Canker Beast: Difference between revisions

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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 16
| Max-CR = 24


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


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| Restrict-Role-No-Role =  
| Restrict-Role-No-Role =  
| Restrict-Role-Heavy =  
| Restrict-Role-Heavy =  
| Restrict-Role-Henchman =
| Restrict-Role-Killer =  
| Restrict-Role-Killer =  
| Restrict-Role-Leader =  
| Restrict-Role-Leader =  
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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         Example: "[[Common Red Dragon]]"                                                            -->
         Example: "[[Common Red Dragon]]"                                                            -->
   }}</onlyinclude>
   }}</onlyinclude>
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Canker Beasts are vile abominations which look like walking masses of oozing, infected flesh. Their appearance is horrifying in the extreme, and the conventional wisdom is that Canker Beasts are normal animals, such as cows, horses, deer, pigs, dogs, etc, who have become afflicted with some awful malady.
| Description | Canker Beasts are vile abominations which look like walking masses of oozing, infected flesh. Their appearance is horrifying in the extreme, and the conventional wisdom is that Canker Beasts are normal animals, such as cows, horses, deer, pigs, dogs, etc, who have become afflicted with some awful malady.


:In truth, this may be the case, but Canker Beasts are considerably more complicated and awful than some mere disease.  
In truth, this may be the case, but Canker Beasts are considerably more complicated and awful than some mere disease.  


:Canker Beasts are incredibly durable. Indeed, the common belief is that they are immortal, since they can withstand a level of abuse that would destroy any 'normal' animal a dozen times. Adventurers (those who are strong enough) confidently proclaim that nothing is really un-killable, and it is best to leave Canker Beasts to adventurers of that sort, or mobilize many squads of Town Watch with siege weapons to beard them in their lairs.
Canker Beasts are incredibly durable. Indeed, the common belief is that they are immortal, since they can withstand a level of abuse that would destroy any 'normal' animal a dozen times. Adventurers (those who are strong enough) confidently proclaim that nothing is really un-killable, and it is best to leave Canker Beasts to adventurers of that sort, or mobilize many squads of Town Watch with siege weapons to beard them in their lairs.


:It has been proven that Canker Beasts can arise when a normal wild animal or farm animal succumbs to...something. Far more awful is the proven fact that Canker Beasts can and do mate and breed with one another, and the offspring of these ghastly couplings appear to be normal animals...until at some point, inevitably, they change. This means that any animal, at any time, could transform into a Canker Beast. Indeed, it is commonly observed that there are 'molting clusters', wherein one to several normal-seeming animals burst out in vile buboes, swell to bloated size, and a herd-pack of Canker Beasts is born. There have even been reports, thankfully rare, of entire vast herds of animals, both wild and domestic, converting into Canker Beasts. Hundreds or thousands of the vile monstrosities can arise in this way, the Canker affliction seeming to leap and spread through the population with awful speed. In lands where Canker Beast eruptions are common, it is not unusual to see entire counties and nations where no animal larger than a chicken is allowed to live for even a moment, for fear they will become an un-killable monster.
It has been proven that Canker Beasts can arise when a normal wild animal or farm animal succumbs to...something. Far more awful is the proven fact that Canker Beasts can and do mate and breed with one another, and the offspring of these ghastly couplings appear to be normal animals...until at some point, inevitably, they change. This means that any animal, at any time, could transform into a Canker Beast. Indeed, it is commonly observed that there are 'molting clusters', wherein one to several normal-seeming animals burst out in vile buboes, swell to bloated size, and a herd-pack of Canker Beasts is born.  


:Canker Beasts are obviously not undead, as they are intelligent, thinking beings, albeit of usually animal cunning only. Their appearance is disturbing, as they have scabrous sores, welts, scars, fistulas, and less savory malformations. The beasts appear to be in some discomfort, although they do not seem to be in utter agony, as their appearance would indicate.
There have even been reports, thankfully rare, of entire vast herds of animals, both wild and domestic, converting into Canker Beasts. Hundreds or thousands of the vile monstrosities can arise in this way, the Canker affliction seeming to leap and spread through the population with awful speed. In lands where Canker Beast eruptions are common, it is not unusual to see entire counties and nations where no animal larger than a chicken is allowed to live for even a moment, for fear they will become an un-killable monster.


:The discomfort of their condition is speculated to be the reason that Canker Beasts are aggressive and vicious, attacking and killing most things that they meet. Canker Beasts can survive for considerable lengths of time, and some lost territories have stable endemic populations of the awful things. Combined with their tremendous, eldritch, durability and strength, this savagery dictates that Canker Beasts must be confronted and destroyed as soon as they can be tracked down and cornered.
Canker Beasts are obviously not undead, as they are intelligent, thinking beings, albeit of usually animal cunning only. Their appearance is disturbing, as they have scabrous sores, welts, scars, fistulas, and less savory malformations.  The beasts appear to be in some discomfort, although they do not seem to be in utter agony, as their appearance would indicate.
 
The discomfort of their condition is speculated to be the reason that Canker Beasts are aggressive and vicious, attacking and killing most things that they meet. Canker Beasts can survive for considerable lengths of time, and some lost territories have stable endemic populations of the awful things. Combined with their tremendous, eldritch, durability and strength, this savagery dictates that Canker Beasts must be confronted and destroyed as soon as they can be tracked down and cornered.


    
    
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Aberration
| Type | Aberration
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- 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 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 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
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


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


| NudgePriDamage = hi
| NudgePriDamage = 2
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-PriDamage = hi
| NudgeFullAtk-PriDamage = 2
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- 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 =  
| Nudge-Pri-Atk-Crit-Range =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


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


| NudgeSecDamage = vhi
| NudgeSecDamage = 4
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-SecDamage = vhi
| NudgeFullAtk-SecDamage = 4
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- 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 =  
| Nudge-Sec-Atk-Crit-Range =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-TerDamage =  
| NudgeFullAtk-TerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- 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 =  
| Nudge-Ter-Atk-Crit-Range =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-QuaDamage =  
| NudgeFullAtk-QuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- 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 =  
| Nudge-Qua-Atk-Crit-Range =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-RangedDamage =  
| NudgeFullAtk-RangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- 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 =  
| Nudge-Ranged-Atk-Crit-Range =  
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| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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<!--  SPECIAL ABILITIES  -->
<!--  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) -->




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| Ability-1-Type = Ex
| Ability-1-Type = Ex
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Swift Action 1/Enc only after Bloodied
  <!-- 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 =  
| Ability-1-Concentration =  
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| Ability-1-Description = Once per encounter, a Canker Beast may succumb to a shuddering fit of convulsions. This ability may only be used after the Canker Beast has been severely injured, and may thus only be used while the Beast is below its Bloodied value in Hit Points ({{Bloodied-Hit-Points}} hit points).  
| Ability-1-Description = Once per encounter, a Canker Beast may succumb to a shuddering fit of convulsions. This ability may only be used after the Canker Beast has been severely injured, and may thus only be used while the Beast is below its Bloodied value in Hit Points ({{Bloodied-Hit-Points}} hit points).  


:Trembling Ague is a [[swift action]], as the beast is wracked with a sudden, head-to-toe convulsion. The violent muscular contractions cause it to [[Slide]] up to three spaces, and its wounds spew vile ichors and fluids.  These ichors affect all enemy creatures within three squares of the Canker Beast's space after it completes the Slide movement, and they inflict {{Special-Alpha-Dmg}} of {{dmg|rugosic}} damage.  Any affected creatures are allowed a Fortitude save (vs. a DC of {{Save-DC}}) in order to take half damage from the disgusting slime.
Trembling Ague is a [[swift action]], as the beast is wracked with a sudden, head-to-toe convulsion. The violent muscular contractions cause it to [[Slide]] up to three spaces, and its wounds spew vile ichors and fluids.  These ichors affect all enemy creatures within three squares of the Canker Beast's space after it completes the Slide movement, and they inflict {{Special-Standard-Dmg}} of {{dmg|rugosic}} damage.  Any affected creatures are allowed a Fortitude save (vs. a DC of {{Save-DC}}) in order to take half damage from the disgusting slime.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-2-Type = Ex
| Ability-2-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Swift Action
  <!-- 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-2-Concentration =  
| Ability-2-Concentration =  
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| Ability-2-Description = As a [[swift action]], a Canker Beast can use its ichorous bulk to batter and jostle an adjacent foe. This may be a head butt, a shoulder slam, a heavy hooved stomp, or any other attack that seems appropriate.
| Ability-2-Description = As a [[swift action]], a Canker Beast can use its ichorous bulk to batter and jostle an adjacent foe. This may be a head butt, a shoulder slam, a heavy hooved stomp, or any other attack that seems appropriate.


:Cankered Batter inflicts {{Special-Swift-Dmg}} as {{dmg|bludgeoning}} if the Canker Beast succeeds on a [[melee touch attack]] {{Touch-Attack}} against a foe within their reach. In addition, a successfully struck foe is subject to a [[Trip]] combat maneuver as a free action, if the Beast successfully rolls its Maneuver Offense ({{Maneuver-Offense}}) against their struck foe's [[Maneuver Defense]].
Cankered Batter inflicts {{Special-Swift-Dmg}} as {{dmg|bludgeoning}} if the Canker Beast succeeds on a [[melee touch attack]] {{Touch-Attack}} against a foe within their reach. In addition, a successfully struck foe is subject to a [[Trip]] combat maneuver as a free action, if the Beast successfully rolls its Maneuver Offense ({{Maneuver-Offense}}) against their struck foe's [[Maneuver Defense]].


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-3-Type =  
| Ability-3-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-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-3-Concentration =  
| Ability-3-Concentration =  
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| Ability-4-Type =  
| Ability-4-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-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-4-Concentration =  
| Ability-4-Concentration =  
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| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--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 =  
| Ability-5-Concentration =  
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| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--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 =  
| Ability-6-Concentration =  
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| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--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 =  
| Ability-7-Concentration =  
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| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--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 =  
| Ability-8-Concentration =  
Line 1,024: Line 1,058:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--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 =  
| Ability-9-Concentration =  
Line 1,031: Line 1,069:


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- 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}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 1,059: Line 1,555:
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Canker Beasts are nasty, cagey things that hate all civilized races with implacable animosity. Canker Beasts are, amazingly, accepted by natural beasts that are of similar origin.  Thus, a herd of normal deer will accept deer-type Canker Beasts without trouble, and will usually allow horse-type, pig-type, sheep-type, Beasts as well.  In similar fashion, packs of wolves or prides of tigers will accept predator-type Beasts without issue.
| CombatTactics = Canker Beasts are nasty, cagey things that hate all civilized races with implacable animosity. Canker Beasts are, amazingly, accepted by natural beasts that are of similar origin.  Thus, a herd of normal deer will accept deer-type Canker Beasts without trouble, and will usually allow horse-type, pig-type, sheep-type, and other 'herbivore' Beasts as well.  In similar fashion, packs of wolves or prides of tigers will accept predator-type Beasts without issue.


:In a mass of animals, especially at night, Canker Beasts can blend in with ridiculous ease. Canker Beasts are cagey enough to use this to their advantge, and will lay in wait, herding peacefully with their flock, until they suddenly 'go hostile', often catching even seasoned adventurers and soldiers off guard. Canker Beasts will rush into battle with some haste, often using a move then a charge to reach their hated enemies. Canker Beasts have no ranged attacks, being mere Beasts, and will move to attack withgout hesitation.
In a mass of animals, especially at night, Canker Beasts can blend in with ridiculous ease. Canker Beasts are cagey enough to use this to their advantage, and will lay in wait, herding peacefully with their flock, until they suddenly 'go hostile', often catching even seasoned adventurers and soldiers off guard. Canker Beasts will rush into battle with some haste, often using a move then a charge to reach their hated enemies. Canker Beasts have no ranged attacks, being mere Beasts, and will move to attack without hesitation.


:Canker Beasts are dimly aware of their injuries, and their Trembling Ague power will be used while as close as possible to enemies, so as to wound and kill as many as possible.
Canker Beasts are dimly aware of their injuries, and their Trembling Ague power will be used while as close as possible to enemies, so as to wound and kill as many as possible.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Canker Beasts are surprisingly not-terrible in their daily lives.  Yes, they are vile to look at, and yes, they will implacably attack and kill any and all humanoids or other civilized creatures they meet. That said, compared to utter monstrosities like Aboleths, Canker Beasts are positively benign. That said, Aboleths and Canker Beasts, weirdly enough, get along great together, and it is not unknown for the slimy horrors to keep Cankers around. Whether the Aboleths are involved in creating or propogating the Beasts is unknown.
| OutOfCombat = Canker Beasts are surprisingly not-terrible in their daily lives.  Yes, they are vile to look at, and yes, they will implacably attack and kill any and all humanoids or other civilized creatures they meet. That said, compared to utter monstrosities like Aboleths, Canker Beasts are positively benign. That said, Aboleths and Canker Beasts, weirdly enough, get along great together, and it is not unknown for the slimy horrors to keep Cankers around. Whether the Aboleths are involved in creating or propagating the Beasts is unknown.


:Other types of monsters, such as varius Giants, Hags, and the like, tend to keep Canker Beasts as well, since it is apparently possible to harvest the durable monstrosities for meat without killing them, their unnatural durability making them valuable sources of food for the truly vile things out there. The idea of eating Canker Beast meat is...offputting...to anyone with a spark of decency.
Other types of monsters, such as various Giants, Hags, and the like, tend to keep Canker Beasts as well, since it is apparently possible to harvest the durable monstrosities for meat without killing them, their unnatural durability making them valuable sources of food for the truly vile things out there. The idea of eating Canker Beast meat is...offputting...to anyone with a spark of decency.





Latest revision as of 21:45, 11 February 2023

Canker Beast (CR 19)

Pure Evil - Large - Aberration
Lore: K. (Dungeoneer)
36 54
Basic DC Full DC
Initiative
Initiative Icon 2.png
36
Perception:
41 +31
Passive Active
Ambush:
13+
on a d20
  • Ambush Notes: Canker Beasts are easy to mistake for a normal animal, and since they can and do mingle with normal animals, they are dangerous ambushers.

Movement Types:

Defense

AC
Shield Icon 3.png
43
Man Def
Shield Icon 3.png
43
Monster Health
883 441 36
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +21
Refl: +16
Will: +16

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+28
Sword Icon 3.png
Man Off
+33
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Cankered Bite +28 (5d10+35/x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 1x Cankered Bite +28 (5d10+35/x2)
    as slashing (physical, common)
  • 2x Cankered Bash +28 (5d6+19/x2)
    as bludgeoning (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

32
STR
18
DEX
30
CON
4
INT
8
WIS
4
CHA

Skills:

Languages:

Feats:

Special Abilities

Trembling Ague (Ex) Swift Action 1/Enc only after Bloodied

Once per encounter, a Canker Beast may succumb to a shuddering fit of convulsions. This ability may only be used after the Canker Beast has been severely injured, and may thus only be used while the Beast is below its Bloodied value in Hit Points (442 hit points).

Trembling Ague is a swift action, as the beast is wracked with a sudden, head-to-toe convulsion. The violent muscular contractions cause it to Slide up to three spaces, and its wounds spew vile ichors and fluids. These ichors affect all enemy creatures within three squares of the Canker Beast's space after it completes the Slide movement, and they inflict 4d8+22 of rugosic (physical, uncommon) damage. Any affected creatures are allowed a Fortitude save (vs. a DC of 29) in order to take half damage from the disgusting slime.

Cankered Batter (Ex) Swift Action

As a swift action, a Canker Beast can use its ichorous bulk to batter and jostle an adjacent foe. This may be a head butt, a shoulder slam, a heavy hooved stomp, or any other attack that seems appropriate.

Cankered Batter inflicts 4d6+14 as bludgeoning (physical, common) if the Canker Beast succeeds on a melee touch attack 1d20 + 32 vs. AC (always hits on a 17+ on the die) against a foe within their reach. In addition, a successfully struck foe is subject to a Trip combat maneuver as a free action, if the Beast successfully rolls its Maneuver Offense (31) against their struck foe's Maneuver Defense.

Canker Beast

Canker Beast

Canker Beasts are vile abominations which look like walking masses of oozing, infected flesh. Their appearance is horrifying in the extreme, and the conventional wisdom is that Canker Beasts are normal animals, such as cows, horses, deer, pigs, dogs, etc, who have become afflicted with some awful malady.

In truth, this may be the case, but Canker Beasts are considerably more complicated and awful than some mere disease.

Canker Beasts are incredibly durable. Indeed, the common belief is that they are immortal, since they can withstand a level of abuse that would destroy any 'normal' animal a dozen times. Adventurers (those who are strong enough) confidently proclaim that nothing is really un-killable, and it is best to leave Canker Beasts to adventurers of that sort, or mobilize many squads of Town Watch with siege weapons to beard them in their lairs.

It has been proven that Canker Beasts can arise when a normal wild animal or farm animal succumbs to...something. Far more awful is the proven fact that Canker Beasts can and do mate and breed with one another, and the offspring of these ghastly couplings appear to be normal animals...until at some point, inevitably, they change. This means that any animal, at any time, could transform into a Canker Beast. Indeed, it is commonly observed that there are 'molting clusters', wherein one to several normal-seeming animals burst out in vile buboes, swell to bloated size, and a herd-pack of Canker Beasts is born.

There have even been reports, thankfully rare, of entire vast herds of animals, both wild and domestic, converting into Canker Beasts. Hundreds or thousands of the vile monstrosities can arise in this way, the Canker affliction seeming to leap and spread through the population with awful speed. In lands where Canker Beast eruptions are common, it is not unusual to see entire counties and nations where no animal larger than a chicken is allowed to live for even a moment, for fear they will become an un-killable monster.

Canker Beasts are obviously not undead, as they are intelligent, thinking beings, albeit of usually animal cunning only. Their appearance is disturbing, as they have scabrous sores, welts, scars, fistulas, and less savory malformations. The beasts appear to be in some discomfort, although they do not seem to be in utter agony, as their appearance would indicate.

The discomfort of their condition is speculated to be the reason that Canker Beasts are aggressive and vicious, attacking and killing most things that they meet. Canker Beasts can survive for considerable lengths of time, and some lost territories have stable endemic populations of the awful things. Combined with their tremendous, eldritch, durability and strength, this savagery dictates that Canker Beasts must be confronted and destroyed as soon as they can be tracked down and cornered.

Combat Tactics

Canker Beasts are nasty, cagey things that hate all civilized races with implacable animosity. Canker Beasts are, amazingly, accepted by natural beasts that are of similar origin. Thus, a herd of normal deer will accept deer-type Canker Beasts without trouble, and will usually allow horse-type, pig-type, sheep-type, and other 'herbivore' Beasts as well. In similar fashion, packs of wolves or prides of tigers will accept predator-type Beasts without issue.

In a mass of animals, especially at night, Canker Beasts can blend in with ridiculous ease. Canker Beasts are cagey enough to use this to their advantage, and will lay in wait, herding peacefully with their flock, until they suddenly 'go hostile', often catching even seasoned adventurers and soldiers off guard. Canker Beasts will rush into battle with some haste, often using a move then a charge to reach their hated enemies. Canker Beasts have no ranged attacks, being mere Beasts, and will move to attack without hesitation.

Canker Beasts are dimly aware of their injuries, and their Trembling Ague power will be used while as close as possible to enemies, so as to wound and kill as many as possible.

Out of Combat

Canker Beasts are surprisingly not-terrible in their daily lives. Yes, they are vile to look at, and yes, they will implacably attack and kill any and all humanoids or other civilized creatures they meet. That said, compared to utter monstrosities like Aboleths, Canker Beasts are positively benign. That said, Aboleths and Canker Beasts, weirdly enough, get along great together, and it is not unknown for the slimy horrors to keep Cankers around. Whether the Aboleths are involved in creating or propagating the Beasts is unknown.

Other types of monsters, such as various Giants, Hags, and the like, tend to keep Canker Beasts as well, since it is apparently possible to harvest the durable monstrosities for meat without killing them, their unnatural durability making them valuable sources of food for the truly vile things out there. The idea of eating Canker Beast meat is...offputting...to anyone with a spark of decency.

Rewards

XP: 204,800

Treasure: Sellable Goods worth 89,889 gp.

Weight: 190 lbs.     Volume: 7.6 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)