Vicious Phaethon: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.11 -->
[[Category:CR 34]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 34
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


[[Image:Phaethon_2.png|384px|right|A typical Phaethon manifested upon the Prime material]]
| MonsterName = Vicious Phaethon
== Phaethon, Vicious (Threat Role; CR 34) ==
The Phaethon is a being from a higher energy state of existence, an Outer Plane which is closer to the Plane of Power than our own.  Phaethons do not like being summoned to the Prime Material, a place they consider to be cold and dull.  Given the gigantic power of the Phaethon, they usually break free of their summoners quickly and begin to amuse themselves by burning everything they can reach.  Phaethons normally travel by turning gaseous and burning their way through the earth, leaving behind either smooth tunnels roughly ten feet in diameter or a myriad of tiny channels a few inches across, as the whim takes them.


Phaethons usually look like roiling masses of brilliant hot flames, but they are actually composed of a rare eldritch material called phlogiston. They can be solid or gaseous, transparent, translucent, or opaque, hot or room temperature, and they can vary their shape at will. Phaethons normally look like ragged masses of gas, and may or may not emit incredible amounts of heat. They can also turn solid, and when they do their strength is unwordly.  Phlogiston is extremely rare and valuable, because the main way to get it is to confront a Phaethon, and nobody wants to do that.
| Image = Phaethon_2.png
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


They may, if they wish, exactly mimic flames.  Unlike normal flames, they do not need to burn red and orange unless they are seeking to 'blend in' to their surroundings.  Phaethons can burn green, blue, purple, yellow, orange or red if they wish, and indeed, they frequently use color changes to punctuate their moods. 
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Threat
  <!-- Values: Heavy, Henchman, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


Unlike normal flames, Phaethons are self-sustaining and do not need fuel to burn.  Phaethons are not extinguished or even harmed by water, and have a great time boiling lakes and rivers when they come across such things. A Phaethon's un-natural flame is composed of both fire and positive energy, which is what gives it its eternal nature.
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes | [[Elemental Immortal, Fire|Fire Elemental Immortal]]
  <!-- Use to associate one role to another, inserting link to associated monster, or leave blank -->
  <!-- Example: "[[Dragon, Common Red|Common Red Dragon]]"                                        -->
  }}</onlyinclude>


Phaethons are intelligent enough to recognize that being summoned to the Prime Material is bad for their healthPhaethons are smart enough to seek a way to escape back to their native realms, but this is balanced out by their utter evil and giggling joy in murder and destructionA Phaethon may seek out a wizard to get itself off the Material, but it will be a real test of attention span as to whether the Phaethon will burn the wizard before or after the portal is arranged.
| Description = The Phaethon is a being from a higher energy state of existence, an Outer Plane which is closer to the Plane of Power than our own.  Phaethons do not like being summoned to the Prime Material, a place they consider to be cold and dullGiven the gigantic power of the Phaethon, they usually break free of their summoners quickly and begin to amuse themselves by burning everything they can reachPhaethons normally travel by turning gaseous and burning their way through the earth, leaving behind either smooth tunnels roughly ten feet in diameter or a myriad of tiny channels a few inches across, as the whim takes them.


Phaethons are deeply, utterly, Chaotic EvilNothing else matters except as a source of amusement, and Phaethons love burning things more than any other activity.   
:Phaethons usually look like roiling masses of brilliant hot flames, but they are actually composed of a rare eldritch material called phlogiston.  They can be solid or gaseous, transparent, translucent, or opaque, hot or room temperature, and they can vary their shape at willPhaethons normally look like ragged masses of gas, and may or may not emit incredible amounts of heat.  They can also turn solid, and when they do their strength is unwordlyPhlogiston is extremely rare and valuable, because the main way to get it is to confront a Phaethon, and nobody wants to do that.


:They may, if they wish, exactly mimic flames.  Unlike normal flames, they do not need to burn red and orange unless they are seeking to 'blend in' to their surroundings.  Phaethons can burn green, blue, purple, yellow, orange or red if they wish, and indeed, they frequently use color changes to punctuate their moods. 


=== GENERAL ===
:Unlike normal flames, Phaethons are self-sustaining and do not need fuel to burn.  Phaethons are not extinguished or even harmed by water, and have a great time boiling lakes and rivers when they come across such things.  A Phaethon's un-natural flame is composed of both fire and positive energy, which is what gives it its eternal nature.
'''CR''' 34  '''Hit Dice''' 70


'''XP''' 39,360,000
:Phaethons are intelligent enough to recognize that being summoned to the Prime Material is bad for their health.  Phaethons are smart enough to seek a way to escape back to their native realms, but this is balanced out by their utter evil and giggling joy in murder and destruction.  A Phaethon may seek out a wizard to get itself off the Material, but it will be a real test of attention span as to whether the Phaethon will burn the wizard before or after the portal is arranged.


CE, Gargantuan, Outsider (Evil, Extraplanar, Fire)
:Phaethons are deeply, utterly, Chaotic Evil.  Nothing else matters except as a source of amusement, and Phaethons love burning things more than any other activity. 


'''Init''' +14; '''Senses''' Blind, Blindsense 90', Perception +99
| Alignment = Chaotic Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


| Size = Gargantuan
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


=== DEFENSE ===
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
'''AC''' 60, '''touch''' 50, '''flat-footed''' 56 (+13 armor, +4 dex, +8 natural, +25 deflection)
| Type | Outsider
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


'''hp''' 2,290
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Elemental
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, 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>


'''Fort''' +34, '''Ref''' +29, '''Will''' +29
| Subtype-Notes =
  <!-- Add additional subtypes here; these notes do affect the template; they are purely descriptive -->


'''Aura:''' -


'''SR:''' 44
| NudgeBasicLoreValue = +1
  <!-- 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 -->


'''Special Defenses''' Regeneration 25, fast healing 25, DR 15/good and lawful.
| 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 -->


'''Immunities'''
| Lore-Notes =
:* gaze attacks, visual effects, illusions, and other attack forms that rely on sight
  <!-- Notes related to the monster's lore check can be put here -->
:* poison, sleep effects, paralysis, stunning, polymorph, petrification, and other form-altering attacks. 
  <!-- Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->
:* mind-affecting effects
:* critical hits, flanking and precision damage
:* energy drain, ability drain, or ability damage
:* fire and positive energy


'''Weaknesses''' Vulnerability to cold


=== OFFENSE ===
| NudgeInit = +4
'''Speed''' 120 ft., Burrow 120 ft, also see Firewalk
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Space''' 20 ft., variable  '''Reach''' 20 ft.
| Nudge-Ambush-Chance = +4
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  <!-- Default value is 10+ on a d20 -->


'''Single Melee''' Bite +59 (5d8+73/x2) plus Fiery Touch
| Ambush-Chance-Notes =
  <!-- Put any comments about ambush preferences here, or leave blank -->


'''Full Melee''' Bite +59 (5d8+73/x2), 5x Pseudopods +59 (5d6+30/x2) plus Fiery Touch and Engulfing Flames


'''Ranged''' None, but see Firestorm and Pseudopods  
| Senses = [[Standard Senses]], [[Blind]] to Vision, [[Blindsense]] 360 ft.
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]], [[Mindsense]]                    -->


'''Special Attacks'''  Engulfing Flames, Firestorm, Firewalk, Fiery Touch, Pseudopods
| NudgePerception = +4
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Action Points''' 2
| NudgeAC = +1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


A phaethon's natural weapons are treated as chaotic and evil for the purpose of overcoming damage reduction.
| NudgeTouchAC = +1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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


=== STATISTICS ===
| NudgeHitPoints =  
Str 58, Dex 25, Con 36, Int 8, Wis 18, Cha 36
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


'''Base Atk''' +34; '''CMB''' +55; '''Maneuver Defense:''' 55


'''Feats''' <pick one or two thematically relevant feats; avoid complicated ones.>
<!--  SAVING THROWS  -->


'''Skills''' <choose only if relevant, values equal to Perception skill (above) plus or minus 5>
| Fort = S
| Refl = S
| 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                              -->


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


| SpecialDefenses = DR {{#var:Special9-CR}}/good and lawful
  <!-- Put any DR or ER values here -->


=== SPECIAL ABILITIES ===
| StrongAgainst = '''''Immune (no effect):'''''Fire damage, '''''Immune (no effect):'''''Positive Energy damage
<special abilities should have a save DC 45>
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          '''''Immune (no effect):'''''                                                                  -->


<special attack damage (standard action): 10d6+44>
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->


<special attack damage (aoe's, swift actions or inflicting status effects): 10d6+4>
| 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))   -->


| 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)) -->


; Engulfing Flames
| WeakAgainst = '''''Vulnerable (1.5x damage):'''''Cold damage
As a move action, the phaethon may arrange it's 16 squares of space in any way it likes.  If it arranges them to completely surround a creature's space, that creature is considered swallowed and is removed from the board to the inside of the phaethon until they escape or die. These spaces must be contiguous, though diagonals are allowed.  This movement does not provoke attacks of opportunity.
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->


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


; Firestorm
| MoveTypes = [[Walk]] 120 ft., [[Earth Glide]] 120 ft., see Firewalk, below.
Once per round as a standard action, the phaethon may use firestorm. This attack has a range of 1000 feet, a 100 ft. radius (40 squares x 40 squares), and inflicts 10d6+44 of fire and positive energy damage to all caught in it. Affected creatures may make a Reflex save (DC 45) for half damage. Areas subjected to the Firestorm catch on fire and remain burning for 5 minutesThis is natural fire (not magical), and deals 10 points of fire damage to any creature that begins its turn in the affected radius.
  <!-- List the move type and distance (in feet). (E.g. [[Lesser Climb]] 40 ft.) -->
  <!--  [[Vaulting]]                                          -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]] -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


Note that the Phaethon may use the burning area of this spell to utilize its Firewalk and Engulfing Flames abilities.  
| 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 type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will 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 type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->


; Firewalk
Any time the Phaethon takes a move action to move (including when it uses its Engulfing Flames ability), it can immediately teleport to any space it can perceive which is on fire as a free action just prior to executing the move action.  Note that any fire large enough to fill at least one square (such as a campfire) is adequate for the Phaethon to use this ability.


Furthermore, the Phaethon is permanently under the effects of a Feather Fall spell, though it can dismiss it and reactivate it as a swift action any time it wishes. Unless otherwise noted, this ability is always on.


<!--  GENERAL ATTACK INFORMATION  -->


; Fiery Touch
| MeleeOrNatural = Melee
Anyone who makes a melee or touch attack against the Phaethon suffers 35 points of fire and positive energy damage each time they do so.
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


| MultipliedDamageType = Hybrid
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->


; Pseudopods
As a move action the phaethon may attack up to five times with its pseudopods, which can reach up to 20 feet away from any square the phaethon is occupying.




; Spawn Fire Elementals
<!-- PRIMARY ATTACK INFORMATION  -->
Once per round as a swift action, the Phaethon may spawn an Elder Fire Elemental out of it's own flesh. The elemental attacks as commanded and is utterly loyal.


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


=== TREASURE ===
| PriAtkNotes = Fire and Positive Energy Damage
sell value of approximately 64,000,000 gp (threat role included)
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->


===COMBAT TACTICS===
| 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    -->


===OUT OF COMBAT===
| Override-Pri-Atk--Std-Atk-Damage--Notes =  
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Pri-Atk--Full-Atk-Damage--Notes =  
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| PriAtkVSTouchAC =  
  <!-- If to-hit goes against touch AC; 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" or "swarm") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-PriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| 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 -->
 
| SecAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Sec-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; 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" or "swarm") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-SecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| 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 -->
 
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Ter-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; 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" or "swarm") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-TerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| 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 -->
 
| QuaAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Qua-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| QuaAtkVSTouchAC =
  <!-- 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" or "swarm") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-QuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| 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 = Firestorm
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack = Y
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance = 300
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 1
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes = Fire and Positive Energy damage, 7x7 area of effect.
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Std-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack      -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| Override-Ranged-Atk--Full-Atk-Damage--Notes =
  <!-- Insert text or numbers to completely replace damage (including crit data) for full attack          -->
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
 
| RangedAtkVSTouchAC =
  <!-- 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" or "swarm") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-RangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable = Y
  <!-- 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: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 58
| Dex = 35
| Con = 36
| Int = 8
| Wis = 18
| Cha = 36
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Intimidate
| Skill2 = Sense Motive
| Skill3 =
| Skill4 =
| Skill5 =
 
| NudgeSkill1 = +3
| 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 = Ackakackl, Common
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Engulfing Flames
 
| Ability-1-Type = Ex
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| 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 = As a move action, the phaethon may arrange it's 16 squares of space in any way it likes.  If it arranges them to completely surround a creature's space, that creature is considered swallowed and is removed from the board to the inside of the phaethon until they escape or die.  These spaces must be contiguous, though diagonals are allowed.  This movement does not provoke attacks of opportunity.
 
:Any creatured affected by Engulfing Flames receives the [[Burned]] condition automatically, and it cannot be removed until they are outside the phaethon.
 
:To escape Engulfing flames, creatures may make a Maneuver Offense roll against the Phaethon's Maneuver Defense of {{#var:Special1-Maneuver-Defense}}.  Failing that, engulfed creatures may simply attack the phaethon.  If they inflict {{#var:Special1-Hit-Points}} points of damage to the Phaethon's internals, they 'cut their way free' and are placed back into play somewhere adjacent to the Phaethon's current space.  Note that damage inflicted to escape a phaethon's Engulfing Flames does not count against defeating the phaethon, escaping a Phaethon's Engulfing flames does not disable the power, and every creature engulfed must do the damage separately to escape.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special1-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints = 0.20
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility1-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Firestorm
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Areas subjected to the Firestorm ranged attack (see above) catch on fire and remain burning for 5 minutes.  This is natural fire (not magical), and deals {{#var:Special2SwiftDmg}} points of fire damage to any creature that begins its turn in the affected radius.
 
:Note that the Phaethon may use the burning area left by this attack to utilize its Firewalk and Engulfing Flames abilities.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special2-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility2-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Firewalk
 
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = Any time the Phaethon takes a move action to move (including when it uses its Engulfing Flames ability), it can immediately teleport to any space it can perceive which is on fire as a free action just prior to executing the move action.  Note that any fire large enough to fill at least one square (such as a campfire) is adequate for the Phaethon to use this ability.
 
:Furthermore, the Phaethon is permanently under the effects of a Feather Fall spell, though it can dismiss it and reactivate it as a free action any time it wishes. Unless otherwise noted, this ability is always on.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special3-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility3-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Fiery Phlogiston
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = Anyone who makes an attack against the Phaethon suffers {{#var:Special4-CR}} points of fire and positive energy damage the first time they do so each round.  This includes melee, ranged, and touch attacks of all kinds, or including the phaethon in an area of effect, or trying to inflict ability drain, essence destruction, status conditions, or any other hostile act. The DM adjudicates any unusual effects, but is encouraged to err on the side of 'burning everything'.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special4-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility4-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name = Spawn Elemental
 
| Ability-5-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description = Once per round as a swift action, the Phaethon may spawn a [[Fire Elemental Immortal]] out of its own flesh.  The elemental attacks as commanded and is utterly loyal.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special5-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility5-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name = Deathstorm
 
| Ability-6-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description = The first time a phaethon is reduced to zero hitpoints, it explodes in a massive deathstorm, inflicting {{#var:Special6AlphaDmg}} points of fire and positive energy damage to all squares within 100 feet of its space, and inflicting [[Burned]] on all enemies who have faced it in this battle, even if they have fled the field of combat, even across dimensions.
 
On the next initative tick, the Phaethon reforms anywhere in the space affected by the deathstorm, with half its normal number of hitpoints ({{#var:Special6-Hit-Points}}) and may take another full round of actions immediately. 
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special6-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility6-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| 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 below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special7-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility7-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| 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 below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special8-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility8-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| 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 below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special9-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility9ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility9-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = A Phaethon lives to burn.  It will usually begin a fight by firing Firestorms as a full attack action, then spending an action point to teleport into the fire and Engulf as many foes as it can manage.
 
:Once it has foes engulfed, it will attack in melee, or fire a firestorm far away and teleport into it to force allies of the engulfed to chase it. Any time it is attacked, it's phogiston body burns the attacker, so it will certainly not attempt to hide from attackers.
 
:Once its deathstorm ability has triggered it will redouble its attacks, laughing in innocent glee the entire time.
 
 
 
<!--  OUT OF COMBAT   -->
 
| OutOfCombat =  
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes =  
 
| XPNotes =  
 
 
}}

Revision as of 23:06, 29 October 2017

Vicious Phaethon (ThreatCR 34)

Chaotic Evil - Gargantuan - Outsider (Elemental)
Lore: Know (Planes)
69 86
Basic DC Full DC
Initiative
Initiative Icon 2.png
64
Perception:
72 +62
Passive Active
Ambush:
14+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
61
Man Def
Shield Icon 3.png
70
Monster Health
14,220 7,110 73
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +38
Refl: +38
Will: +33

Strong Against:

  • DR /good and lawful
  • (Threat Role) Immunity (partial 5): Threats are immune to the first five conditions applied to them during an encounter. If a sixth condition is applied to a threat, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
  • (Elemental 1) Hardened (½ damage): precision damage, critical hits
  • (Elemental 2) Immune (no effect): bleeds (bruised, bleed, ruptured), poisons (tainted, poisoned, blighted).
  • (Elemental 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
  • Immune (no effect):Fire damage, Immune (no effect):Positive Energy damage

Weak Against:

  • Vulnerable (1.5x damage):Cold damage

Offense

Size: Gargantuan
20 ft. 20 ft.
Space Reach
To-Hit
+46
Sword Icon 3.png
Man Off
+58
Sword Icon 3.png
Action
3
Points

Standard Attack (Melee):

  • 2x Fiery Tendrils +46 (6d8+123/19-20 x2)
    as undefined damage type
    Fire and Positive Energy Damage

Full Attack (Melee):

  • 4x Fiery Tendrils +46 (6d8+123/19-20 x2)
    as undefined damage type
    Fire and Positive Energy Damage

Standard Attack (Ranged):

  • 2x Firestorm +46 (6d8+123/19-20 x2)
    as undefined damage type
    (Increment: 300 ft.; Max Range: 300 ft.)
    Fire and Positive Energy damage, 7x7 area of effect.

Full Attack (Ranged):

  • 4x Firestorm +46 (6d8+123/19-20 x2)
    as undefined damage type
    (Increment: 300 ft.; Max Range: 300 ft.)
    Fire and Positive Energy damage, 7x7 area of effect.

Siege Damage:

  • 1x ''''' +58 (4d6)

Statistics

58
STR
35
DEX
36
CON
8
INT
18
WIS
36
CHA

Skills:

Languages: Ackakackl, Common

Feats:

Special Abilities

Engulfing Flames (Ex)

As a move action, the phaethon may arrange it's 16 squares of space in any way it likes. If it arranges them to completely surround a creature's space, that creature is considered swallowed and is removed from the board to the inside of the phaethon until they escape or die. These spaces must be contiguous, though diagonals are allowed. This movement does not provoke attacks of opportunity.

Any creatured affected by Engulfing Flames receives the Burned condition automatically, and it cannot be removed until they are outside the phaethon.
To escape Engulfing flames, creatures may make a Maneuver Offense roll against the Phaethon's Maneuver Defense of . Failing that, engulfed creatures may simply attack the phaethon. If they inflict points of damage to the Phaethon's internals, they 'cut their way free' and are placed back into play somewhere adjacent to the Phaethon's current space. Note that damage inflicted to escape a phaethon's Engulfing Flames does not count against defeating the phaethon, escaping a Phaethon's Engulfing flames does not disable the power, and every creature engulfed must do the damage separately to escape.
Firestorm (Ex)

Areas subjected to the Firestorm ranged attack (see above) catch on fire and remain burning for 5 minutes. This is natural fire (not magical), and deals points of fire damage to any creature that begins its turn in the affected radius.

Note that the Phaethon may use the burning area left by this attack to utilize its Firewalk and Engulfing Flames abilities.
Firewalk (Su)

Any time the Phaethon takes a move action to move (including when it uses its Engulfing Flames ability), it can immediately teleport to any space it can perceive which is on fire as a free action just prior to executing the move action. Note that any fire large enough to fill at least one square (such as a campfire) is adequate for the Phaethon to use this ability.

Furthermore, the Phaethon is permanently under the effects of a Feather Fall spell, though it can dismiss it and reactivate it as a free action any time it wishes. Unless otherwise noted, this ability is always on.

Fiery Phlogiston ()

Anyone who makes an attack against the Phaethon suffers points of fire and positive energy damage the first time they do so each round. This includes melee, ranged, and touch attacks of all kinds, or including the phaethon in an area of effect, or trying to inflict ability drain, essence destruction, status conditions, or any other hostile act. The DM adjudicates any unusual effects, but is encouraged to err on the side of 'burning everything'.

Spawn Elemental (Su)

Once per round as a swift action, the Phaethon may spawn a Fire Elemental Immortal out of its own flesh. The elemental attacks as commanded and is utterly loyal.

Deathstorm (Su)

The first time a phaethon is reduced to zero hitpoints, it explodes in a massive deathstorm, inflicting points of fire and positive energy damage to all squares within 100 feet of its space, and inflicting Burned on all enemies who have faced it in this battle, even if they have fled the field of combat, even across dimensions.

On the next initative tick, the Phaethon reforms anywhere in the space affected by the deathstorm, with half its normal number of hitpoints () and may take another full round of actions immediately.

Unstoppable Killer (Ex; Threat Role) Auto Upon Death
The first time in an encounter that a Threat is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Threat becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.

At the beginning of its next turn, any conditions the Threat is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum (7,110 hit points). Furthermore, all enemy creatures within 2 squares (10 feet) of the Threat are immediately Pushed up to 4 squares (20 feet) away from the Threat, and suffer 6d10+177 points of bludgeoning (physical, common) damage. Affected creatures may make a Fortitude save versus a DC of 46 to reduce this damage by half, and reduce the push to 2 squares (10 feet). After this attack is resolved, the Threat can slide up to 5 squares (25 feet) to a space adjacent to an enemy creature. All of this occurs as a free action at the start of its turn, and once it is resolved, the Threat's immunity to damage expires. It must perform this attack before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to perform the attack.

The Threat is killed for good the second time its hit points are reduced to zero or less.

Vicious Phaethon

Vicious Phaethon

This creature possesses the Threat role, and therefore counts as 4 monsters for purposes of encounter size, XP award, and treasure.

The Phaethon is a being from a higher energy state of existence, an Outer Plane which is closer to the Plane of Power than our own. Phaethons do not like being summoned to the Prime Material, a place they consider to be cold and dull. Given the gigantic power of the Phaethon, they usually break free of their summoners quickly and begin to amuse themselves by burning everything they can reach. Phaethons normally travel by turning gaseous and burning their way through the earth, leaving behind either smooth tunnels roughly ten feet in diameter or a myriad of tiny channels a few inches across, as the whim takes them.
Phaethons usually look like roiling masses of brilliant hot flames, but they are actually composed of a rare eldritch material called phlogiston. They can be solid or gaseous, transparent, translucent, or opaque, hot or room temperature, and they can vary their shape at will. Phaethons normally look like ragged masses of gas, and may or may not emit incredible amounts of heat. They can also turn solid, and when they do their strength is unwordly. Phlogiston is extremely rare and valuable, because the main way to get it is to confront a Phaethon, and nobody wants to do that.
They may, if they wish, exactly mimic flames. Unlike normal flames, they do not need to burn red and orange unless they are seeking to 'blend in' to their surroundings. Phaethons can burn green, blue, purple, yellow, orange or red if they wish, and indeed, they frequently use color changes to punctuate their moods.
Unlike normal flames, Phaethons are self-sustaining and do not need fuel to burn. Phaethons are not extinguished or even harmed by water, and have a great time boiling lakes and rivers when they come across such things. A Phaethon's un-natural flame is composed of both fire and positive energy, which is what gives it its eternal nature.
Phaethons are intelligent enough to recognize that being summoned to the Prime Material is bad for their health. Phaethons are smart enough to seek a way to escape back to their native realms, but this is balanced out by their utter evil and giggling joy in murder and destruction. A Phaethon may seek out a wizard to get itself off the Material, but it will be a real test of attention span as to whether the Phaethon will burn the wizard before or after the portal is arranged.
Phaethons are deeply, utterly, Chaotic Evil. Nothing else matters except as a source of amusement, and Phaethons love burning things more than any other activity.

Vicious Phaethons are frequently associated with Fire Elemental Immortals. These creatures can often be found together.

Combat Tactics

A Phaethon lives to burn. It will usually begin a fight by firing Firestorms as a full attack action, then spending an action point to teleport into the fire and Engulf as many foes as it can manage.

Once it has foes engulfed, it will attack in melee, or fire a firestorm far away and teleport into it to force allies of the engulfed to chase it. Any time it is attacked, it's phogiston body burns the attacker, so it will certainly not attempt to hide from attackers.
Once its deathstorm ability has triggered it will redouble its attacks, laughing in innocent glee the entire time.

Out of Combat

Rewards

XP: 157,440,000 (Threat role included.)

Treasure: Sellable Goods worth 13,752,250 gp.

Weight: 1360 lbs.     Volume: 54.4 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 - 5 Nothing Found
6 - 10 1 Languid Remnant (tier 1)
11 - 14 1 Pale Remnant (tier 2)
15 - 17 1 Bright Remnant (tier 3)
18 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 5 Languid Remnants (tier 1)
2 - 5 5 Pale Remnants (tier 2)
6 - 10 1 Intense Remnant (tier 4)
11 - 14 1 Blazing Remnant (tier 5)
15 - 17 1 Vital Remnant (tier 6)
18 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 5 Bright Remnants (tier 3)
2 5 Intense Remnants (tier 4)
3 - 6 5 Blazing Remnants (tier 5)
7 - 10 5 Vital Remnants (tier 6)
11 - 14 1 Prime Remnant (tier 7)
15 - 17 1 Mythic Remnant (tier 8)
18 - 20 1 Empyrean Remnant (tier 9)