Elite Town Guard: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.10 -->
[[Category:CR 10]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 10
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


[[Image:Town_Guard_Squadron_1.jpg|384px|right|xx]]
| Min-CR = 7
== Town Guard Squadron (CR 10) ==
| Max-CR = 15
A squadron of town guards is a squad of approximately 16 to 20 town guardsmen who have been trained to act as a single fighting force in combat.  Because of this coordination, town guard squadrons are actually significant threats and ample defenders of a town, even against some of the mightier threats a town might face, such as ogres and orcs.


Most towns have dozens of town guard squadrons, and significant defense points, such as city gates, might have several squadrons on duty at all times.  Larger villages and cities likely also utilize these squadrons to police the cities, ensuring the citizens are protected from lawbreakers and banditry.  Of course, not all town guard squadrons are quite so noble, and it is not unheard of for squadrons to partake of a little banditry themselves.
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName | Elite Town Guard
  }}</onlyinclude>


| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Town_Guard_Squadron_1.jpg
  <!-- Value: file name and extension only    -->
  }}</onlyinclude>


=== General ===
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
'''CR''' 10  '''Hit Dice''' 15
| Caption |
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>


'''XP''' 9,600
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Swarm
  <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


LN (or any alignment) Gargantuan Swarm (individual components are Medium Humanoid (Human))
  }}</onlyinclude>


'''Init''' +5; '''Senses''' Perception +15
  <!-- 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 -->


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


=== Defense ===
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
'''AC''' 30, '''touch''' 19, '''flat-footed''' 25 (+6 armor, +5 dex, +5 natural, +4 deflection)
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


'''hp''' 175


'''Fort''' +13, '''Ref''' +10, '''Will''' +10
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | '''''This monster frequently has the Swarm role, but may be set to different roles if desired.'''''


'''Aura:''' -
The Town Guard represent the 'local authorities.' Frequently also called the Watch, Town Guards are the forces that maintain the peace in organized settlements, typically, but not always, of Civilization. It is possible, but rare, for monsters to have a Town Guard.


'''SR:''' -
Now, in most cases, a single Town Guard can easily be represented by a Constituent, and higher-level adventurers presented with sufficient obstacles by higher-level 'Guards', since a Constituent can be generated at any level required by the Million Monster Machine. Some GM's may feel this is not as realistic as they might like, since if the Guard has level ten Watchmen on salary (or even higher!), what do they need the adventurers for?


'''Special Defenses:''' -
To address this power difference, but allow the Guard to still keep their town safe against more powerful foes, we present the Elite Town Guard, which is almost always used with the swarm role, turning them into a troop. The individual members of such a troop can be lower level watchmen, or, if the GM chooses to have an Elite Town Guard with a different role, or no role at all, then that Guard is indeed a high level elite.  Now, this is not to say that a large city or metropolis doesn't have Constituents also acting as elite Guards of any level required, but the bulk of their forces are likely to be highly-trained more-or-less 'normal' watchmen formed into these troops.


'''Immunities:'''
A troop of town guards is a squad of approximately 16 to 20 town guardsmen who have been trained to act as a single fighting force in combat.  Because of this coordination, town guard squadrons are actually significant threats and ample defenders of a town, even against some of the mightier threats a town might face, such as ogres and orcs.
:* Flanking (but NOT critical hits or precision damage)
:* Any attack targeting the troop's CMD
:* any spell which targets a specific number of creatures


'''Weaknesses:''' Vulnerable to area of effect spells (+50% extra damage)
Most towns have dozens of town guard squadrons, and significant defense points, such as city gates, might have several of these troops on duty at all times.  Larger villages and cities likely also utilize these squadrons to police the cities, ensuring the citizens are protected from lawbreakers and banditry.  Of course, not all town guard squadrons are quite so noble, and it is not unheard of for squadrons to partake of a little banditry themselves.
  }}</onlyinclude>


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


=== Offense ===
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
'''Speed''' 30 ft.
| Size | Medium
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>


'''Space / Reach:'''  20 ft. / 5 ft. (special; see Troop Subtype)
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  }}</onlyinclude>


'''Single Melee''' Assault (2d8+10, auto-hit swarm attack) lethal or non-lethal damage, plus Subdue
| 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>


'''Full Melee''' Assault (2d8+10, auto-hit swarm attack) lethal or non-lethal damage, plus Subdue
| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 |
  }}</onlyinclude>


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


'''Special Attacks''' Troop Subtype, Subdue
| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 |
  }}</onlyinclude>


'''Action Points''' 0
| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 |
  }}</onlyinclude>




=== Statistics ===
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
'''Str''' 14, '''Dex''' 12, '''Con''' 12, '''Int''' 10, '''Wis''' 9, '''Cha''' 11
| NudgeBasicLoreValue| -2
  <!-- 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 -->
}}</onlyinclude>


'''Base Atk''' +10; '''CMB''' +16; '''CMD''' 26
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeFullLoreValue| +3
  <!-- 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 -->
}}</onlyinclude>


'''Feats''' -
| 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) -->


'''Skills''' Sense Motive +15


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


| Nudge-Ambush-Chance = -2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  <!-- Default value is 10+ on a d20 -->


=== Special Abilities ===
| Ambush-Chance-Notes =  
; Troop Subtype (Ex)
  <!-- Put any comments about ambush preferences here, or leave blank -->
A troop is a collection of creatures that acts as a single creature, similar to a swarm, but typically as part of a military unit. A troop has the characteristics of its type, except as noted here. A troop has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single armor class. A troop makes saving throws as a single creature. A single troop occupies a 20-foot-by-20-foot square, equal in size to a Gargantuan creature, though the actual size category of the troop is the same as that of the component creatures. The area occupied by a troop is completely shape-able, though the troop must remain in contiguous squares to accurately reflect the teamwork of trained military units. A troop has a reach equal to that of the component creatures based on size or armament. A troop can move through squares occupied by enemies and vice versa without impediment, although the troop provokes an attack of opportunity if it does so. A troop can move through any area large enough for its component creatures. The exact number of a troop's component creatures varies, but in general, a troop of Small or Medium creatures consists of approximately 12 to 30 creatures. Larger creatures can form troops, but the area occupied by such a troop should increase proportionally according to the size of the component creatures.


Unlike swarms, Troops can be critically hit and are subject to precision damage.  Furthermore, troops do not have the swarm Distraction ability, though casting a spell while adjacent or inside of a troop requires a combat casting check.
  <!-- 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 =


Multiple troops can move into, stop and occupy spaces that other troops occupy without ever suffering from the squeezing rule. However, no more than two troops can inflict damage or effects on a single target in a single round.
  <!-- 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 =


* See the [[Troop Traits]] page for details.
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =




; Troop Attacks (Ex)
| NudgePerception = +4
Creatures with the troop subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature within reach or whose space they occupy at the end of their move, with no attack roll needed. A troop's stat block has “troop” in its Melee entry with no attack bonus given. The amount of damage a troop deals is based on its Hit Dice. Unless stated otherwise, a troop's attacks are non-magical. Damage Reduction sufficient to reduce a troop attack's damage to 0 or other special abilities can give a creature immunity (or at least resistance) to the troop's attacks. Some troops also have other special attacks in addition to normal damage. Troops threaten all creatures within their reach or within their area, and attempt attacks of opportunity as normal with their troop attack.
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


Town Guard Squadrons can deal either lethal or non-lethal damage to their targets, as they prefer, with no penalties for either choice.  Most Town Guard Squadrons use non-lethal damage inside their town limits, and lethal damage against anyone attempting to invade or overrun the town's defenses.  Town Guard Squadrons might use lethal damage inside the town limits if the town's laws on murder are particularly lax.
| 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) -->


; Subdue (Ex)
If a town guard squadron moves into the same square as an enemy they are fighting, it provokes an attack of opportunity as normal, but neither it nor the enemy suffer from the squeezing rule, due to the squadron's swarm-like nature.  After doing so, during its attack action, the town guard squadron may also attempt a grapple check against the target as a free action.  A single town guard squadron can attempt grapples against up to two creatures, each no larger than size large, at any one time.  While engaged in a grapple, the town guard squadron does not suffer any of the penalties normally associated with being in a grapple.  Each round the grapple is sustained, the squadron can deal damage to the grappled creature as well as any other nearby creatures, and may move any part of the squadron that isn't engaged in a grapple, as long as the squadron's shape remains contiguous at all times.


<!--  SAVING THROWS  -->


=== Treasure ===
| Fort = S
sell value of approximately 5,000 gp
| 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                  -->


=== Combat Tactics ===
| SpecialDefenses =  
While quite large, squadrons can stack with themselves without impairment and can reconfigure their shape as needed, though only two squadrons can attack a single opponent in a given round.  However, this lets squadrons easily navigate narrow alleyways, or other closely confined spaces, and still bring their full might to bear against their enemies. 
  <!-- Put any DR or ER values here -->


Squadrons can move through enemy squares without restriction, though it does provoke attacks of opportunity to do so. However, this lets the squadron close with the back ranks of a party easily. In combat, squadrons will provoke attacks of opportunity whenever necessary, if it will give them the positioning they want. Squadrons are reasonably smart, so if space allows, they will spread out to ensure that all targets get the full two squadron attacks each round.  (Remember that the squadron attacks everyone it is sharing a square with AND everyone it is adjacent to).
| StrongAgainst =
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          '''''Hardened (1/2 damage):'''''
          '''''Immune (no effect):'''''                                                                  -->


Squadrons threaten adjacent squares, which means they can make attacks of opportunity like traditional creatures.  However, even though it can attack creatures it is sharing squares with, a squadron does not threaten its own internal squares. It only threatens its outside perimeter, regardless of the shape that perimeter has taken.
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->


Note that when a squadron reconfigures its shape, this is treated as movement.  Each square of the squadron can only move 30 feet from its starting point during a move action, it must always end adjacent to one or more members of its squadron, and all parts of the squadron must remain contiguous.  While a squadron will frequently provoke attacks of opportunity from its movement, note that it can only provoke once per enemy from any part of the squadron's movement -- it is a single creature making a single move action, thus it can only provoke once.
| 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: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->


Squadrons will use their Subdue power to hamper movement and prevent their enemies from escaping.  However, it is nearly always in the squadron's best interests to hold one or more squadrons in reserve (rather than attacking), because only two squadrons can ever attack the same target.  Given their mobility and adjustable shape, it should be trivially easy for just a few squadrons to fully engage a whole party of enemies, assuming they're not too spread out, leaving the remaining squadrons to circle around, take up blocking positions or just stand ready to fill in, when the first squadrons fall.
| 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: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


Town Guard Squadrons are trained to never fall back or run away, so most will fight to the death. Note that "death" doesn't actually mean that the squadron is slaughtered to the last man. Like swarms, "death" just means the squadron is dispersed, meaning that some individuals will likely get away to tell the tale of any big bad party of PC's who just butchered the town's only defense against external invaders.
| 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):'''''                                                             -->


On that note, GM's should probably encourage the party to use non-lethal damage themselves, since killing lots of town guards might have certain legal ramifications for them later, should they decide to ever visit this town again after the fight.
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: 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 = 30
| 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 = Melee
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
 
| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Guarding Swords
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| Pri-Atk-Dmg-Type = slashing
  <!-- 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 = plus Subdue
  <!-- 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    -->
 
| 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    -->
 
| 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    -->
 
| 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    -->
 
| Qua-Atk-Is-Touch =
  <!-- If to-hit goes against touch AC; 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            -->
 
| Ranged-Atk-Is-Touch =
  <!-- If to-hit goes against touch AC; 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 = +3
  <!-- 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 = +3
  <!-- 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  -->
| Str = 14
| Dex = 12
| Con = 12
| Int = 10
| Wis = 9
| Cha = 11
 
 
<!--  FEATS  -->
 
| Feat1 = Mobility
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Sense Motive
| Skill2 = Knowledge (Local)
| Skill3 =
| Skill4 =
| Skill5 =
 
| NudgeSkill1 = +5
| NudgeSkill2 = +5
| 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 = usually Common
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Subdue
 
| Ability-1-Type = Ex
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Action-Required = Automatic with movement
  <!-- 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 = If an elite town guard (as a troop or not) threatens or moves into the same square as an enemy they are fighting, it provokes an attack of opportunity as normal, but neither it nor the enemy suffer from the squeezing rule, due to the guard's special subdual training.  During its attack action, the elite town guard  may attempt a [[Grapple]] check against the target as a free action.  A single elite town guard can grapple one foe only, as normal. If they are an organized troop, then the troop can attempt grapples against up to two creatures, each no larger than size large, at any one time.  While engaged in a grapple, a non-troop elite town guard suffers the normal effects of being in a grapple. If they are a troop, then the squadron does not suffer any of the penalties normally associated with being in a grapple, and in addition, the troop may move around normally. Grappled creatures are dragged along with the troop when it moves, but always take damage as though subjected to a full attack action ({{Primary-Dmg|2}}) whenever a troop makes an attack action (even a standard attack action).
 
 
  <!-- 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 =
}}
 
-->
<!--  SPECIAL ABILITY 2  -->
 
 
 
  <!-- 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 =
}}
 
-->
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Take Them Alive!
 
| Ability-3-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Action-Required = Free Action 1/Rnd after inflicting damage
  <!-- 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 = Up to once per round, an Elite Town Guard with any role can inflict the [[Secured]] status condition on any creature they successfully damage with an attack.  This condition lasts until the end of the encounter, or until the victim manages to shake it off.  This allows town guardsmen to employ less lethal tactics against unruly townsfolk, when the situation calls for it.  However, enemies that pose a deadly threat to the citizens, or threaten the leadership of the town with harm will likely not be granted this 'mercy'.
 
 
  <!-- 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 =
}}
 
-->
<!--  SPECIAL ABILITY 4  -->
 
 
  <!-- 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 =
}}
 
-->
<!--  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 =
 
  <!-- 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 =
}}
 
-->
<!--  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 =
 
  <!-- 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 =
}}
 
-->
<!--  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 =
 
  <!-- 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 =
}}
 
-->
<!--  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 =
  <!-- 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 =
}}
 
-->
<!--  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 =
  <!-- 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 =
}}
 
-->
<!--  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 =
 
    <!-- 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 =
}}
 
-->
<!--  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 =
 
    <!-- 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 =
}}
 
-->
<!--  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 =
 
    <!-- 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 =
}}
 
-->
<!--  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 =
 
    <!-- 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 =
}}
 
-->
<!--  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 =
 
    <!-- 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 =
}}
 
-->
<!--  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 =
 
    <!-- 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 =
}}
 
-->
<!--  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 =
 
    <!-- 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 =
}}
 
-->
<!--  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 =
 
    <!-- 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 =
}}
 
-->
<!--  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 = Elite Town Guards without a swarm role will fight as individual monsters, although they will usually seek to Secure their victims in all cases, and will be prone to start Grapples early and often, looking to hamper the players while more guards arrive. 
 
If they have the swarm role (as is most likely), then they tend to behave a bit differently. While quite large, troops can stack with themselves without impairment and can move through narrow gaps as needed, though only two squadrons can attack a single opponent in a given round.  However, this lets squadrons easily navigate narrow alleyways, or other closely confined spaces, and still bring their full might to bear against their enemies. 
 
Elite Town Guard Troops can move through enemy squares without restriction, though it does provoke attacks of opportunity to do so.  However, this lets the squadron close with the back ranks of a party easily, tossing grapples on 'clothies' in the back ranks.  In combat, Elite Town Guards will provoke attacks of opportunity whenever necessary, if it will give them the positioning they want.  Elite Town Guards are reasonably smart, so if there are multiple troops of them present, they will spread out to ensure that all targets get the full two troop attacks each round.  (Remember that a troop attacks everyone it is sharing a square with AND everyone it has reach to).
 
Troops threaten adjacent squares, which means they can make attacks of opportunity like traditional creatures.
 
While Elite Town Guards will frequently provoke attacks of opportunity from their movement, note that they have the Mobility feat (even in a troop form), and can only provoke once per enemy from any part of the squadron's movement -- in troop form, it is a single creature making a single move action, thus it can only provoke once.
 
Troops will use their Subdue power to hamper movement and prevent their enemies from escaping.  However, it is nearly always in the squadron's best interests to hold one or more troops in reserve (rather than attacking), because only two troops can ever attack the same target.  Given their mobility and ranged attacks, it should be trivially easy for just a few troops of Elite Guards to fully engage a whole party of enemies, assuming they're not too spread out, leaving the remaining squadrons to circle around, take up blocking positions or just stand ready to fill in, when the first squadrons fall.
 
Elite Town Guards are trained to never fall back or run away, so most will fight to the death.  If they have the swarm role, note that "death" doesn't actually mean that the entire troop is slaughtered to the last man. Like swarms, "death" just means the troop is dispersed, meaning that some individuals will likely get away to tell the tale of any big bad party of PC's who just butchered the town's only defense against external invaders.
 
On that note, GM's should probably encourage the party to use less lethal tactics themselves, since killing lots of town guards might have certain legal ramifications for them later, should they decide to ever visit this town again after the fight. REALLY Elite Guards (Constituents of the proper level, equipped with Patterns and Roles as desired) are likely to be hired and can cause issues with even high level parties, so politeness is encouraged.
 
 
 
 
<!--  OUT OF COMBAT    -->
 
| OutOfCombat = Out of Combat, Elite Town Guards are citizens in good standing of their community. If they have the swarm role, the troop disperses into its component members and they go about their lives as any other humanoids. That said, you have to be careful starting bar fights in places with a strong town Watch, for you may throw that first punch and suddenly those fifteen or twenty scruffy fellows scattered around the place are revealed as members of the guard, and before your very gaze, they form up into a troop.
 
There's few things quite as unpleasant as being a nice, hearty fourth level hero, full of fresh vigor and new powers, and suddenly getting trounced all over the inn and tossed in the drunk tank by a troop of elite guards that were just trying to get a pint on their way home after hours....
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes =
 
| XPNotes =
 
 
}}

Latest revision as of 21:37, 4 February 2023

Elite Town Guard Troop (SwarmCR 10)

Usually Lawful - Medium - Humanoid
Lore: Know (Local)
18 38
Basic DC Full DC
Initiative
Initiative Icon 2.png
14
Perception:
30 +20
Passive Active
Ambush:
8+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
28
Man Def
Shield Icon 3.png
31
Monster Health
420 210 16
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +12
Refl: +7
Will: +7

Strong Against:

  • (Swarm Role) Hardened (½ damage): slashing (physical, common), piercing (physical, common)
  • (Swarm Role) Immune (no effect): Critical Hits and Flanking
  • (Swarm Role) Immune (no effect): Any attack that targets Maneuver Defense
  • (Swarm Role) Immune (no effect): Any spell that targets a specific number of creatures, except mind-affecting spells (if this creature has an Int score).

Weak Against:

  • (Swarm Role) Vulnerable (1.5x damage): area of effect spells (including Channel Divinity)

Offense

Size: Medium
20 ft. 5 ft.
Space Reach
To-Hit
+16
Sword Icon 3.png
Man Off
+19
Sword Icon 3.png
Action
0
Points
  • (Component Creatures: 5 ft. / 5 ft.)

Standard Attack (Melee):

  • 1x Guarding Swords (Swarm -- Auto-Hit) (2d8+10/19-20 x2)
    as slashing (physical, common)
    plus Subdue

Full Attack (Melee):

  • 3x Guarding Swords (Swarm -- Auto-Hit) (2d8+10/19-20 x2)
    as slashing (physical, common)
    plus Subdue

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

14
STR
12
DEX
12
CON
10
INT
9
WIS
11
CHA

Skills:

Languages: usually Common

Feats:

  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Subdue (Ex) Automatic with movement

If an elite town guard (as a troop or not) threatens or moves into the same square as an enemy they are fighting, it provokes an attack of opportunity as normal, but neither it nor the enemy suffer from the squeezing rule, due to the guard's special subdual training. During its attack action, the elite town guard may attempt a Grapple check against the target as a free action. A single elite town guard can grapple one foe only, as normal. If they are an organized troop, then the troop can attempt grapples against up to two creatures, each no larger than size large, at any one time. While engaged in a grapple, a non-troop elite town guard suffers the normal effects of being in a grapple. If they are a troop, then the squadron does not suffer any of the penalties normally associated with being in a grapple, and in addition, the troop may move around normally. Grappled creatures are dragged along with the troop when it moves, but always take damage as though subjected to a full attack action (3d8+9) whenever a troop makes an attack action (even a standard attack action).

Take Them Alive! (Ex) Free Action 1/Rnd after inflicting damage

Up to once per round, an Elite Town Guard with any role can inflict the Secured status condition on any creature they successfully damage with an attack. This condition lasts until the end of the encounter, or until the victim manages to shake it off. This allows town guardsmen to employ less lethal tactics against unruly townsfolk, when the situation calls for it. However, enemies that pose a deadly threat to the citizens, or threaten the leadership of the town with harm will likely not be granted this 'mercy'.

Darken the Sky (Ex; Swarm Role) Standard Action
As a standard action, the troop launches a volley of projectiles into a 20' cubic area (4x4x4 squares) within 100 feet of their space. Creatures within the affected area must make a reflex save, DC 20, or take 2d8+10 points of piercing (physical, common) damage from the savage strikes of this deadly rain. Those who succeed on the save take only half damage.

Sum of the Parts (Ex; Swarm Role) Always On
Swarms, troops, and hordes follow the squeezing rules based on their component creature size, NOT the size of the swarm, troop, or horde as a whole. This means these groups of creatures can easily move through doorways that are sized appropriately to their component creature sizes. They can even stop in such spaces without suffering squeezing penalties. In such cases, the swarm's shape is unaffected, except that its space excludes any blocked spaces. That is, its space doesn't deform into a non-square shape, it's just treated as not occupying any blocked spaces within its space. This means it cannot threaten through blocked spaces, since it isn't technically occupying them.

Multiple swarms, troops, and hordes can share the same squares without squeezing or movement penalties. They can move through, and even stop on top of (or within) the spaces of other swarms, troops, or hordes.

Swarms, troops, and hordes can also move over, through, and into spaces occupied by enemy creatures without provoking attacks of opportunity, even if they pass through or leave a threatened square. Furthermore, creatures inside the space of a swarm, troop, or horde are treated as flanked while they remain in that space (though this doesn't usually matter much, since swarms, troops, and hordes automatically hit with their attacks).

Finally, a maximum of two swarms, troops, or hordes can attack a single given creature in a round, even if more than two swarms, troops, or hordes are threatening that creature. There simply isn't enough surface area of the enemy creature for more attacks to be inflicted.

Elite Town Guard

Elite Town Guard Troop

This creature possesses the Swarm role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Swarm role, but may be set to different roles if desired.

The Town Guard represent the 'local authorities.' Frequently also called the Watch, Town Guards are the forces that maintain the peace in organized settlements, typically, but not always, of Civilization. It is possible, but rare, for monsters to have a Town Guard.

Now, in most cases, a single Town Guard can easily be represented by a Constituent, and higher-level adventurers presented with sufficient obstacles by higher-level 'Guards', since a Constituent can be generated at any level required by the Million Monster Machine. Some GM's may feel this is not as realistic as they might like, since if the Guard has level ten Watchmen on salary (or even higher!), what do they need the adventurers for?

To address this power difference, but allow the Guard to still keep their town safe against more powerful foes, we present the Elite Town Guard, which is almost always used with the swarm role, turning them into a troop. The individual members of such a troop can be lower level watchmen, or, if the GM chooses to have an Elite Town Guard with a different role, or no role at all, then that Guard is indeed a high level elite. Now, this is not to say that a large city or metropolis doesn't have Constituents also acting as elite Guards of any level required, but the bulk of their forces are likely to be highly-trained more-or-less 'normal' watchmen formed into these troops.

A troop of town guards is a squad of approximately 16 to 20 town guardsmen who have been trained to act as a single fighting force in combat. Because of this coordination, town guard squadrons are actually significant threats and ample defenders of a town, even against some of the mightier threats a town might face, such as ogres and orcs.

Most towns have dozens of town guard squadrons, and significant defense points, such as city gates, might have several of these troops on duty at all times. Larger villages and cities likely also utilize these squadrons to police the cities, ensuring the citizens are protected from lawbreakers and banditry. Of course, not all town guard squadrons are quite so noble, and it is not unheard of for squadrons to partake of a little banditry themselves.

Combat Tactics

Elite Town Guards without a swarm role will fight as individual monsters, although they will usually seek to Secure their victims in all cases, and will be prone to start Grapples early and often, looking to hamper the players while more guards arrive.

If they have the swarm role (as is most likely), then they tend to behave a bit differently. While quite large, troops can stack with themselves without impairment and can move through narrow gaps as needed, though only two squadrons can attack a single opponent in a given round. However, this lets squadrons easily navigate narrow alleyways, or other closely confined spaces, and still bring their full might to bear against their enemies.

Elite Town Guard Troops can move through enemy squares without restriction, though it does provoke attacks of opportunity to do so. However, this lets the squadron close with the back ranks of a party easily, tossing grapples on 'clothies' in the back ranks. In combat, Elite Town Guards will provoke attacks of opportunity whenever necessary, if it will give them the positioning they want. Elite Town Guards are reasonably smart, so if there are multiple troops of them present, they will spread out to ensure that all targets get the full two troop attacks each round. (Remember that a troop attacks everyone it is sharing a square with AND everyone it has reach to).

Troops threaten adjacent squares, which means they can make attacks of opportunity like traditional creatures.

While Elite Town Guards will frequently provoke attacks of opportunity from their movement, note that they have the Mobility feat (even in a troop form), and can only provoke once per enemy from any part of the squadron's movement -- in troop form, it is a single creature making a single move action, thus it can only provoke once.

Troops will use their Subdue power to hamper movement and prevent their enemies from escaping. However, it is nearly always in the squadron's best interests to hold one or more troops in reserve (rather than attacking), because only two troops can ever attack the same target. Given their mobility and ranged attacks, it should be trivially easy for just a few troops of Elite Guards to fully engage a whole party of enemies, assuming they're not too spread out, leaving the remaining squadrons to circle around, take up blocking positions or just stand ready to fill in, when the first squadrons fall.

Elite Town Guards are trained to never fall back or run away, so most will fight to the death. If they have the swarm role, note that "death" doesn't actually mean that the entire troop is slaughtered to the last man. Like swarms, "death" just means the troop is dispersed, meaning that some individuals will likely get away to tell the tale of any big bad party of PC's who just butchered the town's only defense against external invaders.

On that note, GM's should probably encourage the party to use less lethal tactics themselves, since killing lots of town guards might have certain legal ramifications for them later, should they decide to ever visit this town again after the fight. REALLY Elite Guards (Constituents of the proper level, equipped with Patterns and Roles as desired) are likely to be hired and can cause issues with even high level parties, so politeness is encouraged.

Out of Combat

Out of Combat, Elite Town Guards are citizens in good standing of their community. If they have the swarm role, the troop disperses into its component members and they go about their lives as any other humanoids. That said, you have to be careful starting bar fights in places with a strong town Watch, for you may throw that first punch and suddenly those fifteen or twenty scruffy fellows scattered around the place are revealed as members of the guard, and before your very gaze, they form up into a troop.

There's few things quite as unpleasant as being a nice, hearty fourth level hero, full of fresh vigor and new powers, and suddenly getting trounced all over the inn and tossed in the drunk tank by a troop of elite guards that were just trying to get a pint on their way home after hours....

Rewards

XP: 19,200 (Swarm role included.)

Treasure: Sellable Goods worth 13,750 gp.

Weight: 200 lbs.     Volume: 8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)