 = 4d6 | |||
--> | |||
| NudgeAbility3ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility3TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility3SaveDC = | |||
<!--Values: 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--> | |||
<!-- SPECIAL ABILITY 4 --> | |||
| Ability-4-Name = Acidic Spurt | |||
| Ability-4-Type = Ex | |||
<!--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 = As a swift action, the Gelatinous Cube may attack a creature up to 40 feet away with its acidic spurt. In addition to the acid damage dealt, creatures struck by acidic spurt are [[Slowed]] until the end of their next turn. | |||
:* '''Acidic Spurt''' +{{#var:Special4TouchAttack}} ({{#var:Special4StandardDmg}}/x2) acid damage. | |||
<!--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 @ CR 4 = +8 | |||
{{#var:Special4TouchAttack}} Touch To-Hit @ CR 4 = +4 | |||
{{#var:Special4SaveDC}} Save DC @ CR 4 = 13 | |||
{{#var:Special4StandardDmg}} Std Damage @ CR 4 = 2d6+1 | |||
{{#var:Special4SwiftDmg}} Swift Damage @ CR 4 = 1d6 | |||
{{#var:Special4AlphaDmg}} Alpha Damage @ CR 4 = 4d6 | |||
--> | |||
| NudgeAbility4ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility4TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility4SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility4StandardDamage = hi | |||
<!--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--> | |||
<!-- SPECIAL ABILITY 5 --> | |||
| Ability-5-Name = Semi-Solid | |||
| Ability-5-Type = Ex | |||
<!--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 = A gelatinous cube never suffers movement penalties or squeezing penalties from moving through or ending its turn on top of gelatinous parasites. There is no limit to the number of gelatinous parasites that a gelatinous cube may share space with. It suffers squeeze penalties for sharing space with other gelatinous cubes, however. | |||
<!--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 @ CR 4 = +8 | |||
{{#var:Special5TouchAttack}} Touch To-Hit @ CR 4 = +4 | |||
{{#var:Special5SaveDC}} Save DC @ CR 4 = 13 | |||
{{#var:Special5StandardDmg}} Std Damage @ CR 4 = 2d6+1 | |||
{{#var:Special5SwiftDmg}} Swift Damage @ CR 4 = 1d6 | |||
{{#var:Special5AlphaDmg}} Alpha Damage @ CR 4 = 4d6 | |||
--> | |||
| NudgeAbility5ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility5TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility5SaveDC = | |||
<!--Values: 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--> | |||
<!-- 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 @ CR 4 = +8 | |||
{{#var:Special6TouchAttack}} Touch To-Hit @ CR 4 = +4 | |||
{{#var:Special6SaveDC}} Save DC @ CR 4 = 13 | |||
{{#var:Special6StandardDmg}} Std Damage @ CR 4 = 2d6+1 | |||
{{#var:Special6SwiftDmg}} Swift Damage @ CR 4 = 1d6 | |||
{{#var:Special6AlphaDmg}} Alpha Damage @ CR 4 = 4d6 | |||
--> | |||
| NudgeAbility6ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility6TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility6SaveDC = | |||
<!--Values: 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--> | |||
<!-- 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 @ CR 4 = +8 | |||
{{#var:Special7TouchAttack}} Touch To-Hit @ CR 4 = +4 | |||
{{#var:Special7SaveDC}} Save DC @ CR 4 = 13 | |||
{{#var:Special7StandardDmg}} Std Damage @ CR 4 = 2d6+1 | |||
{{#var:Special7SwiftDmg}} Swift Damage @ CR 4 = 1d6 | |||
{{#var:Special7AlphaDmg}} Alpha Damage @ CR 4 = 4d6 | |||
--> | |||
| NudgeAbility7ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility7TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility7SaveDC = | |||
<!--Values: 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--> | |||
<!-- 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 @ CR 4 = +8 | |||
{{#var:Special8TouchAttack}} Touch To-Hit @ CR 4 = +4 | |||
{{#var:Special8SaveDC}} Save DC @ CR 4 = 13 | |||
{{#var:Special8StandardDmg}} Std Damage @ CR 4 = 2d6+1 | |||
{{#var:Special8SwiftDmg}} Swift Damage @ CR 4 = 1d6 | |||
{{#var:Special8AlphaDmg}} Alpha Damage @ CR 4 = 4d6 | |||
--> | |||
| NudgeAbility8ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility8TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility8SaveDC = | |||
<!--Values: 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--> | |||
<!-- 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:Special9ToHit}} To-Hit @ CR 4 = +8 | |||
{{#var:Special9TouchAttack}} Touch To-Hit @ CR 4 = +4 | |||
{{#var:Special9SaveDC}} Save DC @ CR 4 = 13 | |||
{{#var:Special9StandardDmg}} Std Damage @ CR 4 = 2d6+1 | |||
{{#var:Special9SwiftDmg}} Swift Damage @ CR 4 = 1d6 | |||
{{#var:Special9AlphaDmg}} Alpha Damage @ CR 4 = 4d6 | |||
--> | |||
| NudgeAbility9ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility9TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility9SaveDC = | |||
<!--Values: 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--> | |||
<!-- COMBAT TACTICS --> | |||
= | | CombatTactics = Upon detecting prey in the radius of its blindsight senses gelatinous cubes will usually wait to see if things will stumble into them, taking full advantage of their Transparent ability. If the prey moves away or takes aggressive action, the gelatinous cube will enter combat with one or two acidic spurts and a move, to close the gap. If it only uses one acidic spurt, it will double move. It may also spend an action point in the first round to further close the gap, or to use acidic spurt on additional nearby foes. | ||
: Once engaged in melee, it will make optimal use of full attack actions to engulf opponents, via-5-foot steps, while continuing to use heaving surges. Even during a full attack action, a gelatinous cube will use acidic spurt against a ranged target, to keep its prey close by. | |||
: Gelatinous Cubes should spend their action points in the first and second rounds, as they are mindless and aggressive. They will never consider fleeing. They are driven to endlessly scour their environment of all organic materials and have no thoughts or desires beyond that. | |||
: Gelatinous cubes are slow, lumbering hulks that are nonetheless fully capable of catching up to you and eating you with little effort at all. | |||
: '''NOTE TO REFEREES''' | |||
A gelatinous | A gelatinous cube is a [[Monster_Templates_and_Roles#Threats|Threat Role]] monster, and boy do they qualify! | ||
: A single gelatinous cube is equivalent to at least four normal monsters, and should provide a good challenge to many parties all by itself. If the party has more than four members, add a Gelatinous Parasite [[Monster Templates and Roles#Henchmen|Henchman]] for each party member above four, up to seven. If your party has eight players, they meet TWO cubes! If your party has more than eight players, wow, and add a Parasite for every player and a Cube for every four players. | |||
<!-- OUT OF COMBAT --> | |||
| OutOfCombat = | |||
}} |
Revision as of 21:32, 21 June 2016
Gelatinous Cube (Threat; CR 4)
Neutral - Large - Ooze |
---|
Lore: | K. (Dungeoneer) | ||
8 | 23 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
17 | +7 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
183 | 91 | 6 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +2 |
Refl: | +2 |
Will: | +2 |
Strong Against:
- (Threat Role) Immunity (partial 5): Threats are immune to the first five conditions applied to them during an encounter. If a sixth condition is applied to a threat, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
- (Ooze 1) Immune (no effect): gaze attacks, visual effects, illusions, and other attack forms that rely on sight
- (Ooze 2) Immune (no effect): poisons (tainted, poisoned, blighted), magical sleep (drowsy, sluggish, asleep), paralyzed, stunned, polymorph
- (Ooze 3) Immune (no effect): flanking, prone (quelled, prone, splayed]])
- (Ooze 4) Hardened (½ damage): critical hits, precision damage
Offense
Standard Attack (Melee):
- 2x Heaving Surge +7 (1d8+7/19-20 x2)
as undefined damage type
as acid damage, must target different creatures
Full Attack (Melee):
- 4x Heaving Surge +7 (1d8+7/19-20 x2)
as undefined damage type
as acid damage, must target different creatures, plus Engulf
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
10 |
STR |
1 |
DEX |
26 |
CON |
— |
INT |
1 |
WIS |
10 |
CHA |
Special Abilities
Transparent (Ex) |
Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 25 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed. |
Engulf (Ex) |
During a full-attack action, a gelatinous cube may make a 5-foot step and simply engulf any Large or smaller creatures in its path. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw against the engulf. Those who do not attempt attacks of opportunity can attempt a DC Reflex save to avoid being engulfed -- on a success, they are pushed back or aside (victim's choice) as the cube moves forward (this is forced movement). Engulfed creatures gain the Pinned condition, and are trapped within the Gelatinous Cube's body until they are no longer pinned. At the beginning of each of the Gelatinous Cube's turns after a creature is engulfed, each engulfed creature takes acid damage. Up to four living medium (or smaller) creatures or one large living creature may be engulfed at any time. Creatures that are engulfed have line of sight out of the cube, but have line of effect to nothing. Once creatures are slain, they no longer occupy space within the cube and more creatures may be engulfed. |
Reconstitution (Su) |
The first time the gelatinous cube is reduced to 0 or fewer hit points, it immediately purges any engulfed creatures and appears dead until the start of its next turn. As a free action at the start of its turn, special organs within the gelatinous cube's body burst and reconstitute its gelatinous flesh. The gelatinous cube is restored to half its hit points (75). Any extant status conditions on the gelatinous cubes at the time this ability is triggered are cleared. Any attacks made against the cube while it is lying dormant have no effect on the cube. |
Acidic Spurt (Ex) |
As a swift action, the Gelatinous Cube may attack a creature up to 40 feet away with its acidic spurt. In addition to the acid damage dealt, creatures struck by acidic spurt are Slowed until the end of their next turn.
|
Semi-Solid (Ex) |
A gelatinous cube never suffers movement penalties or squeezing penalties from moving through or ending its turn on top of gelatinous parasites. There is no limit to the number of gelatinous parasites that a gelatinous cube may share space with. It suffers squeeze penalties for sharing space with other gelatinous cubes, however. |
Unstoppable Killer (Ex; Threat Role) Auto Upon Death |
The first time in an encounter that a Threat is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Threat becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.
At the beginning of its next turn, any conditions the Threat is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum (91 hit points). Furthermore, all enemy creatures within 2 squares (10 feet) of the Threat are immediately Pushed up to 4 squares (20 feet) away from the Threat, and suffer 1d10+10 points of bludgeoning (physical, common) damage. Affected creatures may make a Fortitude save versus a DC of 16 to reduce this damage by half, and reduce the push to 2 squares (10 feet). After this attack is resolved, the Threat can slide up to 5 squares (25 feet) to a space adjacent to an enemy creature. All of this occurs as a free action at the start of its turn, and once it is resolved, the Threat's immunity to damage expires. It must perform this attack before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to perform the attack. The Threat is killed for good the second time its hit points are reduced to zero or less. |
Gelatinous Cube
This creature possesses the Threat role, and therefore counts as 4 monsters for purposes of encounter size, XP award, and treasure.Oozes are matter in a dread, unquiet state of existence. Oozes are not exactly alive, nor are they safely dead. They merely exist, in a mindless state of eternal hunger, forever seeking their next meal.- Of the various oozes, one of the most deadly, unusual and specialized predators is the Gelatinous Cube. Cubes are one of the most viscous of the oozes, very close to being a solid, and as such have a well-defined cubical shape. Gelatinous Cubes spend their existence mindlessly roaming the darkness, swallowing up all they encounter. Materials the cube cannot digest, such as metal and stone, may briefly remain in the cube's thick, transparent substance, leaving an eerie impression of the unfortunate departed.
- Some beings use gelatinous cubes as protectors of dungeons and underground fortifications. They make particularly efficient waste disposal mechanisms as well -- a tribe that can trap a gelatinous cube in a pit or other area that it cannot climb out of can use it as a midden or even a deadly trap.
- Gelatinous cubes are generally 10 feet to a side and weigh upward of 60,000 pounds, though subterranean explorers report larger specimens trawling the deepest caves and corridors. In locations with plentiful sources of food, gelatinous cubes can exist for hundreds of years, if not thousands, and may grow to tremendous sizes.
- A gelatinous cube's acid only dissolves organic matter, and leaves metal and stone polished but otherwise unharmed.
Combat Tactics
Upon detecting prey in the radius of its blindsight senses gelatinous cubes will usually wait to see if things will stumble into them, taking full advantage of their Transparent ability. If the prey moves away or takes aggressive action, the gelatinous cube will enter combat with one or two acidic spurts and a move, to close the gap. If it only uses one acidic spurt, it will double move. It may also spend an action point in the first round to further close the gap, or to use acidic spurt on additional nearby foes.
- Once engaged in melee, it will make optimal use of full attack actions to engulf opponents, via-5-foot steps, while continuing to use heaving surges. Even during a full attack action, a gelatinous cube will use acidic spurt against a ranged target, to keep its prey close by.
- Gelatinous Cubes should spend their action points in the first and second rounds, as they are mindless and aggressive. They will never consider fleeing. They are driven to endlessly scour their environment of all organic materials and have no thoughts or desires beyond that.
- Gelatinous cubes are slow, lumbering hulks that are nonetheless fully capable of catching up to you and eating you with little effort at all.
- NOTE TO REFEREES
A gelatinous cube is a Threat Role monster, and boy do they qualify!
- A single gelatinous cube is equivalent to at least four normal monsters, and should provide a good challenge to many parties all by itself. If the party has more than four members, add a Gelatinous Parasite Henchman for each party member above four, up to seven. If your party has eight players, they meet TWO cubes! If your party has more than eight players, wow, and add a Parasite for every player and a Cube for every four players.
Out of Combat
Rewards
XP: 4,800 (Threat role included.)
Treasure: Sellable Goods worth 4,750 gp.
- Weight: 160 lbs. Volume: 6.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 5 | Nothing Found |
6 - 10 | 1 Languid Remnant (tier 1) |
11 - 14 | 1 Pale Remnant (tier 2) |
15 - 17 | 1 Bright Remnant (tier 3) |
18 - 20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 | 5 Languid Remnants (tier 1) |
2 - 5 | 5 Pale Remnants (tier 2) |
6 - 10 | 1 Intense Remnant (tier 4) |
11 - 14 | 1 Blazing Remnant (tier 5) |
15 - 17 | 1 Vital Remnant (tier 6) |
18 - 20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 | 5 Bright Remnants (tier 3) |
2 | 5 Intense Remnants (tier 4) |
3 - 6 | 5 Blazing Remnants (tier 5) |
7 - 10 | 5 Vital Remnants (tier 6) |
11 - 14 | 1 Prime Remnant (tier 7) |
15 - 17 | 1 Mythic Remnant (tier 8) |
18 - 20 | 1 Empyrean Remnant (tier 9) |