Fire Beetle: Difference between revisions

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{{Template:Monster
{{Template:Monster
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 1/2
  }}</onlyinclude>


| MonsterName = Fire Beetle (Summoned)
| MonsterName = Fire Beetle (Summoned)
| CR = 1/2


| Image = fire_beetle.jpg
| Image = fire_beetle.jpg
   <!--Value: just the file name (e.g. "monster_picture.jpg")-->
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


| Role =  
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
   <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
| Role |
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


| Description = Fire beetles are deadly threats. If one of them manages to get into your house, they cause fires. As a result, most places have bounties on them. Exterminating them is generally considered a high priority in civilized areas. They are given far more attention than their low CR might otherwise indicate.
| Description = Fire beetles are deadly threats. If one of them manages to get into your house, they cause fires. As a result, most places have bounties on them. Exterminating them is generally considered a high priority in civilized areas. They are given far more attention than their low CR might otherwise indicate.


| Alignment = Neutral
| Alignment = Neutral
   <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


| Size = Small
| Size = Small
   <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
 
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Vermin
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>
 
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If any -->
  }}</onlyinclude>


| Type = Vermin
| NudgeBasicLoreValue =  
   <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
  <!-- 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 -->


| Subtype =  
| NudgeFullLoreValue =  
   <!--If any-->
   <!-- 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 -->


| NudgeInit =  
| NudgeInit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
  <!-- CR 1/2 INITIATIVE = +1 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses =  
| Senses = [[Standard Senses]]
   <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 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]]                                    -->


| NudgePerception =  
| NudgePerception =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
  <!-- CR 1/2 PERCEPTION = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
  <!-- CR 1/2 AC = 13 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTouchAC =  
| NudgeTouchAC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
  <!-- CR 1/2 TOUCH AC = 10 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFFAC =  
| NudgeFFAC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
  <!-- CR 1/2 FLAT-FOOTED AC = 13 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeCMD =
  <!-- CR 1/2 CMD = 14 -->
| CMDNotes =
  <!-- Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples") -->


| NudgeHitPoints =  
| NudgeHitPoints =  
   <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->
  <!-- CR 1/2 HIT POINTS = 7 -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->




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| Refl =  
| Refl =  
| Will =  
| Will =  
   <!--Values: "S" (for Strong save), leave blank for Weak save
  <!-- CR 1/2 STRONG SAVE = +3; WEAK SAVE = +0                      -->
      * Most monsters have 1 strong save and 2 weak saves
   <!-- Values: S (for Strong save), leave blank for Weak save
      * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Most monsters have 1 strong save and 2 weak saves
      * Dragons have 3 strong saves-->
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                               -->


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


| SR =  
| SR =  
   <!--Values: Y (for Yes), or leave blank-->
   <!-- Values: Y (for Yes), or leave blank -->


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


| SpecialDefenses = ER 10/fire
| SpecialDefenses = ER10/Fire
   <!--Put any DR or ER values here-->
   <!-- Put any DR or ER values here -->


| StrongAgainst =  
| StrongAgainst =  
   <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
   <!-- Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added -->
 
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) -->
 
| 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)) -->
 
| 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 =  
| WeakAgainst =  
   <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
   <!-- Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added -->
 
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
 
| MoveTypes = [[Walk]] 30 ft., [[Lesser Flight]] 20 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]]            -->


| MoveTypes = Walk 30 ft., [[Lesser Climb]] 20 ft.
| NudgeSpace =  
   <!--Other move types as needed-->
  <!-- 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 =  
| NudgeReach =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
   <!-- 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) -->




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| MeleeOrNatural = Natural
| MeleeOrNatural = Natural
   <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


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




Line 97: Line 165:
<!--  PRIMARY ATTACK INFORMATION  -->
<!--  PRIMARY ATTACK INFORMATION  -->


| PriAtkName = Pincer
| PriAtkName = Pincers
   <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| PriAtkNotes =  
| PriAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- 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 =  
| PriAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->


| NudgePriToHit =  
| NudgePriToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
  <!-- CR 1/2 PRIMARY TO-HIT = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage =  
| NudgePriDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  <!-- CR 1/2 PRIMARY NATURAL DAMAGE = 1d6  -->
  <!-- CR 1/2 PRIMARY MELEE DAMAGE = 1d6    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 119: Line 201:
<!--  SECONDARY ATTACK INFORMATION  -->
<!--  SECONDARY ATTACK INFORMATION  -->


| SecAtkName = Claw
| SecAtkName = Scratching Claws
   <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->


| SecAtkNotes =  
| SecAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- 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 =  
| SecAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
  <!-- CR 1/2 SECONDARY TO-HIT = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSecDamage =  
| NudgeSecDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  <!-- CR 1/2 SECONDARY NATURAL DAMAGE = 1d3 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 142: Line 237:


| TerAtkName =  
| TerAtkName =  
   <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->


| TerAtkNotes =  
| TerAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- 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 =  
| TerAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
  <!-- CR 1/2 TERTIARY TO-HIT = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTerDamage =  
| NudgeTerDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  <!-- CR 1/2 TERTIARY NATURAL DAMAGE = 1d6  -->
  <!-- CR 1/2 TERTIARY MELEE DAMAGE = 1d6    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 164: Line 273:


| QuaAtkName =  
| QuaAtkName =  
   <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->


| QuaAtkNotes =  
| QuaAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- 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 =  
| QuaAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
  <!-- CR 1/2 QUATERNARY TO-HIT = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  <!-- CR 1/2 QUATERNARY NATURAL DAMAGE = 1d3 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 




Line 185: Line 308:


| RangedAtkName =  
| RangedAtkName =  
   <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->


| HasRangedFullAttack =  
| HasRangedFullAttack =  
   <!--Values: Y (for yes), or leave blank (for no)-->
   <!-- Values: Y (for yes), or leave blank (for no) -->


| IsProjectile =  
| RangedAtkIncrementDistance =  
   <!--Values: Y (for yes), or leave blank for thrown weapons (default is thrown)-->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


| Increment =  
| RangedAtkNumberOfIncrements =  
   <!--Range increment in feet (e.g. 20 ft.); max range is calculated from this-->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| RangedAtkNotes =  
| RangedAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


| RangedAtkNotes-FullAtkOnly =  
| RangedAtkNotes-FullAtkOnly =  
   <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
   <!-- 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 =  
| RangedAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
   <!--CR 1/2 RANGED TO-HIT = +3 -->
   <!-- CR 1/2 RANGED TO-HIT = +3 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!--CR 1/2 RANGED DAMAGE = 1d6 -->
   <!-- CR 1/2 RANGED DAMAGE = 1d6 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| NudgeCMB =
  <!-- CR 1/2 CMB = +2 -->
 
| CMBNotes =
  <!-- Values: Text about specific bonuses to CMB (e.g. "+2 on Trips") -->




Line 221: Line 362:


| SiegeDmgCapable =  
| SiegeDmgCapable =  
   <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
   <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->


| SiegeAtkName =  
| SiegeAtkName =  
   <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
   <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->


| SiegeAtkNotes =  
| SiegeAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->


| ThrownOrProjectile =  
| Override-Siege-Atk-Qty =  
   <!--Values: Thrown (for thrown attack), Projectile (for projectile attack) or leave blank for melee attack (default is melee)-->
   <!-- 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 =  
| SiegeAtkIncrement =  
   <!--Only used of above field is not blank; Range increment in feet (e.g. 20 ft.); max range is calculated from this-->
   <!-- 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 -->


| NudgeSiegeCMB =  
| NudgeSiegeCMB =  
   <!--CR 1/2 SIEGE CMB = +2 -->
   <!-- CR 1/2 SIEGE CMB = +2 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!--CR 1/2 SIEGE DAMAGE = 1d2-1 -->
   <!-- CR 1/2 SIEGE DAMAGE = 1d6-4 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-2-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->




Line 252: Line 397:
| Wis = 10
| Wis = 10
| Cha = 8
| Cha = 8
| NudgeCMB =
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
| NudgeCMD =
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->




Line 268: Line 405:
| Feat3 =  
| Feat3 =  
| Feat4 =  
| Feat4 =  
   <!--Just the feat name; will be autolinked, and ShortDesc added-->
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->




<!--  SKILLS  -->
<!--  SKILLS  -->


| Skill1 = Might
| Skill1 =  
| Skill2 =
| Skill2 =
| Skill3 =
| Skill3 =
| Skill4 =
| Skill4 =


| NudgeSkill1 = 8
| NudgeSkill1 =  
| NudgeSkill2 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill4 =
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
  <!-- CR 1/2 SKILLS = +3 -->
   <!-- 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") -->




Line 288: Line 432:


| Languages =  
| Languages =  
   <!--Comma-separated list-->
   <!-- Comma-separated list -->




<!--  SPECIAL ABILITIES VARIABLES:
<!--  SPECIAL ABILITIES   -->
 
Put these variables directly in the description text of the special ability to insert numbers appropriate to the monster's CR.
 
{{#var:Special#ToHit}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for attacks against normal AC.
 
{{#var:Special#TouchAttack}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for a touch attack.
 
{{#var:Special#SaveDC}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts a save DC for a special attack. Output will be just the number for the save.


{{#var:Special#StandardDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a standard or AOE special attack.


{{#var:Special#SwiftDmg}}
<!--  ROLE-BASED SPECIAL ABILITIES -->
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a swift action attack or attack with status conditions.
 
{{#var:Special#AlphaDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for an alpha strikes; reserved primarily for threats, villains and dragons.
 
-->
 
 
<!--  SPECIAL ABILITIES   -->


| HideRoleReminder1 =  
| HideRoleReminder1 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder2 =  
| HideRoleReminder2 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder3 =  
| HideRoleReminder3 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder4 =  
| HideRoleReminder4 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 337: Line 459:


| Ability-1-Type = Su
| Ability-1-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Once per encounter as a standard action, the fire beetle can spray fire in a 15-foot cone (auto-hit). This deals {{#var:Special1StandardDmg}} fire damage, with a Reflex save DC {{#var:Special1SaveDC}} for half damage.
| Ability-1-Description = Once per encounter as a standard action, the fire beetle can spray fire in a 15-foot cone (3x3 square) adjacent to its space. All creatures caught wholly or patially in this space suffers {{#var:Special1StandardDmg}} fire damage, with a Reflex save DC {{#var:Special1SaveDC}} for half damage.
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!-- 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 1/2 = +3
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special1SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special1StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special1-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special1-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special1-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility1ToHit =  
| NudgeAbility1ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1TouchAttack =  
| NudgeAbility1TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1SaveDC =  
| NudgeAbility1SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility1StandardDamage =  
| NudgeAbility1StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1SwiftDamage =  
| NudgeAbility1SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1AlphaDamage =  
| NudgeAbility1AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- 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. -->




Line 376: Line 523:


| Ability-2-Description =  
| Ability-2-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--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 1/2 = +3
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special2SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special2StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special2-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special2-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special2-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility2ToHit =  
| NudgeAbility2ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2TouchAttack =  
| NudgeAbility2TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2SaveDC =  
| NudgeAbility2SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility2StandardDamage =  
| NudgeAbility2StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2SwiftDamage =  
| NudgeAbility2SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2AlphaDamage =  
| NudgeAbility2AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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. -->




Line 409: Line 581:


| Ability-3-Description =  
| Ability-3-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--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 1/2 = +3
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special3SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special3StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special3-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special3-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special3-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility3ToHit =  
| NudgeAbility3ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3TouchAttack =  
| NudgeAbility3TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3SaveDC =  
| NudgeAbility3SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility3StandardDamage =  
| NudgeAbility3StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3SwiftDamage =  
| NudgeAbility3SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3AlphaDamage =  
| NudgeAbility3AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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. -->




Line 442: Line 639:


| Ability-4-Description =  
| Ability-4-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--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 1/2 = +3
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special4SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special4StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special4-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special4-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special4-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility4ToHit =  
| NudgeAbility4ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4TouchAttack =  
| NudgeAbility4TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4SaveDC =  
| NudgeAbility4SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility4StandardDamage =  
| NudgeAbility4StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4SwiftDamage =  
| NudgeAbility4SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4AlphaDamage =  
| NudgeAbility4AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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. -->




Line 475: Line 697:


| Ability-5-Description =  
| Ability-5-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--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 1/2 = +3
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special5SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special5StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special5-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special5-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special5-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility5ToHit =  
| NudgeAbility5ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5TouchAttack =  
| NudgeAbility5TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5SaveDC =  
| NudgeAbility5SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility5StandardDamage =  
| NudgeAbility5StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5SwiftDamage =  
| NudgeAbility5SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5AlphaDamage =  
| NudgeAbility5AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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. -->




Line 508: Line 755:


| Ability-6-Description =  
| Ability-6-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--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 1/2 = +3
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special6SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special6StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special6-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special6-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special6-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility6ToHit =  
| NudgeAbility6ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6TouchAttack =  
| NudgeAbility6TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6SaveDC =  
| NudgeAbility6SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility6StandardDamage =  
| NudgeAbility6StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6SwiftDamage =  
| NudgeAbility6SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6AlphaDamage =  
| NudgeAbility6AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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. -->




Line 541: Line 813:


| Ability-7-Description =  
| Ability-7-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--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 1/2 = +3
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special7SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special7StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special7-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special7-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special7-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility7ToHit =  
| NudgeAbility7ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7TouchAttack =  
| NudgeAbility7TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7SaveDC =  
| NudgeAbility7SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility7StandardDamage =  
| NudgeAbility7StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7SwiftDamage =  
| NudgeAbility7SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7AlphaDamage =  
| NudgeAbility7AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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. -->




Line 574: Line 871:


| Ability-8-Description =  
| Ability-8-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--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 1/2 = +3
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special8SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special8StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special8-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special8-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special8-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility8ToHit =  
| NudgeAbility8ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8TouchAttack =  
| NudgeAbility8TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8SaveDC =  
| NudgeAbility8SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility8StandardDamage =  
| NudgeAbility8StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8SwiftDamage =  
| NudgeAbility8SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8AlphaDamage =  
| NudgeAbility8AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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. -->




Line 607: Line 929:


| Ability-9-Description =  
| Ability-9-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
   <!--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 1/2 = +3
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1/2 = -1
        {{#var:Special9SaveDC}}      Save DC      @ CR 1/2 = 10
        {{#var:Special9StandardDmg}} Std Damage  @ CR 1/2 = 1d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 1/2 = 1d3
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 1/2 = 1d6
        {{#var:Special9-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
        {{#var:Special9-HitPoints}}  Hit Points  @ CR 1/2 = 7
        {{#var:Special9-HitDice}}    Hit Dice    @ CR 1/2 = 1
        {{#var:Easy-Skill-DC}}                    @ CR 1/2 = 3
        {{#var:Average-Skill-DC}}                @ CR 1/2 = 12
        {{#var:Challenging-Skill-DC}}            @ CR 1/2 = 13
        {{#var:Hard-Skill-DC}}                    @ CR 1/2 = 16
        {{#var:Impossible-Skill-DC}}              @ CR 1/2 = 22
    -->


| NudgeAbility9ToHit =  
| NudgeAbility9ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9TouchAttack =  
| NudgeAbility9TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9SaveDC =  
| NudgeAbility9SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility9StandardDamage =  
| NudgeAbility9StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9SwiftDamage =  
| NudgeAbility9SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9AlphaDamage =  
| NudgeAbility9AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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. -->




Line 633: Line 980:
| CombatTactics = Fire beetles are the very definition of stupid. They will run up to you and try to eat you, though they prefer their food cooked (mmm, caramelized), so they will always use Fire Spray early in a fight.
| CombatTactics = Fire beetles are the very definition of stupid. They will run up to you and try to eat you, though they prefer their food cooked (mmm, caramelized), so they will always use Fire Spray early in a fight.


: Note that Fire Beetles are immune to their own Fire Spray attacks, so they will use them with wild abandon. Which is lucky, since they're vastly stupid.
: Note that Fire Beetles are effectively immune to their own Fire Spray attacks, so they will use them with wild abandon. Which is lucky, since they're vastly stupid.




Line 639: Line 986:
<!--  OUT OF COMBAT  -->
<!--  OUT OF COMBAT  -->


| OutOfCombat = Out of combat, fire beetles can use Fire Spray once per minute.
| OutOfCombat = Out of combat, fire beetles can use Fire Spray once per minute. They prefer to build nests in char and ash, and can be found in burned-out stumps in the wild, as well as in old burns that are regrowing.  They can be found in old ruins, usually in or near the remains of some old conflagration.  Fire beetles are mildly attracted to open flames, and have been known to fly toward and bask in fires.  It is not uncommon for adventurers in the wilderness to wake up to find their campfire nearly smothered under basking fire beetles...which promptly starle and attack.
 
There's a reason why they are widely reviled and hunted.
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes =
 
| XPNotes =




}}
}}

Revision as of 01:12, 18 February 2017

Fire Beetle (Summoned) (CR 0.5)

Neutral - Small - Vermin
Lore: Know (Nature)
1 16
Basic DC Full DC
Initiative
Initiative Icon 2.png
-12
Perception:
-2 +-12
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0
Monster Health
0 0 1
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +0
Refl: +0
Will: +0

Strong Against:

  • ER10/Fire
  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
+-12
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Pincers +0 (0/x2)
    as undefined damage type

Full Attack (Melee):

  • 1x Pincers +0 (0/x2)
    as undefined damage type
  • 2x Scratching Claws +0 (0/x2)
    as undefined damage type

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

14
STR
12
DEX
12
CON
INT
10
WIS
8
CHA

Skills:

Languages:

Feats:

Special Abilities

Fire Spray (Su)

Once per encounter as a standard action, the fire beetle can spray fire in a 15-foot cone (3x3 square) adjacent to its space. All creatures caught wholly or patially in this space suffers fire damage, with a Reflex save DC for half damage.

Fire Beetle (Summoned)

Fire Beetle (Summoned)

Fire beetles are deadly threats. If one of them manages to get into your house, they cause fires. As a result, most places have bounties on them. Exterminating them is generally considered a high priority in civilized areas. They are given far more attention than their low CR might otherwise indicate.

Combat Tactics

Fire beetles are the very definition of stupid. They will run up to you and try to eat you, though they prefer their food cooked (mmm, caramelized), so they will always use Fire Spray early in a fight.

Note that Fire Beetles are effectively immune to their own Fire Spray attacks, so they will use them with wild abandon. Which is lucky, since they're vastly stupid.

Out of Combat

Out of combat, fire beetles can use Fire Spray once per minute. They prefer to build nests in char and ash, and can be found in burned-out stumps in the wild, as well as in old burns that are regrowing. They can be found in old ruins, usually in or near the remains of some old conflagration. Fire beetles are mildly attracted to open flames, and have been known to fly toward and bask in fires. It is not uncommon for adventurers in the wilderness to wake up to find their campfire nearly smothered under basking fire beetles...which promptly starle and attack.

There's a reason why they are widely reviled and hunted.

Rewards

XP: 0

Treasure: Sellable Goods worth 0 gp.

Weight: 5 lbs.     Volume: 0.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)