Shattering Creature: Difference between revisions
(Created page with "Category:Epic PathCategory:Pattern 'Shattering Creature' is a pattern that can be added to any creature to give them a massive offensive 'punch'. Shattering Creatures...") |
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: '''Shattering Blow (Su)''': Once per encounter, as a standard action, a shattering creature may use its strongest melee attack to attack any square it can reach instead of a creature. When it does so, the attack affects all enemy creatures within a 7x7 square burst centered on that square. Roll to hit against all enemies in the area of effect and apply the damage of the attack against all of them that are hit. Note that this attack does not require the shattering creature to see or even be aware of creatures in the area of effect, and thus will strike invisible, stealthy, or hidden creatures. | : '''Shattering Blow (Su)''': Once per encounter, as a standard action, a shattering creature may use its strongest melee attack to attack any square it can reach instead of a creature. When it does so, the attack affects all enemy creatures within a 7x7 square burst centered on that square. Roll to hit against all enemies in the area of effect and apply the damage of the attack against all of them that are hit. Note that this attack does not require the shattering creature to see or even be aware of creatures in the area of effect, and thus will strike invisible, stealthy, or hidden creatures. | ||
: After the damage is resolved, all enemy creatures in the area of effect of the Shattering Blow suffer a Trip attempt, whether the attack hit them or not, even if they are flying or otherwise not touching any surface, the force of the Shattering Blow striking directly at them. Roll the shattering creature's Maneuver Offense once and compare the result to the Maneuver Defense of all affected creatures. This trip attack does not inflict any damage | : After the damage is resolved, all enemy creatures in the area of effect of the Shattering Blow suffer a Trip attempt, whether the attack hit them or not, even if they are flying or otherwise not touching any surface, the force of the Shattering Blow striking directly at them. Roll the shattering creature's Maneuver Offense once and compare the result to the Maneuver Defense of all affected creatures. This trip attack does not inflict any additional damage. The shattering creature is immune to all effects of Shattering Blow, even if a different Shattering Creature used it. | ||
== Ability Scores == | == Ability Scores == |
Revision as of 12:50, 19 June 2020
'Shattering Creature' is a pattern that can be added to any creature to give them a massive offensive 'punch'. Shattering Creatures possess an eerie supernatural ability to land a heavy blow once per encounter. Maybe their weapons hum like tuning forks with poorly-suppressed power, that they can release at will. Maybe they snap their fingers and a thousand phantom blades swing at all who oppose them. Maybe they whistle up angry spirits, or call on their ancestors, or stamp a foot in petulant anger, or even just have a really big club.
Regardless of how they do it, Shattering Creatures are very tough to defend against, and shake up stout defensive lines, causing enemies to stumble and fall. Players need to be tough to handle these guys, so be sure you put them to the test!
A Shattering Creature uses all of the base creature's statistics and abilities except as noted below.
CR (challenge rating)
Same as base creature +2.
Size and Type
The creature's Size does not change. Its Type remains the same but it gains the subtype Shattering.
Initiative Modifier
The creature's initiative modifier increases by +1.
Senses
All senses such as scent, tremorsense, keen hearing, etc are unchanged. A Shattering Creature gains +3 on Perception skill rolls.
Armor Class
Shattering Creatures gain +2 AC.
Hit Dice
Shattering Creatures gain +2 hp per Hit Die of their adjusted CR.
Defensive Ability
The Shattering Creature gains the following abilities, which may be added to their Bestiary entry:
Aura: - Same as Base Creature
SR: - Same as Base Creature
Special Defenses: Same as Base Creature
- Shattering Creatures gain a +1 untyped bonus on all Saving Throws.
Immunities: Same as Base Creature.
Weaknesses: Same as Base Creature
Out of Combat
Same as Base Creature.
Speed
A Shattering Creatures base speed improves by ten feet in all movement categories it has.
Melee Attacks
The Shattering Creature retains all the base creature's attacks . It gains a +4 untyped bonus to-hit with all attacks.
Damage
The Shattering Creature does the same damage and effects as the base creature. It gains a +1 untyped bonus to all damage it inflicts, and all DC's are raised by +1.
Space and Reach
No Changes.
Offensive Ability
- Shattering Blow (Su): Once per encounter, as a standard action, a shattering creature may use its strongest melee attack to attack any square it can reach instead of a creature. When it does so, the attack affects all enemy creatures within a 7x7 square burst centered on that square. Roll to hit against all enemies in the area of effect and apply the damage of the attack against all of them that are hit. Note that this attack does not require the shattering creature to see or even be aware of creatures in the area of effect, and thus will strike invisible, stealthy, or hidden creatures.
- After the damage is resolved, all enemy creatures in the area of effect of the Shattering Blow suffer a Trip attempt, whether the attack hit them or not, even if they are flying or otherwise not touching any surface, the force of the Shattering Blow striking directly at them. Roll the shattering creature's Maneuver Offense once and compare the result to the Maneuver Defense of all affected creatures. This trip attack does not inflict any additional damage. The shattering creature is immune to all effects of Shattering Blow, even if a different Shattering Creature used it.
Ability Scores
No changes.
Maneuver Offense and Maneuver Defense
The Shattering Creature gains a +2 untyped bonus to Maneuver Offense and Maneuver Defense rolls.
Feats
Optionally, add one non-combat oriented feat, for flavor. Or just wing it! DM fiat is a wonderful thing.
Skills
Optionally, add one skill at CR+10.