Intruding Creature
Intruding Creature Pattern (+1 CR)
- Subtype: add Intruding to subtypes
Intruding Creature is a pattern designed to put a monster far outside its normal habitat. The most common use of this pattern is to have sea monsters appear on the land. Magical land sharks that dash around on the tips of their flippers, glacier-dwelling crocodiles who attack out of snowbanks, seahorses that fly, aboleths who move around in giant bubbles of magically-animated water, a pod of flying whales...all these sorts of things are enabled by this pattern, and are the most common way of using it.
But this pattern can be used more widely than that, if the GM likes. Lava boars that live in volcanoes, dire bats that fly gracefully through the Ether, giant mole-rocs that hunt purple worms in the stony depths, assassin trees that are really assassin kelp, dark-xorn that teleport through shadows as well as they glide through stone, the possibilities of this pattern are immense indeed. Note that the more fanciful uses of this Pattern may require support from another pattern to make the CR work out, depending upon how imaginative the GM's idea is. As with all use of Patterns, approach the more fanciful ideas with caution!
This creature looks like it doesn't belong in this locale... you're not sure why, but it seems like its managing just fine.
General
- Ambush Chance: +2 (worse at ambushes)
- Senses:
- Movement Types:
Defense
- AC: +1 CRs greater than base creature.
- Hit Points: +1 CRs greater than base creature.
- Fort: +1 CRs greater than base creature.
- Refl: +1 CRs greater than base creature.
- Will: +1 CRs greater than base creature.
- Special Defenses:
- Strong Against:
- Weak Against:
Offense
- Space / Reach: - / -
- To-Hits: +1 CRs greater than base creature.
- Damage: +1 CRs greater than base creature.
- Save DC's: +1 CRs greater than base creature.
Statistics
- Str: Dex: Con: Int: Wis: Cha:
- Feats:
- Skills:
- creature adds +1 CRs to all of its existing skills.
- Languages: