Verbose Blueprint

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{{Template:Monster
<!-- Version 3.02 -->

| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>

| Min-CR = 
| Max-CR = 
   <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine. 
        Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->

| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName | 
   }}</onlyinclude>

| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | 
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
   }}</onlyinclude>

| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption | 
   <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
   }}</onlyinclude>

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

   <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role = 
| Restrict-Role-Heavy = 
| Restrict-Role-Killer = 
| Restrict-Role-Leader = 
| Restrict-Role-Legend = 
| Restrict-Role-Minion = 
| Restrict-Role-Shooter = 
| Restrict-Role-Skirmisher = 
| Restrict-Role-Sneak = 
| Restrict-Role-Swarm = 
| Restrict-Role-Tank = 
| Restrict-Role-Threat = 
| Restrict-Role-Villain = 
   <!-- Values: Y or leave blank -->

| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes | 
   <!-- Use to associate one role to another, inserting link to associated monster, or leave blank
        Example: "[[Common Red Dragon]]"                                                            -->
   }}</onlyinclude>

| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 | 
   <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
   }}</onlyinclude>

| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 | 
   <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
   }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | 
   }}</onlyinclude>

| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | 
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
   }}</onlyinclude>

| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | 
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
   }}</onlyinclude>

| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | 
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>

| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | 
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
        If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
        If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
        Only one entry in this field. If multiple options exist, choose the most important/appropriate one.
        Add any secondary subtypes into the notes field below.
        Otherwise leave blank.  -->
   }}</onlyinclude>

| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 | 
   }}</onlyinclude>

| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
| Subtype3 | 
   }}</onlyinclude>

| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 | 
   }}</onlyinclude>

| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 | 
   }}</onlyinclude>


| NudgeBasicLoreValue = 
   <!-- 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 -->

| NudgeFullLoreValue = 
   <!-- 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 -->

| Lore-Notes = 
   <!-- Notes related to the monster's lore check can be put here
        Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->


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

| Nudge-Ambush-Chance = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4
        NOTE: minuses improve the chance for ambushes, and pluses make ambushes LESS likely.
        Default value is 10+ on a d20 -->

| Ambush-Chance-Notes = 
   <!-- Put any comments about ambush preferences here, or leave blank -->

   <!-- SENSES -->
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
| Sense-Is-Blind-to-Vision = 
| Sense-Is-Blind-to-Sound = 
| Sense-Is-Blind-to-Smell = 
| Sense-Has-Low-Light-Vision = 

   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only), 
        or leave blank if the monster doesn't possess the sense in question.             -->
| Sense-Darkvision-Range = 
| Sense-Heartsight-Range = 
| Sense-Keen-Hearing-Range = 
| Sense-Precise-Hearing-Range = 
| Sense-Echolocation-Range = 
| Sense-Scent-Range = 
| Sense-Keen-Scent-Range = 
| Sense-Perfect-Scent-Range = 
| Sense-Airsense-Range = 
| Sense-Blindsense-Range = 
| Sense-Cloudsense-Range = 
| Sense-Lifesense-Range = 
| Sense-Mindsense-Range = 
| Sense-Tremorsense-Range = 
| Sense-Watersense-Range = 

  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text = 

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

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

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


<!--   SAVING THROWS   -->

| Fort = S
| Refl = 
| Will = 
   <!-- Values: S (for Strong save), leave blank for Weak save
         * Most monsters have 1 strong save and 2 weak saves
         * Heavies, Tanks, Threats and Villains have 2 strong saves
         * Dragons have 3 strong saves                               -->

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

| SpecialDefenses = 
   <!-- Put any DR or ER values here -->

| StrongAgainst = 
   <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (½ damage):'''''
           '''''Immune (no effect):'''''                                                                   -->

| Hide-Role-Strong-Against-1 = 
   <!-- 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: 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: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->

| WeakAgainst = 
   <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
           '''''Vulnerable (1.5x damage):'''''
           '''''Defenseless (2x damage):'''''                                                              -->

| Hide-Type-Weak-Against-1 = 
| Hide-Subtype-Weak-Against-1 = 
   <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->

   <!-- MOVE TYPES -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below; 
        if they don't have that movement type, leave it blank                     -->
| Move-Type-Walk-Speed = 
| Move-Type-Burrowing-Speed = 
| Move-Type-Tunneling-Speed = 
| Move-Type-Earth-Glide-Speed = 
| Move-Type-Lesser-Climb-Speed = 
| Move-Type-Greater-Climb-Speed = 
| Move-Type-Brachiating-Speed = 
| Move-Type-Vaulting-Speed = 
| Move-Type-Hover-Speed = 
| Move-Type-Lesser-Flight-Speed = 
| Move-Type-Greater-Flight-Speed = 
| Move-Type-Lesser-Swim-Speed = 
| Move-Type-Greater-Swim-Speed = 
| Move-Type-Jet-Speed = 
| Move-Type-Lesser-Teleport-Speed = 
| Move-Type-Greater-Teleport-Speed = 

  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text = 




| NudgeSpace = 
   <!-- 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 role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->

| NudgeReach = 
   <!-- 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 role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->



<!--  GENERAL ATTACK INFORMATION  -->

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



<!--  PRIMARY ATTACK INFORMATION  -->

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

| Pri-Atk-Dmg-Type = 
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->

| PriAtkNotes = 
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->

| 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     -->

| Override-Pri-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Pri-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Pri-Atk-Is-Touch = 
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->

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

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

| NudgePriDamage = 
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->

| NudgeFullAtk-PriDamage = 
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->

| Nudge-Pri-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                             -->



<!--  SECONDARY ATTACK INFORMATION  -->

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

| Sec-Atk-Dmg-Type = 
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->

| SecAtkNotes = 
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->

| 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     -->

| Override-Sec-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Sec-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Sec-Atk-Is-Touch = 
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->

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

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

| NudgeSecDamage = 
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->

| NudgeFullAtk-SecDamage = 
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->

| Nudge-Sec-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                             -->



<!--  TERTIARY ATTACK INFORMATION  -->

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

| Ter-Atk-Dmg-Type = 
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->

| TerAtkNotes = 
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->

| 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     -->

| Override-Ter-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Ter-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Ter-Atk-Is-Touch = 
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->

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

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

| NudgeTerDamage = 
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->

| NudgeFullAtk-TerDamage = 
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->

| Nudge-Ter-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                             -->



<!--  QUATERNARY ATTACK INFORMATION  -->

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

| Qua-Atk-Dmg-Type = 
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->

| QuaAtkNotes = 
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->

| 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     -->

| Override-Qua-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Qua-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Qua-Atk-Is-Touch = 
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->

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

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

| NudgeQuaDamage = 
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->

| NudgeFullAtk-QuaDamage = 
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->

| Nudge-Qua-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                             -->



<!--  RANGED ATTACK INFORMATION  -->

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

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

| RangedAtkIncrementDistance = 
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->

| RangedAtkNumberOfIncrements = 
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->

| Ranged-Atk-Dmg-Type = 
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->

| RangedAtkNotes = 
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->

| RangedAtkNotes-FullAtkOnly = 
   <!-- 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            -->

| Override-Ranged-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Ranged-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Ranged-Atk-Is-Touch = 
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->

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

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

| NudgeRangedDamage = 
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->

| NudgeFullAtk-RangedDamage = 
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->

| Nudge-Ranged-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                             -->



<!--  COMBAT MANEUVERS  -->

| Nudge-Maneuver-Offense = 
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->

| Maneuver-Offense-Notes = 
   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->

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

| Maneuver-Defense-Notes = 
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->



<!--  SIEGE DAMAGE INFORMATION  -->

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

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

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

| Override-Siege-Atk-Qty = 
   <!-- 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 = 
   <!-- 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 -->

| Nudge-Siege-Maneuver-Offense = 
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->

| NudgeSiegeDamage = 
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->



<!--   ABILITY SCORES   -->
<!--   Values: Numbers only!  If the monster doesn't have an INT or CON score, just put "0" (without the quotes) -->
| Str = 
| Dex = 
| Con = 
| Int = 
| Wis = 
| Cha = 


<!--   FEATS   -->

| Feat1 = 
| Feat2 = 
| Feat3 = 
| Feat4 = 
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->


<!--   SKILLS   -->

| Skill1 = 
| Skill2 = 
| Skill3 = 
| Skill4 = 
| Skill5 = 

| NudgeSkill1 = 
| NudgeSkill2 = 
| NudgeSkill3 = 
| NudgeSkill4 = 
| NudgeSkill5 = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->

| Skill1Notes = 
| Skill2Notes = 
| Skill3Notes = 
| Skill4Notes = 
| Skill5Notes = 
   <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->


<!--   LANGUAGES   -->

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


<!--   SPECIAL ABILITIES   -->

   <!--   AVAILABLE VARIABLES

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   Each of these variables can be modified with up to four parameters, all optional:

       Parameter 1, unnamed, adds or subtracts from the CR. 
             Example: {{Ranged-Dmg|-2}} subtracts 2 to the CR before returning the value.

       Parameter 2, "n", modifies the base number directly. 
             Example: {{Ranged-Dmg|n=-2}} subtracts 2 from the final value.

       Parameter 3, "op" lets you change the operand affecting variable 2. 
             Values: mult, div, or leave blank (defaults to addition). 
             Example: {{Ranged-Dmg|n=2|op=mult}} doubles the damage.

       Parameter 4, "d", modifies which die size the damage uses. 
             This variable only applies to the damage variables.
             Values: d=4, d=6, d=8, d=10, d=12. Note lack of caps.  
             Example: {{Ranged-Dmg|d=10}} returns damage in form of d10's.        -->


   <!--   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

   Name         the name of the poison or disease or other malady. Example: Spider Venom
   Intensity    choose one: Tainted, Poisoned, Blighted, Infected, Diseased, Plagued. No linking brackets necessary.
   Save-Type    choose one: Fort, Refl, Will
   Save-Mod     Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
   Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
   Effect       list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} points of {{dmg|poison}} damage per interval.
   Fruition     list fruition. Examples: victim becomes [[Wobbly]]; victim dies; victim falls [[Prone]] and is [[Helpless]], etc.
   F-Duration   list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.

-->


<!--   SPECIAL ABILITY 1   -->

| Ability-1-Name = 

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

| Ability-1-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

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

| Ability-1-Description = 

   <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   SPECIAL ABILITY 2   -->

| Ability-2-Name = 

| Ability-2-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-2-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Ability-2-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-2-Description = 

   <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   SPECIAL ABILITY 3   -->

| Ability-3-Name = 

| Ability-3-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-3-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Ability-3-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-3-Description = 

   <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   SPECIAL ABILITY 4   -->

| Ability-4-Name = 

| Ability-4-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-4-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Ability-4-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-4-Description = 

   <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   SPECIAL ABILITY 5   -->

| Ability-5-Name = 

| Ability-5-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-5-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Ability-5-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-5-Description = 

   <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   SPECIAL ABILITY 6   -->

| Ability-6-Name = 

| Ability-6-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-6-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Ability-6-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-6-Description = 

   <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   SPECIAL ABILITY 7   -->

| Ability-7-Name = 

| Ability-7-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-7-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Ability-7-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-7-Description = 

   <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   SPECIAL ABILITY 8   -->

| Ability-8-Name = 

| Ability-8-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-8-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Ability-8-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-8-Description = 

   <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   SPECIAL ABILITY 9   -->

| Ability-9-Name = 

| Ability-9-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

| Ability-9-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Ability-9-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-9-Description = 

   <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   REPLACE RESURRECTION POWER
       HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
         This section lets you write a custom resurrection power for Heavies, Tanks, 
         Threats, and Villains, replacing the rez power that they get by default.
         This ability will only appear if this monster is designated as a Heavy, Tank
         Threat, or Villain role.  All other times, it will be invisible.                    -->

| Role-Only--Replace-Rez-Power--Name = 

| Role-Only--Replace-Rez-Power--Type = 
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->

| Role-Only--Replace-Rez-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

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

| Role-Only--Replace-Rez-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   ADD KILLER ONLY POWER
       KILLER ROLE ONLY
         This section lets you write a custom power that will only display if this
         monster is given the "Killer" role.  Any other time, this ability will be invisible. 
         It does not replace any of the default powers that killers normally get.            -->

| Role-Only--Add-Killer-Power--Name = 

| Role-Only--Add-Killer-Power--Type = 
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->

| Role-Only--Add-Killer-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

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

| Role-Only--Add-Killer-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   REPLACE "SHOUTED COMMAND" POWER
       LEADER ROLE ONLY
         This section lets you write a custom power that will only display if this monster
         is given the "Leader" role. It replaces the default "Shouted Command" power, which
         lets Leaders give an ally a Standard Action once per round as a Free Action.
         Leave this blank if you want the "Shouted Command" power to appear when this monster
         is designated as a "Leader" role.                                                   -->

| Role-Only--Replace-Leader-Power--Name = 

| Role-Only--Replace-Leader-Power--Type = 
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->

| Role-Only--Replace-Leader-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

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

| Role-Only--Replace-Leader-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   REPLACE "LASH OUT" POWER
       LEGEND ROLE ONLY
         This section lets you write a custom power that will only display if this monster
         is given the "Legend" role. It replaces the default "Lash Out" power, which
         grants Legends a bonus attack action each round, but only against a fresh target.
         Leave this blank if you want the "Lash Out" power to appear when this monster
         is designated as a "Legend" role.                                                   -->

| Role-Only--Replace-Legend-Power--Name = 

| Role-Only--Replace-Legend-Power--Type = 
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->

| Role-Only--Replace-Legend-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

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

| Role-Only--Replace-Legend-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   REPLACE "PACKED LIKE SARDINES" POWER
       MINION ROLE ONLY
         This section lets you write a custom power that will only display if this monster
         is given the "Minion" role. It replaces the default "Packed Like Sardines" power, 
         which allows minions to squeeze into the same space with another minion without 
         penalty. Leave this blank if you want the "Packed Like Sardines" power to appear 
         when this monster is designated as a "Minion" role.                                 -->

| Role-Only--Replace-Minion-Power--Name = 

| Role-Only--Replace-Minion-Power--Type = 
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->

| Role-Only--Replace-Minion-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

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

| Role-Only--Replace-Minion-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   REPLACE "DEADSHOT" POWER
       SHOOTER ROLE ONLY
         This section lets you write a custom power that will only display if this monster
         is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
         shooters to use any of their other special abilities at range, even if they are 
         normally melee only.  Leave this blank if you want the "Deadshot" power to appear 
         when this monster is designated as a "Shooter" role.                                -->

| Role-Only--Replace-Shooter-Power--Name = 

| Role-Only--Replace-Shooter-Power--Type = 
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->

| Role-Only--Replace-Shooter-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

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

| Role-Only--Replace-Shooter-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   ADD SKIRMISHER ONLY POWER
       SKIRMISHER ROLE ONLY
         This section lets you write a custom power that will only display if this
         monster is given the "Skirmisher" role.  Any other time, this ability will be 
         invisible. It does not replace any of the default powers that skirmishers 
         normally get.                                                                       -->

| Role-Only--Add-Skirmisher-Power--Name = 

| Role-Only--Add-Skirmisher-Power--Type = 
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->

| Role-Only--Add-Skirmisher-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

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

| Role-Only--Add-Skirmisher-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   REPLACE "FLASH BOMB!" POWER
       SNEAK ROLE ONLY
         This section lets you write a custom power that will only display if this monster
         is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
         sneaks to initiate a stealth stance even while observed (hide in plain sight).
         Leave this blank if you want the "Flash Bomb!" power to appear when this monster
         is designated as a "Sneak" role.                                                    -->

| Role-Only--Replace-Sneak-Power--Name = 

| Role-Only--Replace-Sneak-Power--Type = 
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->

| Role-Only--Replace-Sneak-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

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

| Role-Only--Replace-Sneak-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
       SWARM ROLE ONLY
         This section lets you write a custom power that will only display if this monster
         is given the "Swarm" role. It replaces the default "Personal Space Issues" power 
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         the Distracted condition when they damage a foe (or it grants an area of affect 
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         Issues" or "Darken the Sky" power to appear when this monster is designated as a 
         "Swarm" role.                                                                       -->

| Role-Only--Replace-Swarm-Power--Name = 

| Role-Only--Replace-Swarm-Power--Type = 
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->

| Role-Only--Replace-Swarm-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, 
         Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At 
         Start of Encounter, Auto Upon Death, etc.                                           -->

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

| Role-Only--Replace-Swarm-Power--Description = 

    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage 
         or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

{{Malady
| Name = 
| Intensity = 
| Save-Type = 
| Save-Mod = 
| Frequency = 
| Effect = 
| Fruition = 
| F-Duration = 
}}

-->
<!--   COMBAT TACTICS   -->

| CombatTactics = 



<!--   OUT OF COMBAT   -->

| OutOfCombat = 



<!--   TREASURE AND XP   -->

| Nudge-Treasure = 
  <!-- Multiplies this value against normal treasure value.  1 will do nothing. 1.25 increases value by 25%.
       If zero, will display "This creature does not award any treasure", and removes remnant tables.         -->

| TreasureNotes = 

| Nudge-XP = 
  <!-- Multiplies this value against normal XP value.  1 will do nothing. 1.25 increases value by 25%.
       If zero, will display "This creature does not award XP".                                               -->

| XPNotes = 


}}