Template:Monster Role
Heavy
Hit Points: 2
XP: 2
Treasure: 2
Action Points: 1
Damage Multiplier: Double
Initiative Mod: 0
Condition Immunity:
- (Heavy Role) Immunity (partial 3): Heavies are immune to the first three conditions applied to them during an encounter. If a fourth condition is applied to a heavy, 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.
Reminder 1:
Reversal of Fortune (Ex; Heavy Reminder 1)
- When a Heavy is reduced to zero hit points, it is not killed. Instead, it gains immunity to all damage until the beginning of its next turn, any conditions it is currently suffering under are immediately cleared, all accumulated efforts to pierce their condition immunity are removed, and its hit points are set to half its normal maximum. Its ability to take actions is not hampered in any way during this period of immunity. At the beginning of its next turn, it can Slide up to 8 squares (40 feet) as a free action, after which its immunity to damage expires. It must perform this Slide before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to Slide first.
- The Heavy is killed for good the second time its hit points reach zero.
Reminder 2:
Reminder 3:
Reminder 4:
Killer
Hit Points: 2
XP: 2
Treasure: 2
Action Points: 2
Damage Multiplier: Triple
Initiative Mod: 0.33
Condition Immunity:
Reminder 1:
Swift as Death (Ex; Killer Reminder 1)
- Killers move 30 feet faster with each of their movement types.
Reminder 2:
Reminder 3:
Reminder 4:
Henchman
Hit Points: 1
XP: 1
Treasure: 1
Action Points: 1
Damage Multiplier: Single
Initiative Mod: 0
Condition Immunity:
Reminder 1:
Reminder 2:
Reminder 3:
Reminder 4:
Leader
Hit Points: 2
XP: 2
Treasure: 2
Action Points: 2
Damage Multiplier: Single
Initiative Mod: 0.33
Condition Immunity:
- (Leader Role) Immunity (partial 1): Leaders are immune to the first condition applied to them during an encounter. If a second condition is applied to a leader, 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.
Reminder 1:
Shouted Command (Ex; Leader Reminder 1)
- Once per round as a free action, a Leader may grant any one ally within the sound of their voice (30 feet) a free standard action to be used immediately. This ability can normally only be used once per round, but the leader may spend an action point to activate it a second time if they wish.
Reminder 2:
Inspirational Leadership (Ex; Leader Reminder 2)
- Leaders give all allies a +3 morale bonus to all of their attack, damage, skill rolls, combat maneuver checks, combat maneuver damage, and any Save DC's their allies have for special abilities that allow a saving throw. This buff ends immediately when the leader is killed. This buff does not affect the leader, though if another leader is present, the leader gains this buff from the other leader. Morale bonuses do not stack; instead only the highest available bonus may be used. Note that minions treat this as a buff, gaining their own benefit instead of the listed benefit.
Reminder 3:
Keep Your Friends Close (Ex; Leader Reminder 3)
- Once per round as an immediate action, the leader may apply all of the damage of a single attack just made against them to a single ally within 30 feet of their space, instead. The leader takes no damage from the attack, and any secondary effects of the attack (such as status conditions) are resolved against the allied creature instead. This ability may never be used more than once per round. If the leader has no allies within 30 feet, they cannot use this ability.
Reminder 4:
Legend
Hit Points: 4
XP: 5
Treasure: 5
Action Points: 1 at the start of each of their turns (to a maximum of 10 per encounter)
Damage Multiplier: Triple
Initiative Mod: 0.25
Condition Immunity:
- (Legend Role) Immunity (partial 7): Legends are immune to the first seven conditions applied to them during an encounter. If an eighth condition is applied to a legend, 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.
Reminder 1:
Invigorating Bloodthirst (Ex; Legend Reminder 1)
- At the start of any encounter, even during an encounter with a surprise round, Tanks gain a number of temporary hit points equal to their Bloodied Hit Points value (16 hit points). This ability can never be used more than once per encounter.
Reminder 2:
Lash Out (Ex; Legend Reminder 2)
- During each of their turns, Legends gain one bonus Attack Action at their full attack value, but this bonus attack can only be made against a creature they have not already performed an attack or maneuver against since the start of their current turn, and by using this attack, the Legend can no longer target this creature with any of their other attacks or maneuvers until the end of their current turn. If no valid target is within their melee reach, the Legend can use a ranged attack to perform this bonus attack instead. If the Legend performs a double move during their turn, they gain two bonus attack actions, but each of these attacks must be against creatures they have not yet, and will not this turn, target with any other attacks or maneuvers.
Reminder 3:
Juggernaut's Path (Ex; Legend Reminder 3)
- Legends can force-move any non-Legend creature out of the path of their movement as a free action during their movement. This does not provoke attacks of opportunity. There is no strict limit to how far a creature can be pushed with this ability, but it is always the least number of squares required to move the creature out of the Legend's path (in the event that there are multiple paths of the same number of squares, the Legend chooses which path the pushed creature takes). This ability cannot be reduced by forced movement resistance in any way. The legend can decide the final space of the creature pushed, but that space must be unblocked and unoccupied (though it can be hazardous). As all forced movement, creatures can elect to fall prone to end it.
Reminder 4:
Alpha Assault (Ex; Legend Reminder 4)
- Legends can spend up to two action points in the same round.
Minion
Hit Points: 0+1
XP: 0.25
Treasure: 0.25
Action Points: 0
Damage Multiplier: Single
Initiative Mod: 0
Condition Immunity:
Reminder 1:
Buffs and Heals (Ex; Minion Reminder 1)
- Minions never gain temp hit points or healing, although both count as a buff. If a minion receives any buff, at all, it gains a +2 untyped bonus to their Armor Class and a +2 untyped bonus on all saving throws. This is instead of the normal effects of the buff. Buffs on minions never stack. The duration of any buff is equal to the normal duration of the buff. Any buff on a Minion is treated as a Condition, and can be overwritten by any other condition in the rare case where applying that condition doesn't kill the minion.
Reminder 2:
Packed Like Sardines (Ex; Minion Reminder 2)
- Minions are able to squeeze into a space normally only accessible by someone of 1 size category smaller than themselves with no penalties. This means that up to two size medium minions may occupy the same 5-foot square without penalty.
Reminder 3:
One Hit Point (Ex; Minion Reminder 3)
- Minions only have 1 hit point, but it is special. Killing a minion requires either the attacker to succeed on a to-hit roll, or the minion to fail on a saving throw roll. Even then, if the minion is able to successfully mitigate all of the damage with its defenses (such as DR or ER), they live anyway. Minions NEVER take damage from misses or from a successful saving throw against a spell or effect, even of that spell or effect would normally deal partial damage on a successful save.
- Always-hit spells (which have no to-hit roll, and no save, such as Magic Missile or the Fog spells) are counted as spells which allow a save. If the save is failed, the minion dies. If the save is successful, the minion lives. Unless the spell or effect specifies otherwise, the saving throw is resolved against the minion's strongest save.
- Note that making a caster level check to overcome a Minion's SR (if any) is NOT counted as a successful roll against a minion and can never kill it.
Reminder 4:
Shooter
Hit Points: 2
XP: 2
Treasure: 2
Action Points: 1
Damage Multiplier: Double
Initiative Mod: 0.5
Condition Immunity:
Reminder 1:
Deadshot (Ex; Shooter Reminder 1)
- Shooters may use any of their listed special attacks as though they have a range increment of 30 feet, with a maximum range of 150 feet. If an ability already has a listed range which is greater than this, use that range instead.
Reminder 2:
Unblinking Accuracy (Ex; Shooter Reminder 2)
- Shooters never suffer penalties on their attack rolls due to range, though they are still limited by the maximum range of their attack.
Reminder 3:
Precise Shot (Ex; Shooter Reminder 3)
- Shooters never take penalties for firing into melee.
Reminder 4:
Sneak
Hit Points: 1
XP: 2
Treasure: 2
Action Points: 1
Damage Multiplier: Single
Initiative Mod: 0.5
Condition Immunity:
Reminder 1:
Unseen Assassin (Ex; Sneak Reminder 1)
- Sneaks always have the Stealth skill, with a nudge value of +8 added to the normal skill value for their CR.
Reminder 2:
Flash Bomb! (Ex; Sneak Reminder 2)
- Once per encounter, a Sneak may initiate stealth even if they are being observed. This is an immediate action if used outside their turn, or a swift action if used during their turn.
Reminder 3:
Backstab (Ex; Sneak Reminder 3)
- Sneaks gain +2 to hit and a +1d6 bonus to their damage when they make an attack against a target that is unaware of them, or a target they are flanking. The bonus to-hit is in addition to any bonus they may receive for flanking, or any AC penalty the target may be suffering for being flat-footed, etc.
Reminder 4:
Tank
Hit Points: 2
XP: 2
Treasure: 2
Action Points: 1
Damage Multiplier: Single
Initiative Mod: 0
Condition Immunity:
- (Tank Role) Immunity (no effect): Tanks are immune to all effects which are not damage, except those they choose to allow to affect them. Attacks which deal damage and include a secondary effect (such as forced movement or a debuff) can only inflict the damage. (Abilities which specifically state they bypass the condition immunity of roles, such as a Prowler's Encroaching Jolt, also bypass this immunity.)
Reminder 1:
Invigorating Bloodthirst (Ex; Tank Reminder 1)
- At the start of any encounter, even during an encounter with a surprise round, Tanks gain a number of temporary hit points equal to their Bloodied Hit Points value (16 hit points). This ability can never be used more than once per encounter.
Reminder 2:
Dangerous to Ignore (Ex; Tank Reminder 2)
- Once per round, when a creature within 15 feet of the Tank performs an attack against anyone who isn't the Tank, or fails to include the Tank in the attack, the Tank may, as an Immediate Action, Slide up to two squares (10 feet) and perform a bonus attack against that creature. This bonus attack is resolved before the target creature resolves their own attack. If the creature is still alive after the Tank finishes, the target can resolve their attack as normal.
Reminder 3:
Reversal of Fortune (Ex; Tank Reminder 3)
- The first time in an encounter that a Tank is reduced to zero hit points, it is not killed. Instead, it gains immunity to all damage until the beginning of its next turn and its hit points are set to half its normal maximum (16 hit points). Its ability to take actions is not hampered in any way during this period of immunity. At the beginning of its next turn, the immunity expires. The Tank is killed for good the second time its hit points reach zero.
Reminder 4:
Agitation (Ex; Tank Reminder 4)
- Up to once per round as a free action, the Tank can target a creature within 40 feet to which they have both line of sight and line of effect, and Pull that creature up to 5 squares closer to the Tank. Each square of this forced movement must bring the creature closer to the tank (movement into square that are the same distance as the current space or further away from the current space is not permitted). Since this is forced movement, it does not provoke attacks of opportunity, and the target creature may fall voluntarily prone in order to halt the movement at any point, if they wish.
- In addition, if the target is an enemy creature, it gains the Vexed condition until the start of the Tank's next turn. If the target creature is an ally of the Tank, using Agitation on them removes any status condition they are currently affected by, and doing so does not cause a synergy to trigger.
Threat
Hit Points: 3
XP: 4
Treasure: 4
Action Points: 3
Damage Multiplier: Triple
Initiative Mod: 0
Condition Immunity:
- (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.
Reminder 1:
Reversal of Fortune (Ex; Threat Reminder 1)
- The first time in an encounter that a Threat is reduced to zero hit points, it is not killed. Instead, it gains immunity to all damage until the beginning of its next turn, any conditions it is currently suffering under are immediately cleared, all accumulated efforts to pierce their condition immunity are removed, and its hit points are set to half its normal maximum. Its ability to take actions is not hampered in any way during this period of immunity. At the beginning of its next turn, the immunity expires. The Threat is killed for good the second time its hit points reach zero.
Reminder 2:
Reminder 3:
Reminder 4:
Villain
Hit Points: 4
XP: 4
Treasure: 4
Action Points: 1 every round (to a maximum of 5 per encounter)
Damage Multiplier: Triple
Initiative Mod: 0
Condition Immunity:
- (Villain Role) Immunity (partial 7): Villains are immune to the first seven conditions applied to them during an encounter. If an eighth condition is applied to a villain, 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.
Reminder 1:
Surrounded By Idiots (Ex; Villain Reminder 1)
- Villains may summon four minions per round, every round as a free action. They may not use this action if they have eight or more minions in play already.
Reminder 2:
Deadshot (Ex; Villain Reminder 2)
- Villains may use any of their listed special attacks as though they have a range increment of 30 feet, with a maximum range of 150 feet. If an ability already has a listed range which is greater than this, use that range instead.
Reminder 3:
Desperate Efficiency (Ex; Villain Reminder 3)
- The first time a Villain is reduced to zero hit points, it is not killed. Instead, it gains immunity to all damage until the beginning of its next turn, any conditions it is currently suffering under are immediately cleared, all accumulated efforts to pierce their condition immunity are removed, and its hit points are set to half its normal maximum. Furthermore, it immediately summons 4 minions, regardless of how many minions are currently present. Its ability to take actions is not hampered in any way during this period of immunity. At the beginning of its next turn, the immunity expires.
Reminder 4:
Die Another Day (Ex; Villain Reminder 4)
- Villains often live to fight another day. In most encounters, a villain shouldn't even be present. However, in those encounters that include villains, GM's should strive to set up the fight in a way that the PC's can achieve victory without actually needing kill the villain. This can include saving imperiled civilians from some dastardly trap, stopping a horrible ritual, or retrieving the McGuffin before the villain can, etc. GM's are cautioned that having a villain escape 'just because' is often very frustrating for players. However, if they escape because the players were busy doing something else, that's usually seen as reasonable.