Template:Monster: Difference between revisions
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<div style="margin-left:1.5em">{{{CombatTactics|-}}}</div> | <div style="margin-left:1.5em">{{{CombatTactics|-}}}</div> | ||
<h2 class="bestiary">Out of Combat</h2> | <h2 class="bestiary">Out of Combat</h2> | ||
<div style="margin-left:1.5em">{{{OutOfCombat|-} | <div style="margin-left:1.5em">{{{OutOfCombat|-}}}{{#ifeq:{{{Role|}}}|Villain|<p></p><h3 class="bestiary">Die Another Day (Villain Role)</h3> | ||
Villains often live to fight another day. In most encounters, a villain shouldn't even be present. However, in those encounters that include villains, GM's should strive to set up the fight in a way that the PC's can achieve victory without actually needing kill the villain. This can include saving imperiled civilians from some dastardly trap, stopping a horrible ritual, or retrieving the McGuffin before the villain can, etc. GM's are cautioned that having a villain escape 'just because' is often very frustrating for players. However, if they escape because the players were busy doing something else, that's usually seen as reasonable.|}}</div> | Villains often live to fight another day. In most encounters, a villain shouldn't even be present. However, in those encounters that include villains, GM's should strive to set up the fight in a way that the PC's can achieve victory without actually needing kill the villain. This can include saving imperiled civilians from some dastardly trap, stopping a horrible ritual, or retrieving the McGuffin before the villain can, etc. GM's are cautioned that having a villain escape 'just because' is often very frustrating for players. However, if they escape because the players were busy doing something else, that's usually seen as reasonable.|}}</div> | ||
<h2 class="bestiary">Rewards</h2> | <h2 class="bestiary">Rewards</h2> |
Revision as of 16:30, 6 February 2021
Monster Name (CR 1)
? - Medium - ?
Lore: | Know (Local) | ||
DC 2 | DC 17 | ||
Basic | Full |
Init: |
+3 |
Init |
Perception: | |
-2 | -12 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
- Movement Types:
Defense
Armor |
0 |
Class |
Manvr |
0 |
Defns |
Monster Health | ||
0 | 0 | 0 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +0 |
Refl: | +0 |
Will: | +0 |
- Strong Against:
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
- Weak Against:
Offense
- Space / Reach: 0 ft. / 0 ft.
- Standard Attack:
- 1x Unnamed Attack 1 +0 (0/x2) as (undefined damage type)
- Full Attack:
- 1x Unnamed Attack 1 +0 (0/x2) as (undefined damage type)
- Standard Ranged:
- Maneuver Offense: 3
- Siege Damage: Not siege capable
Statistics
STR: | — | DEX: | — | CON: | — | INT: | — | WIS: | — | CHA: | — |
- Feats:
- Skills:
- Perception: -12
- All other skills: 0 (no ranks)
Special Abilities
None
Monster
No description found.
Combat Tactics
-
Out of Combat
-
Rewards
- XP: 400
- Treasure: Sellable Goods worth 219 gp.
- Weight: 10 lbs. Volume: 0.4 cu. ft.
- Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20: Result Remnant Found (If Any) 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
Table 2: Roll a d20: Result 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
Table 3: Roll a d20: Result 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)