Template:Monster Role

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Heavy

Hit Points: 2

XP: 2

Treasure: 2

Action Points: 1

Damage Multiplier: Double

Initiative Mod: 0

Condition Immunity:

  • Immunity: Heavies are immune to the first instance of all conditions applied during an encounter.

Rebirth:

  • Note: Heavies are able to fight past death. When they are made dead, instead they receive half their hit points, all conditions are cleared, any expended powers are returned, and they fight on. See Heavy Role for details.

Killer

Hit Points: 2

XP: 2

Treasure: 2

Action Points: 0

Damage Multiplier: Triple

Initiative Mod: 0.33

Condition Immunity:

Rebirth:

Leader

Hit Points: 2

XP: 2

Treasure: 2

Action Points: 0

Damage Multiplier: Single

Initiative Mod: 0

Condition Immunity:

Rebirth:

Minion

Hit Points: 0+1

XP: 0.25

Treasure: 0.25

Action Points: 0

Damage Multiplier: Single

Initiative Mod: 0

Condition Immunity:

Rebirth:

Shooter

Hit Points: 2

XP: 2

Treasure: 2

Action Points: 0

Damage Multiplier: Double

Initiative Mod: 0.5

Condition Immunity:

Rebirth:

Sneak

Hit Points: 1

XP: 2

Treasure: 2

Action Points: 0

Damage Multiplier: Single

Initiative Mod: 0.5

Condition Immunity:

Rebirth:

Tank

Hit Points: 2

XP: 2

Treasure: 2

Action Points: 0

Damage Multiplier: Single

Initiative Mod: 0

Condition Immunity:

  • Immunity: Tanks are immune to all conditions applied during an encounter.

Rebirth:

  • Note: Tanks are able to fight past death. When they are made dead, instead they receive half their hit points, all conditions are cleared, any expended powers are returned, and they fight on. See Tank Role for details.

Threat

Hit Points: 3

XP: 4

Treasure: 4

Action Points: 2

Damage Multiplier: Triple

Initiative Mod: 0

Condition Immunity:

  • Immunity: Threats are immune to the first 5 instances of all conditions applied during an encounter.

Rebirth:

  • Note: Threats are able to fight past death. When they are made dead, instead they receive half their hit points, all conditions are cleared, any expended powers are returned, and they fight on. See Threat Role for details.

Villain

Hit Points: 4

XP: 4

Treasure: 4

Action Points: 2

Damage Multiplier: Triple

Initiative Mod: 0

Condition Immunity:

  • Immunity: Villains are immune to the first 8 instances of each condition, even outside of an encounter.

Rebirth:

  • Note: Villains are not killed when they reach zero hitpoints. Instead, they summon four minions, have their hit points set to half their maximum, remove all conditions, and fight on.
  • Note: Villains live to fight another day. The second time they are reduced to zero hit points or below they mysteriously vanish in a puff of plot, to appear again later, evilly twirling their mustache. See Villain Role for details.