Cawtrid: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.04 -->
[[Category:CR 15]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:Cawtrid_1.png|384px|right|xx]]
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
== Cawtrid (CR 15) ==
| CR | 15
Cawtrids are an odd aberration that are believed to inundate the small extradimensional gaps between the Prime Material and other planes. Those few who have seen them have always claimed that they were everywhere and innumerable. It is not known what causes Cawtrids to take an interest in beings on the Prime Material, but attacks do happen, typically leaving the victims raving with incurable madness. Whether this is caused by the psychic damage inflicted by the Cawtrids, or by the glimpses of the tattered holes in our reality leading to the Outer Madness is also unknown.
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


Cawtrids are invisible nearly all of the time, so most people have no idea that they move through a sea of these creatures every day.
| MonsterName = Cawtrid


=== GENERAL ===
| Image = Cawtrid_1.png
'''CR''' 15  '''Hit Dice''' 22
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


'''XP''' 51,200
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


NE Small Aberration
| Description = Cawtrids are madness monsters.  Only the insane believe they really exist...but there's a lot of insane people in asylums and back alleys that agree on the terrible details.  Are Cawtrids myth?  Or something so awful, so 'out of left field' that they...are real?  Nobody really knows, and that's sort of scary.


'''Init''' +7; '''Senses''' [[Blindsense]] 30 ft., Perception +23
:If they really exist, Cawtrids are some sort of a horrible aberration, that the fringe lunatics speculate inundate the small extradimensional gaps between the Prime Material and other planes. That is a terrible idea, because they could exist, if they're real...ANYWHERE.


=== DEFENSE ===
:Those few who claim to have seen them, and are not utter lunatics, those that can possibly be believed about it, have always claimed that they were everywhere and innumerable. This implies that Cawtrids exist because all races with the Spark...BELIEVE they exist.  This is the sort of thing that's truly horrifying, because how do you stop something that's just...belief?  Or maybe fear?  Every childs night terrors...only...somehow...real?  This is the sort of thing that leads to belief in the Real Darkness, the ever-consuming Void behind all things.... 
'''AC''' 37, '''touch''' 26, '''flat-footed''' 31 (+10 armor, +6 dex, +6 natural, +5 deflection)


'''hp''' 328
:Sobering stuff, eh?


'''Fort''' +14, '''Ref''' +14, '''Will''' +18
: If they are real, they are..awful.


'''Aura:''' -
:If they are real, it is not known what causes Cawtrids to take an interest in beings on the Prime Material, but the simple fact is, if you look hard enough, there are attacks that DO happen with no explanation.  These attacks DO happen, no matter the scornful debials, the mocking, the disbelief.  When they happen, they are worst possible, typically leaving the victims raving with incurable madness. Whether this is caused by the psychic damage inflicted by "Cawtrids", or by the glimpses of the tattered holes in our reality leading to the Outer Madness...


'''SR:''' -
:Nobody knows.


'''Special Defenses:''' Greater Invisibility (see below)
| Alignment = Neutral Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


'''Immunities:''' Prone (due to Hover)
| Size = Small
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


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


=== OFFENSE ===
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
'''Speed''' 30 ft., [[Hover]] 30 ft.
| Subtype |
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, 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. -->
  <!-- Otherwise leave blank. -->
  }}</onlyinclude>


'''Space / Reach:'''  5 ft. / 5 ft.
| NudgeBasicLoreValue = +2
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Single Melee''' Probiscus +24 (3d8+15/x2 non-lethal piercing damage) plus Fevered Visions
| NudgeFullLoreValue = -4
  <!-- 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 -->


'''Full Melee''' Probiscus +24 (3d8+15/x2 non-lethal piercing damage) plus Fevered Visions, 2x Unguis +24 (3d6+3/x2 non-lethal piercing damage)
| NudgeInit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Ranged''' Sensile Intrusion +18 ranged touch (3d8+8 non-lethal psychic damage) plus Fevered Visions (max range 100 ft.)
| Senses = [[Standard Senses]], [[Lifesense]] 120 ft., [[Mindsense]] 90 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]]                                    -->


'''Special Attacks''' Greater Invisibility, Fevered Visions
| NudgePerception =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Action Points''' 0
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


=== STATISTICS ===
| NudgeTouchAC =  
'''Str''' 11, '''Dex''' 10, '''Con''' 11, '''Int''' 36, '''Wis''' 22, '''Cha''' 25
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Base Atk''' +15; '''CMB''' +24; '''Resilience''' 32
| NudgeFFAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Feats''' -
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Skills''' Stealth +23 (+43 when invisible)
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


'''Languages''' Telepathic (all languages)
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


=== SPECIAL ABILITIES ===
; Greater Invisibility
Cawtrids are invisible at all times, granting them +20 to stealth checks and total concealment (50% miss chance) against creatures which rely on visual senses to target in combat.  However, this invisibility is pierced by anyone suffering from the [[Confused]] status condition.  Those rendered insane by Fevered Visions are also able to see Cawtrids.


; Fevered Visions
<!--  SAVING THROWS  -->
A creature hit by a Cawtrid's probiscus or by its Sensile Intrusion attack are assaulted with a frenzy of sights, sounds, smells and tastes, which urge the victim to perform impossible acts, or comprehend things they were not meant to know.  Such creatures must make a Will save, DC 23, or suffer 1d4 points of Intelligence drain and become [[Baffled]] until the end of the Combat.  Those who succeed on the save are still inundated with a rush of bizarre images, sounds and confusing lights, causing them to be [[Muddled]] until the end of the combat.  A creature who is already [[Baffled]] who fails another save instead becomes [[Confused]].  Note that Confused creatures can ignore a Cawtrid's invisibility. 


Any creature who has failed at least one save from Fevered Visions may voluntarily make themselves [[Confused]], giving in to the irrational flood of impossible ideas and urges which flood their mind.  This surrender allows them to more effectively fight the Cawtrids, but at a terrible cost.  The Confused state persists for 1d10 minutes.
| Fort =
| Refl =
| Will = S
  <!-- 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                              -->


The Intelligence drain recovers at the rate of 1 point per day, unless restored via magic, such as a [[Restoration, Lesser (Spell)|Lesser Restoration]] spell.  Any creature reduced to 0 Intelligence by a Cawtrid's Fevered Visions is rendered permanently insane, which can only be cured via a [[Restoration, Greater (Spell)|Greater Restoration]] spell, even if their Intelligence is restored through healing.  Insane creatures have the [[Baffled]] condition at all times, and GM's are encouraged to come up with one or two other traits the character must endure (such as a powerful delusion, or synesthesia, etc.) until they are cured.
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


=== TREASURE ===
| SpecialDefenses = Insanity Invisibility (see below)
sell value of approximately 18,750 gp
  <!-- Put any DR or ER values here -->


=== COMBAT TACTICS ===
| StrongAgainst = '''''Immune (no effect):'''''  Prone (due to Hover)
Cawtrids are inscrutable monsters that live in multiple planes of existence at once.  They do not eat, sleep or breathe as we would define such things, and they don't have any apparent needs that anyone has been able to determine. However, occasionally, a hapless group of people will suddenly provoke a group of Cawtrids into violence. Such attacks are probably rare, though, since many of the victims of these attacks are rendered insane, it is possible they are more common than most experts believe. Certainly, these ravening madmen claim that Cawtrids are everywhere, all the time, which, if true, suggests they are usually non-violent.
  <!-- 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):'''''                                                                  -->


Once provoked, they set upon the offenders with fierce efficiency. They are highly intelligent and will fight from range if possible.  If an opponent somehow closes to melee with them, they will use full attacks to defend themselves.
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->


Cawtrids don't experience fear as we would define it, and won't typically run from a fight that they can't win.  However, in some cases, they have been known to disengage as if signaled by something no one could perceive (this has occurred even when their victory was certain).
| 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))   -->


Cawtrids never kill their victims. Even though their attacks deal damage, it is all non-lethal.  Instead, Cawtrids will linger over an unconscious victim long enough to fully drain its Intelligence and ensure it becomes permanently insane.  It is speculated that the fevered imaginings of the insane victims helps the Cawtrids in some way, or perhaps placates their violent tendencies for a time.
| 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)) -->
 
| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->
 
| 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)) -->
 
| MoveTypes = [[Walk]] 30 ft., [[Hover]] 30 ft.
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->
 
| 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) -->
 
 
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Natural
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
 
| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Psychic Proboscis
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| PriAtkNotes = Non-Lethal, Psychic Damage, plus Fevered Visions (See below)
  <!-- 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 -->
 
| 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 = 3
  <!-- 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    -->
 
| PriAtkVSTouchAC = Y
  <!-- 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 -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Unguis
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| SecAtkNotes = non-lethal, physical piercing damage
  <!-- 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    -->
 
| 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 = vhi
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  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    -->
 
| 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 -->
 
 
 
<!--  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    -->
 
| 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 -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Sensile Intrusion
  <!-- 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 = 25
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 4
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes = plus Fevered Visions
  <!-- 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            -->
 
| RangedAtkVSTouchAC = Y
  <!-- 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 -->
 
 
 
<!--  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") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 11
| Dex = 10
| Con = 11
| Int = 36
| Wis = 22
| Cha = 25
 
 
<!--  FEATS  -->
 
| Feat1 = Second Chance
| Feat2 = Second Chance, Improved
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Stealth
| Skill2 =
| Skill3 =
| Skill4 =
| Skill5 =
 
| NudgeSkill1 = +8
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill5 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes = Gains +8 bonus (included) against any non-insane target.
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = [[Languages#Telepathy | Telepathy]], Enuncia
  <!-- 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 = Insanity Invisibility
 
| 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 = Cawtrids are invisible versus the sane, at all times, granting them +4 to stealth checks (not included above) and total concealment (50% miss chance) against all creatures in their right minds and which rely on visual senses to target in combat.  However, this invisibility is pierced by anyone suffering from the [[Confused]] status condition.  Those rendered insane by Fevered Visions are also able to see Cawtrids.
  <!-- 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:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| 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 =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| 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 = Fevered Visions
 
| Ability-2-Type = Su
  <!--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 = A creature hit by a Cawtrid's proboscis, or by its Sensile Intrusion ranged attack, find their sanity assaulted with a frenzy of sights, sounds, smells and tastes, which urge the victim to perform impossible acts, or comprehend things they were not meant to know.  Such creatures must make a Will save, DC {{#var:Special2SaveDC}}, or suffer {{#var:Special2-Ability-Dmg}} points of [[Ability_Drain | Intelligence]] drain and become [[Baffled]] until the end of the encounter.  Those who succeed on the Will save are still inundated with a rush of bizarre images, sounds and confusing lights, causing them to be [[Muddled]] until the end of the combat.  A creature who is already [[Baffled]] who fails another save instead becomes [[Confused]].  Note that Confused creatures have reached a state of insanity sufficient that they can ignore a Cawtrid's Insanity Invisibility. If that is a consolation.... 
 
:Any creature who has failed at least one save from Fevered Visions may voluntarily make themselves [[Confused]], giving in to the irrational flood of impossible ideas and urges which flood their mind.  This surrender allows them to more effectively fight the Cawtrids, but at a terrible cost.  if they give in, the Confused state persists for 1d10 minutes, long after any reasonalble comabt has ended, and almost certainly causing them to lash out at their allies, and perhaps worse, any innocent bysyanders.
 
:The Intelligence drain recovers at the rate of 1 point per day, unless restored via magic, such as a [[Restoration, Lesser (Spell)|Lesser Restoration]] spell. Gaining acces to such aid is VERY warranted, as noted below.
 
:Any creature reduced to 1 Intelligence by a Cawtrid's Fevered Visions is rendered permanently insane, which can only be cured via a [[Restoration, Greater (Spell)|Greater Restoration]] spell, even if their Intelligence is restored through other healing.  Insane creatures have the [[Baffled]] condition at all times, and GM's are encouraged to come up with one or two other traits the character must endure (such as a powerful delusion, or synesthesia, etc.) until they are cured.
  <!--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:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| 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 = +2
  <!--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 =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| 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 = Ridden By Madness
 
| 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 = If a creature becomes Confused by a Cawtrid, they succumb to the fiend's most awful effect, becoming Ridden by Madness.  If any creature ends a combat while Confused by a Cawtrid, they must make a Will save against a DC of {{#var:Special3SaveDC}}.  If they fail this save, then all appears well until the next time they are in a combat. 
 
:The first time they have a turn in any combat after ending a combat while Confused by a Cawtrid, they are [[Dominated]], no save allowed.  They are always compelled to attack their weakest (as they perceive it) ally with their strongest (as they perceive it) attack.  After this attack, they shake off the Domination if they succeed in damaging any ally.  If they do not, the Ridden By Madness effect persists until they succeed. It is recommended that DM's take over play of any afflicted character to demonstrate that they are no longer in their right mind until such time as they are able to discharge their Madness.
 
:It is further suggested that DM's roll these attacks instead of the players, and carefully roleplay the odd behavior of those afflicted by Ridden By Madness.
 
:Note that there is no cure for Ridden By Madness, beyond allowing the afflicted to fulfill their insane compulsion!  No spell, no blessing, not even Deific intervention can change to madness which grips the afflicted.  Parties that have become aware of their ally's affliction would be well-served to position their next encounter such that their maddened friend can expend their Domination upon someone who can endure such a treacherous, albeit unwilling, attack.
 
  <!--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:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| 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 = +3
  <!--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 =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| 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 =
 
| 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 =
  <!--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:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| 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 =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| 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 =
 
| Ability-5-Type =
  <!--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 =
  <!--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:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| 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 =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| 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 =
 
| Ability-6-Type =
  <!--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 =
  <!--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:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| 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 =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| 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:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| 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 =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| 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:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| 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 =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| 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:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| 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 =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| 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 = Cawtrids are inscrutable monsters that live in multiple planes of existence at once.  They do not eat, sleep or breathe as we would define such things, and they don't have any apparent needs that anyone has been able to determine.  However, occasionally, a hapless group of people will suddenly provoke a group of Cawtrids into violence, although it is certainly a terrible, treacherous violence.  Such attacks are probably rare, though, since many of the victims of these attacks are rendered insane, it is possible they are more common than most experts believe.  Certainly, these ravening madmen claim that Cawtrids are everywhere, all the time, which, if true, suggests they are usually non-violent.
 
:Once provoked, they set upon the offenders with fierce efficiency. They are highly intelligent and will fight from range if possible.  If an opponent somehow closes to melee with them, they will use full attacks to defend themselves.
 
:Cawtrids don't experience fear as we would define it, and won't typically run from a fight that they can't win.  However, in some cases, they have been known to disengage as if signaled by something no one could perceive (this has occurred even when their victory was certain).
 
:Cawtrids never kill their victims. Even though their attacks deal damage, it is all non-lethal.  Instead, Cawtrids will linger over an unconscious victim long enough to fully drain its Intelligence and ensure it becomes permanently insane.  It is speculated that the fevered imaginings of the insane victims helps the Cawtrids in some way, or perhaps placates their violent tendencies for a time.
 
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = Nobody knows.  It is possible that nobody CAN know.
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes = Cawtrids that have been 'defeated' leave behind some sort of...mental...slime...stuff.  People who realize what it is will pay a LOT for it.
 
| XPNotes =
 
 
}}

Revision as of 04:06, 28 August 2017

Cawtrid (CR 15)

Neutral Evil - Small - Aberration
Lore: K. (Dungeoneer)
32 41
Basic DC Full DC
Initiative
Initiative Icon 2.png
25
Perception:
35 +25
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
37
Man Def
Shield Icon 3.png
37
Monster Health
429 214 29
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +12
Refl: +12
Will: +17

Strong Against:

  • Insanity Invisibility (see below)
  • Immune (no effect): Prone (due to Hover)
Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+22
Sword Icon 3.png
Man Off
+25
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Psychic Proboscis +22 (3d10+23/x2)
    as undefined damage type
    Non-Lethal, Psychic Damage, plus Fevered Visions (See below)

Full Attack (Melee):

  • 3x Psychic Proboscis +22 (3d10+23/x2)
    as undefined damage type
    Non-Lethal, Psychic Damage, plus Fevered Visions (See below)
  • 2x Unguis +22 (3d6+9/x2)
    as undefined damage type
    non-lethal, physical piercing damage

Standard Attack (Ranged):

  • 1x Sensile Intrusion +22 (3d10+23/x2)
    as undefined damage type
    (Increment: 25 ft.; Max Range: 100 ft.)
    plus Fevered Visions

Full Attack (Ranged):

  • 3x Sensile Intrusion +22 (3d10+23/x2)
    as undefined damage type
    (Increment: 25 ft.; Max Range: 100 ft.)
    plus Fevered Visions

Siege Damage: Not siege capable

Statistics

11
STR
10
DEX
11
CON
36
INT
22
WIS
25
CHA

Skills:

  • Perception: 25
  • Stealth: 33 (Gains +8 bonus (included) against any non-insane target.)
  • All other skills: 20 (no ranks)

Languages: Telepathy, Enuncia

Feats:

Special Abilities

Insanity Invisibility (Ex)

Cawtrids are invisible versus the sane, at all times, granting them +4 to stealth checks (not included above) and total concealment (50% miss chance) against all creatures in their right minds and which rely on visual senses to target in combat. However, this invisibility is pierced by anyone suffering from the Confused status condition. Those rendered insane by Fevered Visions are also able to see Cawtrids.

Fevered Visions (Su)

A creature hit by a Cawtrid's proboscis, or by its Sensile Intrusion ranged attack, find their sanity assaulted with a frenzy of sights, sounds, smells and tastes, which urge the victim to perform impossible acts, or comprehend things they were not meant to know. Such creatures must make a Will save, DC , or suffer points of Intelligence drain and become Baffled until the end of the encounter. Those who succeed on the Will save are still inundated with a rush of bizarre images, sounds and confusing lights, causing them to be Muddled until the end of the combat. A creature who is already Baffled who fails another save instead becomes Confused. Note that Confused creatures have reached a state of insanity sufficient that they can ignore a Cawtrid's Insanity Invisibility. If that is a consolation....

Any creature who has failed at least one save from Fevered Visions may voluntarily make themselves Confused, giving in to the irrational flood of impossible ideas and urges which flood their mind. This surrender allows them to more effectively fight the Cawtrids, but at a terrible cost. if they give in, the Confused state persists for 1d10 minutes, long after any reasonalble comabt has ended, and almost certainly causing them to lash out at their allies, and perhaps worse, any innocent bysyanders.
The Intelligence drain recovers at the rate of 1 point per day, unless restored via magic, such as a Lesser Restoration spell. Gaining acces to such aid is VERY warranted, as noted below.
Any creature reduced to 1 Intelligence by a Cawtrid's Fevered Visions is rendered permanently insane, which can only be cured via a Greater Restoration spell, even if their Intelligence is restored through other healing. Insane creatures have the Baffled condition at all times, and GM's are encouraged to come up with one or two other traits the character must endure (such as a powerful delusion, or synesthesia, etc.) until they are cured.
Ridden By Madness (Su)

If a creature becomes Confused by a Cawtrid, they succumb to the fiend's most awful effect, becoming Ridden by Madness. If any creature ends a combat while Confused by a Cawtrid, they must make a Will save against a DC of . If they fail this save, then all appears well until the next time they are in a combat.

The first time they have a turn in any combat after ending a combat while Confused by a Cawtrid, they are Dominated, no save allowed. They are always compelled to attack their weakest (as they perceive it) ally with their strongest (as they perceive it) attack. After this attack, they shake off the Domination if they succeed in damaging any ally. If they do not, the Ridden By Madness effect persists until they succeed. It is recommended that DM's take over play of any afflicted character to demonstrate that they are no longer in their right mind until such time as they are able to discharge their Madness.
It is further suggested that DM's roll these attacks instead of the players, and carefully roleplay the odd behavior of those afflicted by Ridden By Madness.
Note that there is no cure for Ridden By Madness, beyond allowing the afflicted to fulfill their insane compulsion! No spell, no blessing, not even Deific intervention can change to madness which grips the afflicted. Parties that have become aware of their ally's affliction would be well-served to position their next encounter such that their maddened friend can expend their Domination upon someone who can endure such a treacherous, albeit unwilling, attack.
Cawtrid

Cawtrid

Cawtrids are madness monsters. Only the insane believe they really exist...but there's a lot of insane people in asylums and back alleys that agree on the terrible details. Are Cawtrids myth? Or something so awful, so 'out of left field' that they...are real? Nobody really knows, and that's sort of scary.

If they really exist, Cawtrids are some sort of a horrible aberration, that the fringe lunatics speculate inundate the small extradimensional gaps between the Prime Material and other planes. That is a terrible idea, because they could exist, if they're real...ANYWHERE.
Those few who claim to have seen them, and are not utter lunatics, those that can possibly be believed about it, have always claimed that they were everywhere and innumerable. This implies that Cawtrids exist because all races with the Spark...BELIEVE they exist. This is the sort of thing that's truly horrifying, because how do you stop something that's just...belief? Or maybe fear? Every childs night terrors...only...somehow...real? This is the sort of thing that leads to belief in the Real Darkness, the ever-consuming Void behind all things....
Sobering stuff, eh?
If they are real, they are..awful.
If they are real, it is not known what causes Cawtrids to take an interest in beings on the Prime Material, but the simple fact is, if you look hard enough, there are attacks that DO happen with no explanation. These attacks DO happen, no matter the scornful debials, the mocking, the disbelief. When they happen, they are worst possible, typically leaving the victims raving with incurable madness. Whether this is caused by the psychic damage inflicted by "Cawtrids", or by the glimpses of the tattered holes in our reality leading to the Outer Madness...
Nobody knows.

Combat Tactics

Cawtrids are inscrutable monsters that live in multiple planes of existence at once. They do not eat, sleep or breathe as we would define such things, and they don't have any apparent needs that anyone has been able to determine. However, occasionally, a hapless group of people will suddenly provoke a group of Cawtrids into violence, although it is certainly a terrible, treacherous violence. Such attacks are probably rare, though, since many of the victims of these attacks are rendered insane, it is possible they are more common than most experts believe. Certainly, these ravening madmen claim that Cawtrids are everywhere, all the time, which, if true, suggests they are usually non-violent.

Once provoked, they set upon the offenders with fierce efficiency. They are highly intelligent and will fight from range if possible. If an opponent somehow closes to melee with them, they will use full attacks to defend themselves.
Cawtrids don't experience fear as we would define it, and won't typically run from a fight that they can't win. However, in some cases, they have been known to disengage as if signaled by something no one could perceive (this has occurred even when their victory was certain).
Cawtrids never kill their victims. Even though their attacks deal damage, it is all non-lethal. Instead, Cawtrids will linger over an unconscious victim long enough to fully drain its Intelligence and ensure it becomes permanently insane. It is speculated that the fevered imaginings of the insane victims helps the Cawtrids in some way, or perhaps placates their violent tendencies for a time.

Out of Combat

Nobody knows. It is possible that nobody CAN know.

Rewards

XP: 51,200

Treasure: Sellable Goods worth 32,125 gp.

Weight: 150 lbs.     Volume: 6 cu. ft.
  • Cawtrids that have been 'defeated' leave behind some sort of...mental...slime...stuff. People who realize what it is will pay a LOT for it.

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)