Intruding Creature
'Intruding Creature' is a pattern designed to put a monster far outside its normal habitat. The most common use of this pattern is to have sea monsters appear on the land. Magical land sharks that dash around on the tips of their flippers, glacier-dwelling crocodiles who attack out of snowbanks, seahorses that fly, aboleths who move around in giant bubbles of magically-animated water, a pod of flying whales...all these sorts of things are enabled by this pattern, and are the most common way of using it.
But this pattern can be used more widely than that, if the GM likes. Lava boars that live in volcanoes, dire bats that fly gracefully underwater, giant penguin-rocs that hunt whales in the ocean depths, assassin trees that are really assassin kelp, xorn that teleport through shadows rather than glide through stone, the possibilities of this pattern are immense indeed. Note that the more fanciful uses of this Pattern may require support from another pattern to make the CR work out, depending upon how imaginative the GM's idea is. As with all use of Patterns, approach the more 'fanciful' ideas with caution!
An Intruding Creature uses all of the base creature's statistics and abilities except as noted below.
CR (challenge rating)
Same as base creature +1.
Size and Type
The creature's Size does not change. It's Type remains the same but it gains the subtype Intruding.
Initiative Modifier
The creature's initiative modifier increases by +1.
Senses
All senses such as scent, tremorsense, keen hearing, etc are unchanged. An Intruding Creature gains +1 on Perception skill rolls. If they do not have Low Light Vision, they gain it. Water Sense may change to Air Sense, or vice-versa, with other changes as the GM deems fit.
Armor Class
Intruding Creatures gain +2 AC.
Hit Dice
Intruding Creatures gain +2 hp per Hit Die of their adjusted CR.
Defensive Ability
The Intruding Creature gains the following abilities, which may be added to their Bestiary entry:
Aura: - Same as Base Creature
SR: - Same as Base Creature
Special Defenses: Same as Base Creature
- Intruding Creatures gain a +1 untyped bonus on all Saving Throws.
Immunities: Same as Base Creature.
Weaknesses: Same as Base Creature
Out of Combat
Same as Base Creature.
Speed
An Intruding Creature gains one movement type that suits their new environment, as well as any realism gains or changes required. This does not include the ability to breathe in anything but normal air, although the aquatic pattern can also be added to fix that lack.
Melee Attacks
The Intruding Creature retains all the base creature's attacks . It gains a +2 untyped bonus to-hit with all attacks.
Damage
The Intruding Creature does the same damage and effects as the base creature. It gains a +2 untyped bonus to all damage it inflicts, and all DC's are raised by +1.
Space and Reach
No Changes.
Offensive Ability
Same as Base Creature.
Ability Scores
No changes.
Maneuver Offense and Maneuver Defense
The Intruding Creature gains a +2 untyped bonus to Maneuver Offense and Maneuver Defense rolls.
Feats
Optionally, add one non-combat oriented feat, for flavor. Or just wing it! DM fiat is a wonderful thing.
Skills
Optionally, add one skill at CR+10.