Cockatrice: Difference between revisions

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{{Template:Monster
{{Template:Monster
| CR = 7
<!-- Version 2.10 -->
 
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 7
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


| MonsterName = Cockatrice
| MonsterName = Cockatrice


| Image = Cockatrice_1.png
| Image = Cockatrice_1.png
   <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


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


| Description = Misbegotten is a word perfectly suited to the cockatrice.  They are small things, despite the terror they inspire, and look like large, emaciated chickens with extravagant wattles and large batwings instead of feathered wings.  Honestly, they look a bit ridiculous.
| Description = Misbegotten is a word perfectly suited to the cockatrice.  They are small things, despite the terror they inspire, and look like large, emaciated chickens with extravagant wattles and large batwings instead of feathered wings.  Honestly, they look a bit ridiculous.
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:Cockatrices are well-aware of their deadly touch and use it in combat, so that despite their small size and ridiculous appearance, their lairs tend to be decorated with the paralyzed remains of victims large and small.  Oddly enough, cockatrices eat mainly seeds, berries, vegetation, and insects.  They only attack larger creatures due to their utter, intractable viciousness.  A cockatrice that has seen you is going to attack you, and they don't need such excuses as 'defending their lair' to do it.
:Cockatrices are well-aware of their deadly touch and use it in combat, so that despite their small size and ridiculous appearance, their lairs tend to be decorated with the paralyzed remains of victims large and small.  Oddly enough, cockatrices eat mainly seeds, berries, vegetation, and insects.  They only attack larger creatures due to their utter, intractable viciousness.  A cockatrice that has seen you is going to attack you, and they don't need such excuses as 'defending their lair' to do it.


:Cockatrices can be found nearly anywhere there are bugs and plants, and they thrive, being hardy, fecund, and adaptable.  They will nest in fallen logs, gulleys, caves, ruins, overhangs, river banks, nearly anywhere.  They are ardent burrowers, albeit slow, so they tend to like areas with soft ground for their burrows.
:Cockatrices can be found nearly anywhere there are bugs and plants, and they thrive, being hardy, fecund, and adaptable.  They will nest in fallen logs, gullies, caves, ruins, overhangs, river banks, nearly anywhere.  They are ardent burrowers, albeit slow, so they tend to like areas with soft ground for their burrows.
 


| Alignment = Neutral Evil
| Alignment = Neutral Evil
   <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


| Size = Small
| Size = Small
   <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
 
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Magical Beast
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>
 
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If 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. -->
  <!-- Add any secondary subtypes into the notes field below. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


| Type = Magical Beast
| Subtype-Notes =  
   <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
   <!-- Add additional subtypes here; these notes do affect the template; they are purely descriptive -->


| Subtype =
  <!--If any-->


| NudgeBasicLoreValue =  
| NudgeBasicLoreValue =  
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   <!-- 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 -->


| NudgeInit = +2
| Lore-Notes =
   <!--CR 7 INITIATIVE = +3 -->
  <!-- Notes related to the monster's lore check can be put here -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
  <!-- Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->
 
 
| NudgeInit = 2
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Nudge-Ambush-Chance =
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  <!-- Default value is 10+ on a d20 -->
 
| Ambush-Chance-Notes =
  <!-- Put any comments about ambush preferences here, or leave blank -->
 


| Senses = [[Low-Light Vision]]
| Senses = [[Standard Senses]], [[Low-Light Vision]]
   <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]   -->
   <!--   [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
   <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                             -->
   <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]           -->
   <!--   [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                           -->
   <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]         -->
   <!--   [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                     -->
   <!--   [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                   -->


| NudgePerception =  
| NudgePerception =  
  <!--CR 7 PERCEPTION = +11 -->
   <!-- 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-->


| NudgeAC =  
| NudgeAC =  
  <!--CR 7 AC = 25 -->
   <!-- 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-->


| NudgeTouchAC =  
| NudgeTouchAC = 1
  <!--CR 7 TOUCH AC = 16 -->
   <!-- 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-->


| NudgeFFAC =  
| NudgeFFAC =  
  <!--CR 7 FLAT-FOOTED AC = 21 -->
   <!-- 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-->


| NudgeHitPoints =  
| NudgeHitPoints =  
  <!--CR 7 HIT POINTS = 102 -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
   <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->




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| Refl =  
| Refl =  
| Will =  
| Will =  
  <!--CR 7 STRONG SAVE = +10; WEAK SAVE = +6 -->
   <!-- Values: S (for Strong save), leave blank for Weak save
   <!--Values: "S" (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
      * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                               -->
      * Dragons have 3 strong saves-->


| NudgeFort =  
| NudgeFort =  
| NudgeRefl =  
| NudgeRefl =  
| NudgeWill =  
| NudgeWill = -1
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                   -->


| SR =  
| SpecialDefenses =  
   <!--Values: Y (for Yes), or leave blank-->
   <!-- Put any DR or ER values here -->
 
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| SpecialDefenses =  
| StrongAgainst = '''''Immune (no effect):''''' Ability [[Ability Dilution|dilution]], [[Ability Damage|damage]], and [[Ability Drain|drain]]
   <!--Put any DR or ER values here-->
:* '''''Immune (no effect):''''' [[Torpid]], [[Benumbed]], and [[Petrified]]
   <!-- 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):'''''                                                                  -->


| StrongAgainst = Immunity to [[Ability Dilution]], [[Ability Damage]], and [[Ability Drain]].
| Hide-Role-Strong-Against-1 =  
::* Immunity to [[Torpid]], [[Benumbed]], and [[Petrified]].
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))   -->
   <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


| Hide-Type-Strong-Against-1 =  
| Hide-Type-Strong-Against-1 =  
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| Hide-Type-Strong-Against-5 =  
| Hide-Type-Strong-Against-5 =  
| Hide-Type-Strong-Against-6 =  
| Hide-Type-Strong-Against-6 =  
   <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))   -->


| Hide-Subtype-Strong-Against-1 =  
| Hide-Subtype-Strong-Against-1 =  
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| Hide-Subtype-Strong-Against-5 =  
| Hide-Subtype-Strong-Against-5 =  
| Hide-Subtype-Strong-Against-6 =  
| Hide-Subtype-Strong-Against-6 =  
   <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


| WeakAgainst =  
| WeakAgainst =  
   <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
   <!-- 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-Type-Weak-Against-1 =  
| Hide-Subtype-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))-->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = Walk 30 ft., [[Lesser Flight]] 60 ft.
| MoveTypes = [[Walk]] 30 ft., [[Lesser Flight]] 60 ft.
   <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
   <!--   [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
   <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
   <!--   [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
   <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
   <!--   [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
   <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
   <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
   <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->
   <!--   [[Lesser Teleport]], [[Greater Teleport]]            -->


| NudgeSpace =  
| NudgeSpace =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
   <!-- 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 "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)-->
   <!-- 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 =  
| NudgeReach =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
   <!-- 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 "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)-->
   <!-- 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) -->




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| MeleeOrNatural = Natural
| MeleeOrNatural = Natural
   <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


| MultipliedDamageType =  
| MultipliedDamageType =  
   <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
   <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
 
| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->




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| PriAtkName = Numbing Beak
| PriAtkName = Numbing Beak
   <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| PriAtkNotes = + Numbing (1d2 Dex [[Ability Drain|drain]], Fort Save DC {{#var:Special1SaveDC}} for half)
| PriAtkNotes = plus Numbing ({{#var:Special1-Ability-Dmg}} Dex [[Ability Damage|damage]], Fort Save DC {{#var:Special1SaveDC}} for half)
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


| PriAtkNotes-FullAtkOnly =  
| PriAtkNotes-FullAtkOnly =  
   <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
   <!-- 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 =
  <!-- 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 =  
| PriAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


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


| NudgePriToHit =  
| NudgePriToHit =  
  <!--CR 7 PRIMARY TO-HIT = +13 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgePriDamage =  
| NudgePriDamage =  
   <!--CR 7 PRIMARY NATURAL DAMAGE = 1d8+9 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  <!--CR 7 PRIMARY MELEE DAMAGE = 1d8+10 -->
 
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeFullAtk-PriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Pri-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->




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| SecAtkName = Numbing Claws
| SecAtkName = Numbing Claws
   <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->


| SecAtkNotes = + Numbing (1d2 Dex [[Ability Drain|drain]], Fort Save DC {{#var:Special1SaveDC}} for half)  
| SecAtkNotes = plus Numbing ({{#var:Special1-Ability-Dmg}} Dex [[Ability Damage|damage]], Fort Save DC {{#var:Special1SaveDC}} for half)
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


| SecAtkNotes-FullAtkOnly =  
| SecAtkNotes-FullAtkOnly =  
   <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
   <!-- 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 =  
| SecAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


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


| NudgeSecToHit =  
| NudgeSecToHit =  
  <!--CR 7 SECONDARY TO-HIT = +13 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeSecDamage =  
| NudgeSecDamage =  
   <!--CR 7 SECONDARY NATURAL DAMAGE = 1d6+3 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeFullAtk-SecDamage =
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->




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| TerAtkName =  
| TerAtkName =  
   <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->


| TerAtkNotes =  
| TerAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


| TerAtkNotes-FullAtkOnly =  
| TerAtkNotes-FullAtkOnly =  
   <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
   <!-- 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 =  
| TerAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


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


| NudgeTerToHit =  
| NudgeTerToHit =  
  <!--CR 7 TERTIARY TO-HIT = +13 -->
   <!-- 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-->


| NudgeTerDamage =  
| NudgeTerDamage =  
   <!--CR 7 TERTIARY NATURAL DAMAGE = 1d8+9 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  <!--CR 7 TERTIARY MELEE DAMAGE = 1d8+10 -->
 
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeFullAtk-TerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ter-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->




Line 244: Line 307:


| QuaAtkName =  
| QuaAtkName =  
   <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->


| QuaAtkNotes =  
| QuaAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


| QuaAtkNotes-FullAtkOnly =  
| QuaAtkNotes-FullAtkOnly =  
   <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
   <!-- 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 =  
| QuaAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


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


| NudgeQuaToHit =  
| NudgeQuaToHit =  
  <!--CR 7 QUATERNARY TO-HIT = +13 -->
   <!-- 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-->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!--CR 7 QUATERNARY NATURAL DAMAGE = 1d6+3 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeFullAtk-QuaDamage =
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 




Line 270: Line 347:


| RangedAtkName =  
| RangedAtkName =  
   <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->


| HasRangedFullAttack =  
| HasRangedFullAttack =  
   <!--Values: Y (for yes), or leave blank (for no)-->
   <!-- Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIncrementDistance =  
| RangedAtkIncrementDistance =  
   <!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first-->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


| RangedAtkNumberOfIncrements =  
| RangedAtkNumberOfIncrements =  
   <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| RangedAtkNotes = None, but see Flailing Frenzy
| RangedAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


| RangedAtkNotes-FullAtkOnly =  
| RangedAtkNotes-FullAtkOnly =  
   <!--Use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
   <!-- 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 =  
| RangedAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


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


| NudgeRangedToHit =  
| NudgeRangedToHit =  
  <!--CR 2 RANGED TO-HIT = +13 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!--CR 2 RANGED DAMAGE = 1d8+10 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeFullAtk-RangedDamage =
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  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") -->
 
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->




Line 306: Line 412:


| SiegeDmgCapable =  
| SiegeDmgCapable =  
   <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
   <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->


| SiegeAtkName =  
| SiegeAtkName =  
   <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
   <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->


| SiegeAtkNotes =  
| SiegeAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
   <!-- 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 =  
| SiegeAtkIncrement =  
   <!--Only used of above field is not blank; Range increment in feet (e.g. 20 ft.); max range is calculated from this-->
   <!-- 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 =  
| SiegeAtkNumberOfIncrements =  
   <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| Nudge-Siege-Maneuver-Offense =  
| Nudge-Siege-Maneuver-Offense =  
  <!--CR 2 SIEGE CMB = +12 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
  <!--CR 2 SIEGE DAMAGE = 1d2 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




Line 337: Line 445:
| Wis = 14
| Wis = 14
| Cha = 8
| Cha = 8
| Nudge-Maneuver-Offense =
  <!--CR 7 CMB = +11 -->
| Maneuver-Offense-Notes =
  <!--Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips")-->
| Nudge-Maneuver-Defense =
  <!--CR 7 Resilience = 23 -->
| Maneuver-Defense-Notes =
  <!--Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples")-->




Line 355: Line 453:
| Feat3 =  
| Feat3 =  
| Feat4 =  
| Feat4 =  
   <!--Just the feat name; will be autolinked, and ShortDesc added-->
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->




Line 364: Line 462:
| Skill3 =  
| Skill3 =  
| Skill4 =  
| Skill4 =  
| Skill5 =


| NudgeSkill1 =  
| NudgeSkill1 =  
Line 369: Line 468:
| NudgeSkill3 =  
| NudgeSkill3 =  
| NudgeSkill4 =  
| NudgeSkill4 =  
  <!--CR 7 SKILLS = +11 -->
| NudgeSkill5 =  
   <!--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 -->


| Skill1Notes =  
| Skill1Notes =  
Line 376: Line 475:
| Skill3Notes =  
| Skill3Notes =  
| Skill4Notes =  
| Skill4Notes =  
   <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
| Skill5Notes =
   <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->




Line 382: Line 482:


| Languages =  
| Languages =  
   <!--Comma-separated list-->
   <!-- Comma-separated list -->




Line 391: Line 491:


| HideRoleReminder1 =  
| HideRoleReminder1 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder2 =  
| HideRoleReminder2 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder3 =  
| HideRoleReminder3 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder4 =  
| HideRoleReminder4 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 409: Line 509:


| 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-Concentration =  
| Ability-1-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = Any time the cockatrice successfully hits an opponent with any of its attacks, that creature also suffers [[Ability Drain|damage]] of {{#var:Special1-Ability-Dmg}} points of Dexterity.  The creature may make a Fortitude save, DC {{#var:Special1SaveDC}}, to reduce this drain by half (rounding down).


| Ability-1-Description = Any time the cockatrice successfully hits an opponent with any of its attacks, that creature is also [[Ability Drain|drained]] of 1d2 points of Dexterity.  The creature may make a Fortitude save, DC {{#var:Special1SaveDC}}, to reduce this drain by half (rounding down; 0 or 1).
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Available Variables:  
   <!--Available Variables:  
         {{#var:Special1ToHit}}           To-Hit
         {{#var:Special1ToHit}}       To-Hit       @ CR 7 = +13
         {{#var:Special1TouchAttack}}     Touch To-Hit
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 7 = +9
         {{#var:Special1SaveDC}}         Save DC
         {{#var:Special1SaveDC}}     Save DC     @ CR 7 = 17
         {{#var:Special1StandardDmg}}     Std Damage
         {{#var:Special1StandardDmg}} Std Damage   @ CR 7 = 4d6
         {{#var:Special1SwiftDmg}}       Swift Damage
         {{#var:Special1SwiftDmg}}   Swift Damage @ CR 7 = 1d6+2
         {{#var:Special1AlphaDmg}}        Alpha Damage
         {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
        {{#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:Special1-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
     -->
     -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->


| NudgeAbility1ToHit =  
| NudgeAbility1ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1TouchAttack =  
| NudgeAbility1TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1SaveDC =  
| NudgeAbility1SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility1StandardDamage =  
| NudgeAbility1StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1SwiftDamage =  
| NudgeAbility1SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1AlphaDamage =  
| NudgeAbility1AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!-- 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 =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility1-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 -->




Line 455: Line 592:
   <!--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-2-Description = Once per encounter, as a full attack action, the cockatrice may erupt in a frenzied outburst, its long, leathery bat wings flapping all around.  It may make a melee touch attack against all creatures adjacent to it (+{{#var:Special2TouchAttack}} to-hit versus touch AC).  Once it has rolled to-hit against all foes it can reach, it may make a 5-foot step.  If it can now target new enemies that are adjacent to it, it may roll additional attacks against all of those foes as well.  It may never target a foe more than once using this ability.  All creatures that are struck by this Flailing Frenzy attack take 1d6+2 damage, and suffer the Numbing effect (1d2 points of Dex [[Ability Drain|drain]], Fort save (DC {{#var:Special1SaveDC}}) for half).
| Ability-2-Description = Once per encounter as a full attack action, the cockatrice may erupt in a frenzied outburst, its long, leathery bat wings flapping all around.  It may make a melee touch attack against all creatures adjacent to it (+{{#var:Special2TouchAttack}} to-hit versus touch AC).  Once it has rolled to-hit against all foes it can reach, it may make a 5-foot step.  If it can now target new enemies that are adjacent to it, it may roll additional attacks against all of those foes as well.  It may never target a foe more than once using this ability.  All creatures that are struck by this Flailing Frenzy attack take {{#var:Special2StandardDmg}} damage, and suffer the Numbing effect ({{#var:Special2-Ability-Dmg}} points of Dex [[Ability Damage|damage]], Fort save (DC {{#var:Special1SaveDC}}) for half).
 
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special2ToHit}}       To-Hit       @ CR 7 = +13
         {{#var:Special2ToHit}}           To-Hit
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 7 = +9
         {{#var:Special2TouchAttack}}     Touch To-Hit
         {{#var:Special2SaveDC}}     Save DC     @ CR 7 = 17
         {{#var:Special2SaveDC}}         Save DC
         {{#var:Special2StandardDmg}} Std Damage   @ CR 7 = 4d6
         {{#var:Special2StandardDmg}}     Std Damage
         {{#var:Special2SwiftDmg}}   Swift Damage @ CR 7 = 1d6+2
         {{#var:Special2SwiftDmg}}       Swift Damage
         {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
         {{#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:Special2-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
     -->
     -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->


| NudgeAbility2ToHit =  
| NudgeAbility2ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2TouchAttack =  
| NudgeAbility2TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2SaveDC =  
| NudgeAbility2SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility2StandardDamage =  
| NudgeAbility2StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2SwiftDamage =  
| NudgeAbility2SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2AlphaDamage =  
| NudgeAbility2AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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 =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility2-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 -->




Line 496: Line 670:
   <!--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 move action, the cockatrice may slap an opponent with its long scaly tail.  This is a melee touch attack rolled at +{{#var:Special3TouchAttack}} to-hit, and it inflicts {{#var:Special3SwiftDmg}} points of damage, as well as the Numbing effect (1d2 points of Dex [[Ability Drain|drain]], Fort save (DC {{#var:Special1SaveDC}}) for half).
| Ability-3-Description = Once per encounter as a swift action, the cockatrice may slap an opponent with its long scaly tail.  This is a melee touch attack rolled at +{{#var:Special3TouchAttack}} to-hit, and it inflicts {{#var:Special3SwiftDmg}} points of damage, as well as the Numbing effect ({{#var:Special2-Ability-Dmg}} points of Dex [[Ability Damage|damage]], Fort save (DC {{#var:Special1SaveDC}}) for half).
 
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special3ToHit}}       To-Hit       @ CR 7 = +13
         {{#var:Special3ToHit}}           To-Hit
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 7 = +9
         {{#var:Special3TouchAttack}}     Touch To-Hit
         {{#var:Special3SaveDC}}     Save DC     @ CR 7 = 17
         {{#var:Special3SaveDC}}         Save DC
         {{#var:Special3StandardDmg}} Std Damage   @ CR 7 = 4d6
         {{#var:Special3StandardDmg}}     Std Damage
         {{#var:Special3SwiftDmg}}   Swift Damage @ CR 7 = 1d6+2
         {{#var:Special3SwiftDmg}}       Swift Damage
         {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
         {{#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:Special3-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
     -->
     -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->


| NudgeAbility3ToHit =  
| NudgeAbility3ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3TouchAttack = +2
| NudgeAbility3TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3SaveDC =  
| NudgeAbility3SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility3StandardDamage =  
| NudgeAbility3StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3SwiftDamage = hi
| NudgeAbility3SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3AlphaDamage =  
| NudgeAbility3AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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 =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility3-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 -->




Line 537: Line 748:
   <!--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-4-Description = In addition to the usual effects of Dex drain, enemies of the cockatrice who are drained to 1 Dex are [[Petrified]].  Anyone who makes a Knowledge Nature roll against a [[Skill DC|Hard DC]] for CR 7 may learn that cockatrice feathers soaked in cockatrice blood is an effective antidote for the petrified state, although for the [[ability drain]], you're on your own. One cockatrice can supply enough blood and feathers to break up to ten Stone Prison effects.
| Ability-4-Description = In addition to the usual effects of Dex damage, enemies of the cockatrice who are drained to 1 Dex are [[Petrified]].  Anyone who makes a [[Knowledge (Nature)]] roll against a DC of {{Skill|Hard|7}} may learn that cockatrice feathers soaked in cockatrice blood is an effective antidote for the petrified state, although for the [[Ability Damage]], you're on your own. One cockatrice can supply enough blood and feathers to break up to ten ''Stone Prison'' effects.
 
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special4ToHit}}       To-Hit       @ CR 7 = +13
         {{#var:Special4ToHit}}           To-Hit
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 7 = +9
         {{#var:Special4TouchAttack}}     Touch To-Hit
         {{#var:Special4SaveDC}}     Save DC     @ CR 7 = 17
         {{#var:Special4SaveDC}}         Save DC
         {{#var:Special4StandardDmg}} Std Damage   @ CR 7 = 4d6
         {{#var:Special4StandardDmg}}     Std Damage
         {{#var:Special4SwiftDmg}}   Swift Damage @ CR 7 = 1d6+2
         {{#var:Special4SwiftDmg}}       Swift Damage
         {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
         {{#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:Special4-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
     -->
     -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->


| NudgeAbility4ToHit =  
| NudgeAbility4ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4TouchAttack =  
| NudgeAbility4TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4SaveDC =  
| NudgeAbility4SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility4StandardDamage =  
| NudgeAbility4StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4SwiftDamage =  
| NudgeAbility4SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4AlphaDamage =  
| NudgeAbility4AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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 =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility4-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 -->




Line 581: Line 829:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special5ToHit}}       To-Hit       @ CR 7 = +13
         {{#var:Special5ToHit}}           To-Hit
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 7 = +9
         {{#var:Special5TouchAttack}}     Touch To-Hit
         {{#var:Special5SaveDC}}     Save DC     @ CR 7 = 17
         {{#var:Special5SaveDC}}         Save DC
         {{#var:Special5StandardDmg}} Std Damage   @ CR 7 = 4d6
         {{#var:Special5StandardDmg}}     Std Damage
         {{#var:Special5SwiftDmg}}   Swift Damage @ CR 7 = 1d6+2
         {{#var:Special5SwiftDmg}}       Swift Damage
         {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
         {{#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:Special5-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
     -->
     -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->


| NudgeAbility5ToHit =  
| NudgeAbility5ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5TouchAttack =  
| NudgeAbility5TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5SaveDC =  
| NudgeAbility5SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility5StandardDamage =  
| NudgeAbility5StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5SwiftDamage =  
| NudgeAbility5SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5AlphaDamage =  
| NudgeAbility5AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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 =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility5-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 -->




Line 622: Line 906:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special6ToHit}}       To-Hit       @ CR 7 = +13
         {{#var:Special6ToHit}}           To-Hit
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 7 = +9
         {{#var:Special6TouchAttack}}     Touch To-Hit
         {{#var:Special6SaveDC}}     Save DC     @ CR 7 = 17
         {{#var:Special6SaveDC}}         Save DC
         {{#var:Special6StandardDmg}} Std Damage   @ CR 7 = 4d6
         {{#var:Special6StandardDmg}}     Std Damage
         {{#var:Special6SwiftDmg}}   Swift Damage @ CR 7 = 1d6+2
         {{#var:Special6SwiftDmg}}       Swift Damage
         {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
         {{#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:Special6-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
     -->
     -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->


| NudgeAbility6ToHit =  
| NudgeAbility6ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6TouchAttack =  
| NudgeAbility6TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6SaveDC =  
| NudgeAbility6SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility6StandardDamage =  
| NudgeAbility6StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6SwiftDamage =  
| NudgeAbility6SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6AlphaDamage =  
| NudgeAbility6AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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 =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility6-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 -->




Line 663: Line 983:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special7ToHit}}       To-Hit       @ CR 7 = +13
         {{#var:Special7ToHit}}           To-Hit
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 7 = +9
         {{#var:Special7TouchAttack}}     Touch To-Hit
         {{#var:Special7SaveDC}}     Save DC     @ CR 7 = 17
         {{#var:Special7SaveDC}}         Save DC
         {{#var:Special7StandardDmg}} Std Damage   @ CR 7 = 4d6
         {{#var:Special7StandardDmg}}     Std Damage
         {{#var:Special7SwiftDmg}}   Swift Damage @ CR 7 = 1d6+2
         {{#var:Special7SwiftDmg}}       Swift Damage
         {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
         {{#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:Special7-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
     -->
     -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->


| NudgeAbility7ToHit =  
| NudgeAbility7ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7TouchAttack =  
| NudgeAbility7TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7SaveDC =  
| NudgeAbility7SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility7StandardDamage =  
| NudgeAbility7StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7SwiftDamage =  
| NudgeAbility7SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7AlphaDamage =  
| NudgeAbility7AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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 =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility7-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 -->




Line 704: Line 1,060:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special8ToHit}}       To-Hit       @ CR 7 = +13
         {{#var:Special8ToHit}}           To-Hit
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 7 = +9
         {{#var:Special8TouchAttack}}     Touch To-Hit
         {{#var:Special8SaveDC}}     Save DC     @ CR 7 = 17
         {{#var:Special8SaveDC}}         Save DC
         {{#var:Special8StandardDmg}} Std Damage   @ CR 7 = 4d6
         {{#var:Special8StandardDmg}}     Std Damage
         {{#var:Special8SwiftDmg}}   Swift Damage @ CR 7 = 1d6+2
         {{#var:Special8SwiftDmg}}       Swift Damage
         {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
         {{#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:Special8-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
     -->
     -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->


| NudgeAbility8ToHit =  
| NudgeAbility8ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8TouchAttack =  
| NudgeAbility8TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8SaveDC =  
| NudgeAbility8SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility8StandardDamage =  
| NudgeAbility8StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8SwiftDamage =  
| NudgeAbility8SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8AlphaDamage =  
| NudgeAbility8AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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 =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility8-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 -->




Line 745: Line 1,137:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special9ToHit}}       To-Hit       @ CR 7 = +13
         {{#var:Special91ToHit}}           To-Hit
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 7 = +9
         {{#var:Special9TouchAttack}}     Touch To-Hit
         {{#var:Special9SaveDC}}     Save DC     @ CR 7 = 17
         {{#var:Special9SaveDC}}         Save DC
         {{#var:Special9StandardDmg}} Std Damage   @ CR 7 = 4d6
         {{#var:Special9StandardDmg}}     Std Damage
         {{#var:Special9SwiftDmg}}   Swift Damage @ CR 7 = 1d6+2
         {{#var:Special9SwiftDmg}}       Swift Damage
         {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
         {{#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:Special9-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
     -->
     -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->


| NudgeAbility9ToHit =  
| NudgeAbility9ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9TouchAttack =  
| NudgeAbility9TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9SaveDC =  
| NudgeAbility9SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility9StandardDamage =  
| NudgeAbility9StandardDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9SwiftDamage =  
| NudgeAbility9SwiftDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9AlphaDamage =  
| NudgeAbility9AlphaDamage =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   <!--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 =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility9-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 -->




Line 780: Line 1,208:


:Once in combat, Cockatrices are far too mean to even consider withdrawal.  They fight to the death.
:Once in combat, Cockatrices are far too mean to even consider withdrawal.  They fight to the death.




Line 787: Line 1,214:


| OutOfCombat =  
| OutOfCombat =  
<!--  TREASURE AND XP  -->
| TreasureNotes =
| XPNotes =




}}
}}

Revision as of 19:26, 17 October 2017

Cockatrice (CR 7)

Neutral Evil - Small - Magical Beast
Lore: Know (Arcana)
14 29
Basic DC Full DC
Initiative
Initiative Icon 2.png
13
Perception:
21 +11
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
23
Man Def
Shield Icon 3.png
23
Monster Health
113 56 11
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +4
Will: +3

Strong Against:

Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+12
Sword Icon 3.png
Man Off
+11
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Numbing Beak +12 (2d10+7/x2)
    as undefined damage type
    plus Numbing ( Dex damage, Fort Save DC for half)

Full Attack (Melee):

  • 1x Numbing Beak +12 (2d10+7/x2)
    as undefined damage type
    plus Numbing ( Dex damage, Fort Save DC for half)
  • 2x Numbing Claws +12 (2d6+2/x2)
    as undefined damage type
    plus Numbing ( Dex damage, Fort Save DC for half)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

8
STR
18
DEX
14
CON
2
INT
14
WIS
8
CHA

Skills:

Languages:

Special Abilities

Numbing (Su)

Any time the cockatrice successfully hits an opponent with any of its attacks, that creature also suffers damage of points of Dexterity. The creature may make a Fortitude save, DC , to reduce this drain by half (rounding down).

Flailing Frenzy (Su)

Once per encounter as a full attack action, the cockatrice may erupt in a frenzied outburst, its long, leathery bat wings flapping all around. It may make a melee touch attack against all creatures adjacent to it (+ to-hit versus touch AC). Once it has rolled to-hit against all foes it can reach, it may make a 5-foot step. If it can now target new enemies that are adjacent to it, it may roll additional attacks against all of those foes as well. It may never target a foe more than once using this ability. All creatures that are struck by this Flailing Frenzy attack take damage, and suffer the Numbing effect ( points of Dex damage, Fort save (DC ) for half).

Tail Slap (Ex)

Once per encounter as a swift action, the cockatrice may slap an opponent with its long scaly tail. This is a melee touch attack rolled at + to-hit, and it inflicts points of damage, as well as the Numbing effect ( points of Dex damage, Fort save (DC ) for half).

Stone Prison (Su)

In addition to the usual effects of Dex damage, enemies of the cockatrice who are drained to 1 Dex are Petrified. Anyone who makes a Knowledge (Nature) roll against a DC of 27 may learn that cockatrice feathers soaked in cockatrice blood is an effective antidote for the petrified state, although for the Ability Damage, you're on your own. One cockatrice can supply enough blood and feathers to break up to ten Stone Prison effects.

Cockatrice

Cockatrice

Misbegotten is a word perfectly suited to the cockatrice. They are small things, despite the terror they inspire, and look like large, emaciated chickens with extravagant wattles and large batwings instead of feathered wings. Honestly, they look a bit ridiculous.

The potent magical abilities of the cockatrice, however, ensure that no matter how silly it looks, it gets a lot of respect.
The cockatrice is feared because the touch of a cockatrice is inimical to all living things. The touch of a cockatrice is cold and numbing, according to everyone who has encountered one and lived, and every touch, every brush, leeches the vitality and mobility out of those touched.
Cockatrices are well-aware of their deadly touch and use it in combat, so that despite their small size and ridiculous appearance, their lairs tend to be decorated with the paralyzed remains of victims large and small. Oddly enough, cockatrices eat mainly seeds, berries, vegetation, and insects. They only attack larger creatures due to their utter, intractable viciousness. A cockatrice that has seen you is going to attack you, and they don't need such excuses as 'defending their lair' to do it.
Cockatrices can be found nearly anywhere there are bugs and plants, and they thrive, being hardy, fecund, and adaptable. They will nest in fallen logs, gullies, caves, ruins, overhangs, river banks, nearly anywhere. They are ardent burrowers, albeit slow, so they tend to like areas with soft ground for their burrows.

Combat Tactics

Cockatrices are mean, aggressive, territorial, and vicious. They are also surprisingly good fliers. If they are able to, they will swoop past their enemies, squawking loudly and using Fly-by Attack to use their Numbing Bite on as many foes as possible, to soften them up. They will continue using Fly-by Attack for as long as the tactic is working well for them. If their enemies have effective ranged attacks, or seek cover against flight mobility, Cockatrices will fly into melee and fearlessly engage, despite their small size.

Once in melee, they will use Flailing Frenzy as early as possible, both to drain their foes and set themselves up for flanks. If they are only able to reach one foe they will use Tail Slap instead and use Flailing Frenzy as soon as they have more victims.
Once in combat, Cockatrices are far too mean to even consider withdrawal. They fight to the death.

Out of Combat

Rewards

XP: 3,200

Treasure: Sellable Goods worth 2,875 gp.

Weight: 70 lbs.     Volume: 2.8 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)