Jarring Creature

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Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Jarring Creature Pattern (+2 CR)

Subtype: add Jarring to subtypes


Jarring Creature is a pattern that can be added to any creature to indicate monsters that don't fit well with reality. Perhaps they are solid iron animated statues, eerily granted sentience. Perhaps they are natives of the Plane of Stone, and look oddly normal but weigh huge amounts. Maybe they are phase-lost Fey, and their every movement causes reality to crack and shudder as they have to force their way through the "empty" space of the Prime Material.

Maybe they wear enormous suits of armor, or have runic stones implanted ritually all over their skulls, weighting them down. Perhaps they labor under some terrible curse or evil blessing. Maybe they're just born this way, and have to deal with a world that simply isn't suited to their brand of existence.

Regardless of their origin, Jarring creatures certainly make an impression, trodding without care through bad terrain, the ground quaking at their steps, barriers splintering at their hard-handed grasp. Jarring creatures are an unusual and interesting challenge for adventurers, so see if your table rises to the challenge!

This creature shakes the earth with every booming movement it makes. How much must they weigh?

General

Init: -2 CRs less than base creature.
Ambush Chance: +2 (worse at ambushes)
Senses:
Perception: +2 CRs greater than base creature.
Movement Types:
  • Increase all move speeds by 10 ft.

Defense

AC: +2 CRs greater than base creature.
Maneuver Defense: +1 CRs greater than base creature.
Hit Points: +2 CRs greater than base creature.
Fort: +2 CRs greater than base creature.
Will: +2 CRs greater than base creature.
Special Defenses:
  • (Jarring Creature) The World Is Delicate: A Jarring creature rattles the world itself with their crashing footsteps. They can sneak around as well as any other monsters when they want to, but if they are moving full force, as during a combat, the eerie massiveness they possess makes the world seem positively fragile around them. This manifests in many ways, small and large.
  • Jarring creatures weigh four times as much as a normal creature, and can carry twice as much weight before being encumbered.
  • Jarring creatures are Immune to the effects of Difficult terrain and Impeded terrain.
  • Jarring creatures are Immune to forced movement from any source except a creature with the Legend Role.
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +2 CRs greater than base creature.
Damage: +2 CRs greater than base creature.
Maneuver Offense: +3 CRs greater than base creature.
Save DC's: +2 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int:     Wis:     Cha:
Feats:
Skills:
Languages:

Special Abilities

Hammering Steps (Ex; Jarring Creature Pattern)

Jarring creatures, once per round per enemy creature, may roll a free action Trip Combat Maneuver against any creature they move adjacent to (even if simply going past them) that shares a solid surface with the Jarring creature. This free Trip occurs when they move into any adjacent square, and thus always occurs before any attacks of opportunity, unless the creature possesses an ability that allows an attack of opportunity upon entering a square. They may use this ability against Quelled or Prone targets to raise their condition to a maximum of Splayed.

SMASH (Ex; Jarring Creature Pattern)

On declaration of any melee or ranged attack (but not abilities), a Jarring creature may choose to change their damage from their normal hit-point damage to Siege damage. This does no harm to creatures, but allows them to smash down doors and walls with alarming ease, using a simple Maneuver Offense roll of a d20 + 3 for each attack. SMASH causes Siege Damage to objects and structures, inflicting 1 points of Siege Damage per strike (in melee or at range).