Chaos Beast: Difference between revisions
m (Text replacement - "| Move-Type-Lesser Flight-Speed = | Move-Type-Greater Flight-Speed = " to "| Move-Type-Lesser-Flight-Speed = | Move-Type-Greater-Flight-Speed = ") |
No edit summary |
||
(41 intermediate revisions by 2 users not shown) | |||
Line 6: | Line 6: | ||
<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = 14 | |||
| Max-CR = 22 | |||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
Line 23: | Line 26: | ||
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | | Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | ||
| Role | | | Role | | ||
<!-- Values: Heavy | <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 29: | Line 32: | ||
| Restrict-Role-No-Role = | | Restrict-Role-No-Role = | ||
| Restrict-Role-Heavy = | | Restrict-Role-Heavy = | ||
| Restrict-Role-Killer = | | Restrict-Role-Killer = | ||
| Restrict-Role-Leader = | | Restrict-Role-Leader = | ||
Line 37: | Line 39: | ||
| Restrict-Role-Skirmisher = | | Restrict-Role-Skirmisher = | ||
| Restrict-Role-Sneak = | | Restrict-Role-Sneak = | ||
| Restrict-Role-Swarm = Y | |||
| Restrict-Role-Tank = | | Restrict-Role-Tank = | ||
| Restrict-Role-Threat = | | Restrict-Role-Threat = | ||
Line 47: | Line 50: | ||
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 | A chaos beast is a blubbery mass of shifting tentacles, claws, eyes, mouths, and other... bits. The creature constantly shifts through forms and shapes, in a never-ceasing, highly-disturbing ballet of senseless ataxia. Despite these many limbs, organs, and features, the chaos beast is effectively formless, while seeming to be trying to hold every form at once. It has no true internal structure, nor does it breathe, eat or sleep. Chaos beasts are tiny fragments of elemental chaos, injected into the Prime Material. | | Description | A chaos beast is a blubbery mass of shifting tentacles, claws, eyes, mouths, and other... bits. The creature constantly shifts through forms and shapes, in a never-ceasing, highly-disturbing ballet of senseless ataxia. Despite these many limbs, organs, and features, the chaos beast is effectively formless, while seeming to be trying to hold every form at once. It has no true internal structure, nor does it breathe, eat, or sleep. Chaos beasts are tiny fragments of elemental chaos, injected into the Prime Material. | ||
Chaos beasts, as their name suggest, behave unpredictably. It is unclear if they are motivated by anything, or if they are driven by any instincts or needs. Indeed, it is easy to assume that chaos beasts are mindless, operating randomly within their environments, but this isn't actually true. While chaos beasts aren't known for making sound tactical decisions in combat, or even consistently distinguishing friends from foes (if they can be said to have friends, or foes), there is a cold, albeit alien, intelligence lurking within them. | |||
Chaos beasts seem drawn to others of their kind, as though they can sense the disruption to time and space caused by their brethren. Given enough time, a chaos beast will always congregate with other chaos beasts. Of course, due to the hazards of observing chaos beasts in their natural environment, it is possible that, rather than gathering with other chaos beasts already in the Prime Material, the chaos beast is actually summoning or creating more chaos beasts. In any case, they are rarely encountered by themselves. Where there is one chaos beast, there are almost certainly more. | |||
In combat, chaos beasts are dangerous, not only for their unpredictability, but also because they can corrupt the flesh of Prime Material creatures they come into contact with. While a corrupted creature isn't turned into a chaos beast themselves, they are turned into shuddering blobs of flesh, making wielding weapons or casting spells quite difficult, if not impossible. | |||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 70: | Line 84: | ||
| 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 | <!-- 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 | Outsider | | Subtype | Outsider | ||
<!-- If second monster type | <!-- 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 | ||
Line 116: | Line 130: | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | ||
| Nudge-Ambush-Chance = | | Nudge-Ambush-Chance = -2 | ||
<!-- 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 --> | ||
<!-- Default value is 10+ on a d20 --> | <!-- Default value is 10+ on a d20 --> | ||
Line 122: | Line 136: | ||
| Ambush-Chance-Notes = | | Ambush-Chance-Notes = | ||
<!-- Put any comments about ambush preferences here, or leave blank --> | <!-- Put any comments about ambush preferences here, or leave blank --> | ||
<!-- SENSES --> | <!-- SENSES --> | ||
<!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) --> | <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) --> | ||
| Sense-Is-Blind-to-Vision = | | Sense-Is-Blind-to-Vision = Y | ||
| Sense-Is-Blind-to-Sound = | | Sense-Is-Blind-to-Sound = Y | ||
| Sense-Is-Blind-to-Smell = | | Sense-Is-Blind-to-Smell = Y | ||
| Sense-Has-Low-Light-Vision = | | Sense-Has-Low-Light-Vision = | ||
Line 149: | Line 155: | ||
| Sense-Perfect-Scent-Range = | | Sense-Perfect-Scent-Range = | ||
| Sense-Airsense-Range = | | Sense-Airsense-Range = | ||
| Sense-Blindsense-Range = | | Sense-Blindsense-Range = 60 | ||
| Sense-Cloudsense-Range = | | Sense-Cloudsense-Range = | ||
| Sense-Lifesense-Range = | | Sense-Lifesense-Range = | ||
Line 155: | Line 161: | ||
| Sense-Tremorsense-Range = | | Sense-Tremorsense-Range = | ||
| Sense-Watersense-Range = | | Sense-Watersense-Range = | ||
<!-- If you want custom text in the 'Senses' field, use the field below, or leave blank --> | |||
| Senses-Custom-Text = | |||
Line 188: | Line 197: | ||
<!-- Put any DR or ER values here --> | <!-- Put any DR or ER values here --> | ||
| StrongAgainst = '''''Hardened ( | | StrongAgainst = '''''Hardened (½ damage):''''' precision damage | ||
::* '''''Immune (no effect):''''' trips and prone ([[Quelled]], [[Prone]], [[Splayed]]) | ::* '''''Immune (no effect):''''' trips and prone ([[Quelled]], [[Prone]], [[Splayed]]) | ||
::* '''''Immune (no effect):''''' Polymorph, and other forced shape changes | ::* '''''Immune (no effect):''''' Polymorph, and other forced shape changes | ||
Line 196: | Line 205: | ||
<!-- 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 ( | '''''Hardened (½ damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
Line 228: | Line 237: | ||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) --> | <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) --> | ||
<!-- MOVE TYPES --> | <!-- MOVE TYPES --> | ||
<!-- If the monster has a given movement type, list the speed, in feet (just the number only), below; | <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below; | ||
if they don't have that movement type, leave it blank --> | if they don't have that movement type, leave it blank --> | ||
| Move-Type-Walk-Speed = | | Move-Type-Walk-Speed = 30 | ||
| Move-Type-Burrowing-Speed = | | Move-Type-Burrowing-Speed = | ||
| Move-Type-Tunneling-Speed = | | Move-Type-Tunneling-Speed = | ||
| Move-Type-Earth-Glide-Speed = | | Move-Type-Earth-Glide-Speed = | ||
| Move-Type-Lesser-Climb-Speed = | | Move-Type-Lesser-Climb-Speed = | ||
| Move-Type-Greater-Climb-Speed = | | Move-Type-Greater-Climb-Speed = 30 | ||
| Move-Type-Brachiating-Speed = | | Move-Type-Brachiating-Speed = | ||
| Move-Type-Vaulting-Speed = | | Move-Type-Vaulting-Speed = | ||
Line 255: | Line 257: | ||
| Move-Type-Lesser-Teleport-Speed = | | Move-Type-Lesser-Teleport-Speed = | ||
| Move-Type-Greater-Teleport-Speed = | | Move-Type-Greater-Teleport-Speed = | ||
<!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank --> | |||
| Move-Type-Custom-Text = | |||
Line 313: | Line 318: | ||
| PriAtkIsAuto-Hit = | | PriAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = | | NudgePriToHit = | ||
Line 319: | Line 324: | ||
| NudgePriDamage = | | NudgePriDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-PriDamage = | | NudgeFullAtk-PriDamage = | ||
<!-- Values: | <!-- 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 = | ||
Line 364: | Line 369: | ||
| SecAtkIsAuto-Hit = | | SecAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeSecToHit = | | NudgeSecToHit = | ||
Line 370: | Line 375: | ||
| NudgeSecDamage = | | NudgeSecDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-SecDamage = | | NudgeFullAtk-SecDamage = | ||
<!-- Values: | <!-- 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 = | ||
Line 415: | Line 420: | ||
| TerAtkIsAuto-Hit = | | TerAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeTerToHit = | | NudgeTerToHit = | ||
Line 421: | Line 426: | ||
| NudgeTerDamage = | | NudgeTerDamage = | ||
<!-- Values: | <!-- 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: | <!-- 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 = | ||
Line 466: | Line 471: | ||
| QuaAtkIsAuto-Hit = | | QuaAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeQuaToHit = | | NudgeQuaToHit = | ||
Line 472: | Line 477: | ||
| NudgeQuaDamage = | | NudgeQuaDamage = | ||
<!-- Values: | <!-- 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: | <!-- 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 = | ||
Line 526: | Line 531: | ||
| RangedAtkIsAuto-Hit = | | RangedAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeRangedToHit = | | NudgeRangedToHit = | ||
Line 532: | Line 537: | ||
| NudgeRangedDamage = | | NudgeRangedDamage = | ||
<!-- Values: | <!-- 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: | <!-- 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 = | ||
Line 584: | Line 589: | ||
| NudgeSiegeDamage = | | NudgeSiegeDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
Line 637: | Line 642: | ||
<!-- SPECIAL ABILITIES --> | <!-- SPECIAL ABILITIES --> | ||
Line 715: | Line 706: | ||
| Ability-1-Type = Su | | Ability-1-Type = Su | ||
<!-- 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 = Automatic after successful attack, 1/Rnd/Target Struck | |||
<!-- 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 = | ||
Line 721: | Line 716: | ||
| Ability-1-Description = The first time each round that a foe is struck by a chaos beast, that creature's flesh is compromised, potentially transforming into a wobbly mass of shapeless flesh. The victim gains the [[Weakened]] condition, unless it succeeds on a Fort save, DC {{Save-DC|n=+2}}. | | Ability-1-Description = The first time each round that a foe is struck by a chaos beast, that creature's flesh is compromised, potentially transforming into a wobbly mass of shapeless flesh. The victim gains the [[Weakened]] condition, unless it succeeds on a Fort save, DC {{Save-DC|n=+2}}. | ||
Due to the highly invasive nature of this transformation, this status condition cannot be cleared normally. Only a [[Remove Curse (Cleric Spell)]], a [[Restoration, Greater (Cleric Spell)|Greater Restoration]], or a power or ability which emulates one of these spell effects can remove it. Except for being cured in this way, the [[Weakened]] condition is permanent. | |||
<!-- 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: | ||
Line 756: | Line 751: | ||
| 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 = Always On | |||
<!-- 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 = | ||
Line 795: | Line 794: | ||
| Ability-3-Type = Su | | Ability-3-Type = Su | ||
<!--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 = Swift Action 1/Enc | |||
<!-- 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 = | ||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability-3-Description = Once per encounter as a swift action, a chaos beast can teleport up to 100 feet from their current space. Their destination space must be unblocked and unoccupied. Upon arriving, all creatures adjacent to their destination space suffer {{Special- | | Ability-3-Description = Once per encounter as a swift action, a chaos beast can teleport up to 100 feet from their current space. Their destination space must be unblocked and unoccupied. Upon arriving, all creatures adjacent to their destination space suffer {{Special-Standard-Dmg}} points of {{dmg|interstice}} damage. Affected creatures may make a Reflex save, DC {{Save-DC}}, for half damage. | ||
<!-- 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: | ||
Line 834: | Line 837: | ||
| 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 = | ||
Line 873: | Line 880: | ||
| 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 = | ||
Line 912: | Line 923: | ||
| 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 = | ||
Line 951: | Line 966: | ||
| 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 = | ||
Line 990: | Line 1,009: | ||
| 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 1,029: | Line 1,052: | ||
| 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 1,036: | Line 1,063: | ||
<!-- 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 1,068: | Line 1,553: | ||
<!-- OUT OF COMBAT | <!-- OUT OF COMBAT --> | ||
| OutOfCombat = Chaos beasts are rarely found in civilized areas. Whether this is due to a reclusive nature, or some abhorrence of being near these centers of lawfulness and order, is unclear. Instead, chaos beasts frequent deep dungeons, forgotten caverns, and can even be found underwater. They have no need to eat, breathe, sleep, so they can be found in some quite inhospitable environments. While not specifically vulnerable to it, chaos beasts dislike cold environments, and will tend to avoid them, or move to more temperate areas, if possible. Furthermore, chaos beasts tend to avoid being exposed to the open sky (i.e. above ground) for any longer than they need to be. While it is possible to encounter them outdoors, this is likely only because they were discovered while migrating from one place to another, rather than any general desire to get some fresh air. | | OutOfCombat = Chaos beasts are rarely found in civilized areas. Whether this is due to a reclusive nature, or some abhorrence of being near these centers of lawfulness and order, is unclear. Instead, chaos beasts frequent deep dungeons, forgotten caverns, and can even be found underwater. They have no need to eat, breathe, sleep, so they can be found in some quite inhospitable environments. While not specifically vulnerable to it, chaos beasts dislike cold environments, and will tend to avoid them, or move to more temperate areas, if possible. Furthermore, chaos beasts tend to avoid being exposed to the open sky (i.e. above ground) for any longer than they need to be. While it is possible to encounter them outdoors, this is likely only because they were discovered while migrating from one place to another, rather than any general desire to get some fresh air. | ||
Outside of combat, the chaos beast's World Warper ability can be used up to once every 5 minutes. This, combined with their modest Walk speed makes their overland travel somewhat better than an average humanoid's, but certainly not great. | |||
Latest revision as of 19:15, 10 September 2022
Chaos Beast (CR 17)
True Chaotic - Large - Aberration (Outsider) |
---|
Lore: | K. (Dungeoneer) | ||
34 | 49 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
37 | +27 |
Passive | Active |
Ambush: |
8+ |
on a d20 |
Senses:
- Blind to Vision
- Blind to Sound
- Blind to Smell
- Blindsense 60 ft.
Movement Types:
- Walk 30 ft.
- Greater Climb 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
611 | 305 | 32 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +19 |
Refl: | +14 |
Will: | +15 |
- Maneuver Defense Notes: immune to Prone
Strong Against:
- ER 32/Lightning (energy, common)
- Hardened (½ damage): precision damage
- Immune (no effect): trips and prone (Quelled, Prone, Splayed)
- Immune (no effect): Polymorph, and other forced shape changes
- Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- Immune (no effect): gaze attacks, fogs, visual effects, illusions, sonic damage, and other attack forms that rely on sight, sound or smell
Offense
Standard Attack (Melee):
- 1x Globsmack +25 (4d8+17/19-20 x2)
as slime (physical, common)
plus: Perversion of Flesh
Full Attack (Melee):
- 3x Globsmack +25 (4d8+17/19-20 x2)
as slime (physical, common)
plus: Perversion of Flesh
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
13 |
STR |
8 |
DEX |
31 |
CON |
13 |
INT |
19 |
WIS |
4 |
CHA |
Special Abilities
Perversion of Flesh (Su) Automatic after successful attack, 1/Rnd/Target Struck |
The first time each round that a foe is struck by a chaos beast, that creature's flesh is compromised, potentially transforming into a wobbly mass of shapeless flesh. The victim gains the Weakened condition, unless it succeeds on a Fort save, DC 29. Due to the highly invasive nature of this transformation, this status condition cannot be cleared normally. Only a Remove Curse (Cleric Spell), a Greater Restoration, or a power or ability which emulates one of these spell effects can remove it. Except for being cured in this way, the Weakened condition is permanent. |
Flailing Spasms (Ex) Always On |
If any creature provokes an attack of opportunity from a chaos beast, rather than making an attack of opportunity against that foe, the chaos beast makes a single attack of opportunity against all creatures within its reach (friend or foe). Note that chaos beasts do NOT have combat reflexes, so they can only use this ability once per round. |
World Warper (Su) Swift Action 1/Enc |
Once per encounter as a swift action, a chaos beast can teleport up to 100 feet from their current space. Their destination space must be unblocked and unoccupied. Upon arriving, all creatures adjacent to their destination space suffer 4d8+17 points of interstice (physical, rare) damage. Affected creatures may make a Reflex save, DC 27, for half damage. |
Chaos Beast
A chaos beast is a blubbery mass of shifting tentacles, claws, eyes, mouths, and other... bits. The creature constantly shifts through forms and shapes, in a never-ceasing, highly-disturbing ballet of senseless ataxia. Despite these many limbs, organs, and features, the chaos beast is effectively formless, while seeming to be trying to hold every form at once. It has no true internal structure, nor does it breathe, eat, or sleep. Chaos beasts are tiny fragments of elemental chaos, injected into the Prime Material.
Chaos beasts, as their name suggest, behave unpredictably. It is unclear if they are motivated by anything, or if they are driven by any instincts or needs. Indeed, it is easy to assume that chaos beasts are mindless, operating randomly within their environments, but this isn't actually true. While chaos beasts aren't known for making sound tactical decisions in combat, or even consistently distinguishing friends from foes (if they can be said to have friends, or foes), there is a cold, albeit alien, intelligence lurking within them.
Chaos beasts seem drawn to others of their kind, as though they can sense the disruption to time and space caused by their brethren. Given enough time, a chaos beast will always congregate with other chaos beasts. Of course, due to the hazards of observing chaos beasts in their natural environment, it is possible that, rather than gathering with other chaos beasts already in the Prime Material, the chaos beast is actually summoning or creating more chaos beasts. In any case, they are rarely encountered by themselves. Where there is one chaos beast, there are almost certainly more.
In combat, chaos beasts are dangerous, not only for their unpredictability, but also because they can corrupt the flesh of Prime Material creatures they come into contact with. While a corrupted creature isn't turned into a chaos beast themselves, they are turned into shuddering blobs of flesh, making wielding weapons or casting spells quite difficult, if not impossible.
Combat Tactics
Chaos Beasts might employ the simple tactic of closing with their enemies and making full attacks. Between their Perversion of Flesh ability and their Flailing Spasms abilities, they are quite fierce in melee combat. However, chaos beasts are, by their nature, highly chaotic, and may choose to do something else entirely. They may spend the encounter making single attacks and moving around, suffering attack of opportunity from their enemies and allies, or they may single-mindedly attempt to reach a distant door, sewer grate, or other portal. No creature is more unpredictable than a chaos beast.
Out of Combat
Chaos beasts are rarely found in civilized areas. Whether this is due to a reclusive nature, or some abhorrence of being near these centers of lawfulness and order, is unclear. Instead, chaos beasts frequent deep dungeons, forgotten caverns, and can even be found underwater. They have no need to eat, breathe, sleep, so they can be found in some quite inhospitable environments. While not specifically vulnerable to it, chaos beasts dislike cold environments, and will tend to avoid them, or move to more temperate areas, if possible. Furthermore, chaos beasts tend to avoid being exposed to the open sky (i.e. above ground) for any longer than they need to be. While it is possible to encounter them outdoors, this is likely only because they were discovered while migrating from one place to another, rather than any general desire to get some fresh air.
Outside of combat, the chaos beast's World Warper ability can be used up to once every 5 minutes. This, combined with their modest Walk speed makes their overland travel somewhat better than an average humanoid's, but certainly not great.
Rewards
XP: 102,400
Treasure: Sellable Goods worth 51,444 gp.
- Weight: 170 lbs. Volume: 6.8 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) |