Drider Prototype: Difference between revisions

From Epic Path
Jump to navigation Jump to search
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
 
(47 intermediate revisions by 2 users not shown)
Line 3: Line 3:


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 11
| CR | 7
   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 4
| Max-CR = 16


| 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 | Heavy
| Role | Heavy
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
 
   }}</onlyinclude>
   }}</onlyinclude>


   <!-- Prevent this monster from being assigned certain roles in MMM -->
   <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role =  
| Restrict-Role-No-Role = Y
| Restrict-Role-Heavy =  
| Restrict-Role-Heavy =  
| Restrict-Role-Henchman =
| Restrict-Role-Killer =  
| Restrict-Role-Killer =  
| Restrict-Role-Leader =  
| Restrict-Role-Leader =  
| Restrict-Role-Legend =  
| Restrict-Role-Legend =  
| Restrict-Role-Minion =  
| Restrict-Role-Minion = Y
| Restrict-Role-Shooter =  
| Restrict-Role-Shooter =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm = Y
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
| Restrict-Role-Villain =  
| Restrict-Role-Villain =  
   <!-- Values: Y or leave blank -->
   <!-- Values: Y or leave blank -->
| 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 | For many, many years, the Drow Great Houses felt the need for more strength in their armies. Many houses felt a more physically powerful male line could be developed, and as a result, the Drow Aggressor was created. The Aggressors were certainly strong, but in combat they seemed to lack a certain...shock value.
| Description | '''''This monster frequently has the Heavy role, but may be set to other roles if desired.'''''


:Other, more radical, Houses felt a more drastic solution was required. The Great Cocoons that the Drow have used for untold eons to break their elven restrictions on births were dramatically re-purposed, not to merely create yet more male Drow, obedient and brave, but instead create true abominations, monsters who exist only to serve the glory of the Great Houses.
For many, many years, the Drow Great Houses felt the need for more strength in their armies. Many houses felt a more physically powerful male line could be developed, and as a result, the Drow Aggressor was created. The Aggressors were certainly strong, but in combat they seemed to lack a certain...shock value.


:These spider-elf abominations are everything that the Houses could have dreamed for in a warrior. They are tough and deadly, able to cast mighty spells and yet go toe-to-toe with any foes the Drow might find themselves facing. As a nice side benefit, Driders have no weakness to cold iron, an unexpected but very welcome turn of events. Even better, they are...usually...as loyal as any Drow male created in the Cocoons.  Usually.
Other, more radical, Houses felt a more drastic solution was required. The Great Cocoons that the Drow have used for untold eons to break their elven restrictions on births were dramatically re-purposed, not to merely create yet more male Drow, obedient and brave, but instead create true abominations, monsters who exist only to serve the glory of the Great Houses.


:The worst downside was their expense: The precious fluids and materials used to create a Drider could create two more conventional males.  The Houses bear this expense gladly, considering the power of their creations. If only they weren't quite so...difficult to look at.
These spider-elf abominations are everything that the Houses could have dreamed for in a warrior. They are tough and deadly, able to cast mighty spells and yet go toe-to-toe with any foes the Drow might find themselves facing. As a nice side benefit, Driders have no weakness to cold iron, an unexpected but very welcome turn of events. Even better, they are...usually...as loyal as any Drow male created in the Cocoons.  Usually.


:Unfortunately for the world, most Drow Houses are more than willing to put up with a Drider's ugliness.
The worst downside was their expense: The precious fluids and materials used to create a Drider could create two more conventional males.  The Houses bear this expense gladly, considering the power of their creations.  If only they weren't quite so...difficult to look at.
 
Unfortunately for the world, most Drow Houses are more than willing to put up with a Drider's ugliness.
   }}</onlyinclude>
   }}</onlyinclude>


Line 66: Line 83:
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Aberration
| Type | Aberration
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
Line 123: Line 140:
   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->


| Senses = [[Standard Senses]], [[Darkvision]] 60 ft, [[Low-Light Vision]] 120 ft
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


   <!-- SENSES -->
   <!-- SENSES -->
Line 137: Line 146:
| Sense-Is-Blind-to-Sound =  
| Sense-Is-Blind-to-Sound =  
| Sense-Is-Blind-to-Smell =  
| Sense-Is-Blind-to-Smell =  
| Sense-Has-Low-Light-Vision =  
| Sense-Has-Low-Light-Vision = Y


   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
         or leave blank if the monster doesn't possess the sense in question.            -->
         or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =  
| Sense-Darkvision-Range = 60
| Sense-Heartsight-Range =  
| Sense-Heartsight-Range =  
| Sense-Keen-Hearing-Range =  
| Sense-Keen-Hearing-Range =  
Line 156: Line 165:
| 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 163: Line 175:
| NudgeAC =  
| NudgeAC =  
   <!-- 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 =  
Line 191: Line 201:
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


Line 223: Line 233:
   <!-- 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., [[Greater Climb]] 40 ft.
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


   <!-- 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 = 40
| Move-Type-Brachiating-Speed =  
| Move-Type-Brachiating-Speed =  
| Move-Type-Vaulting-Speed =  
| Move-Type-Vaulting-Speed =  
Line 250: Line 253:
| 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 =




| 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 role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- 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: Swarms default to 10 feet. Troops 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 role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- 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: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




Line 300: Line 306:


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


| NudgePriToHit =  
| NudgePriToHit =  
Line 306: Line 312:


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


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


| Nudge-Pri-Atk-Crit-Range =  
| Nudge-Pri-Atk-Crit-Range =  
Line 343: Line 349:


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


| NudgeSecToHit =  
| NudgeSecToHit =  
Line 349: Line 355:


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


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


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
Line 386: Line 392:


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


| NudgeTerToHit =  
| NudgeTerToHit =  
Line 392: Line 398:


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


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


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
Line 429: Line 435:


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


| NudgeQuaToHit =  
| NudgeQuaToHit =  
Line 435: Line 441:


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


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


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
Line 481: Line 487:


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


| NudgeRangedToHit =  
| NudgeRangedToHit =  
Line 487: Line 493:


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


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


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
Line 539: Line 545:


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




Line 591: Line 597:


<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 615: Line 605:
| Ability-1-Type = Ex
| Ability-1-Type = Ex
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
Line 657: Line 651:
| 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 = Automatic upon successful attack
  <!-- 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 707: Line 705:
| Ability-3-Type = Ex
| Ability-3-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-3-Action-Required = Swift Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
Line 749: Line 751:
| Ability-4-Type = Sp
| Ability-4-Type = Sp
   <!--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 = Stanard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration = W
| Ability-4-Concentration = W
Line 789: Line 795:
| Ability-5-Type = Sp
| Ability-5-Type = Sp
   <!--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 = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration = W
| Ability-5-Concentration = W
Line 827: Line 837:
<!--  SPECIAL ABILITY 6  -->
<!--  SPECIAL ABILITY 6  -->


| Ability-6-Name = Cocoon
| Ability-6-Name =  


| Ability-6-Type = Ex
| 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 =  
   <!--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-6-Description = As a triggered immediate action, a Drider who is reduced to zero hit points or fewer is not slain. Instead, their spinnerets erupt in a flurry of activity and their wretched bodies are instantly wrapped in a massive cocoon of terrible dark silk. While so cocooned, the Drider is immune to all damage and effects, though the encounter continues. When their next action comes, the Cocoon bursts, inflicting {{Special-Standard-Dmg}} points of {{dmg|slashing}} damage and the [[Hindered]] condition on all enemy creatures within fifteen feet of their space.  A Reflex save versus a DC of {{Save-DC}} will negate the Hindered condition, but the damage is not reduced. 
| Ability-6-Description =  
 
:At the same time, the Drider is healed to half its normal maximum hit points ({{Bloodied-Hit-Points}} hit points), all status conditions are removed, and it may use Throw Web on a single target within range, all as a free action. Once the free Throw Web attack is resolved, the Drider may take its full normal set of actions.


   <!-- 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 872: Line 884:
| 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 911: Line 927:
| 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 949: Line 969:
| 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 955: Line 979:
| Ability-9-Description =  
| Ability-9-Description =  
   <!-- 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 = Cocoon
| Role-Only--Replace-Rez-Power--Type = Ex
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
  <!-- 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 = As a triggered immediate action, a Drider who is reduced to zero hit points or fewer is not slain. Instead, their spinnerets erupt in a flurry of activity and their wretched bodies are instantly wrapped in a massive cocoon of terrible dark silk. While so cocooned, the Drider is immune to all damage and effects, though the encounter continues. When their next action comes, the Cocoon bursts, inflicting {{Special-Standard-Dmg}} points of {{dmg|slashing}} damage and the [[Hindered]] condition on all enemy creatures within fifteen feet of their space.  A Reflex save versus a DC of {{Save-DC}} will negate the Hindered condition, but the damage is not reduced. 
:At the same time, the Drider is healed to half its normal maximum hit points ({{Bloodied-Hit-Points}} hit points), all status conditions are removed, and it may use Throw Web on a single target within range, all as a free action. Once the free Throw Web attack is resolved, the Drider may take its full normal set of actions.
    <!-- 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 985: Line 1,469:
| CombatTactics = Driders are the heavy shock troops of the Drow, and they are truly terrible foes.  They will usually open any combat at range if they can, and will lead off with as heavy an 'Alpha strike' as they can muster.  One Drider will cast Shimmer in front of the front ranks of any visible enemies, looking to reveal any invisible or hidden scouts. Another drider will cast Drider's Bolt, looking to hit as many foes as possible. If there are three or more Driders, the third and any additional will Throw Web at any spell casters, or at any obviously heavily armored foes.  If they are out of range for Throw Web, they will instead use Bolt.  
| CombatTactics = Driders are the heavy shock troops of the Drow, and they are truly terrible foes.  They will usually open any combat at range if they can, and will lead off with as heavy an 'Alpha strike' as they can muster.  One Drider will cast Shimmer in front of the front ranks of any visible enemies, looking to reveal any invisible or hidden scouts. Another drider will cast Drider's Bolt, looking to hit as many foes as possible. If there are three or more Driders, the third and any additional will Throw Web at any spell casters, or at any obviously heavily armored foes.  If they are out of range for Throw Web, they will instead use Bolt.  


:They will then spend all of their action points, and do it again! If at all possible, Driders want to smash foes so hard in the first round that they flee, and the Driders can then hunt them down at their leisure.  If the range will allow it, at least one Shimmer, Bolt, and Web will be used if there are two or more Driders.   
They will then spend all of their action points, and do it again! If at all possible, Driders want to smash foes so hard in the first round that they flee, and the Driders can then hunt them down at their leisure.  If the range will allow it, at least one Shimmer, Bolt, and Web will be used if there are two or more Driders.   


:If a group of foes is hardy enough to weather the first round, Driders are perfectly willing to stay at range, and if they are not getting a lot of ranged damage, will use their high Climb speed to go up walls and onto ceilings if possible and will destroy their enemies with Drider's Bolt and Throw Web.
If a group of foes is hardy enough to weather the first round, Driders are perfectly willing to stay at range, and if they are not getting a lot of ranged damage, will use their high Climb speed to go up walls and onto ceilings if possible and will destroy their enemies with Drider's Bolt and Throw Web.


:If an enemy, sensibly, closes the range on the Driders, then the Drider prototypes will use their reach to make attacks of opportunity.  Driders begin combat with Drider Poison applied to all their claws: They are immune to their own poison, so why not. During combat, as their claws begin to make hits, they will re-apply poison using their Venom Cups.  
If an enemy, sensibly, closes the range on the Driders, then the Drider prototypes will use their reach to make attacks of opportunity.  Driders begin combat with Drider Poison applied to all their claws: They are immune to their own poison, so why not. During combat, as their claws begin to make hits, they will re-apply poison using their Venom Cups.  


:Once in melee, Driders will usually move around as they wish, trusting their Mobility to protect them.  They will use Climb to get up on walls and ceilings, and use their reach to make melee attacks.  If there is a heavily armored foe they are having trouble hitting, they will step back with a five foot step and Throw Web at them, to try and lower their armor class.  If there is a stealthy foe that Shimmer did not reveal, they will use Shimmer again, or fire Drider's Bolt into clumps of enemies, hoping to hit the hidden foe.  Note that Driders are not immune to each others Bolt, but hey, they are evil, so they will rarely hesitate to blast away if they think it is their best action.
Once in melee, Driders will usually move around as they wish, trusting their Mobility to protect them.  They will use Climb to get up on walls and ceilings, and use their reach to make melee attacks.  If there is a heavily armored foe they are having trouble hitting, they will step back with a five foot step and Throw Web at them, to try and lower their armor class.  If there is a stealthy foe that Shimmer did not reveal, they will use Shimmer again, or fire Drider's Bolt into clumps of enemies, hoping to hit the hidden foe.  Note that Driders are not immune to each others Bolt, but hey, they are evil, so they will rarely hesitate to blast away if they think it is their best action.


:Unlike most Drow, once Driders enter combat they will not flee unless ordered to by a female Drow.
Unlike most Drow, once Driders enter combat they will not flee unless ordered to by a female Drow.








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


| OutOfCombat = Drider Prototypes are usually treated like prized thoroughbreds when they are not fighting, the Matrons doting on their precious little monsters.
| OutOfCombat = Drider Prototypes are usually treated like prized thoroughbreds when they are not fighting, the Matrons doting on their precious little monsters.


:However, Driders have perfectly good minds. Just because they are created as killing machines does not mean they cannot contribute in other ways, and during those rare moments of peace between campaigns, it is not unusual to see Driders out and about, trying their best to prove that they are more than simply foe-shattering magical abilities and armored claws and killing reflexes.
However, Driders have perfectly good minds. Just because they are created as killing machines does not mean they cannot contribute in other ways, and during those rare moments of peace between campaigns, it is not unusual to see Driders out and about, trying their best to prove that they are more than simply foe-shattering magical abilities and armored claws and killing reflexes.


:Sadly, the Darkling Daughters usually consider this sort of behavior more endearing and cute than productive, but they will usually indulge their favored beasts little whims.
Sadly, the Darkling Daughters usually consider this sort of behavior more endearing and cute than productive, but they will usually indulge their favored beasts little whims.





Latest revision as of 21:17, 4 February 2023

Drider Prototype (HeavyCR 7)

Lawful Evil - Large - Aberration
Lore: K. (Dungeoneer)
14 29
Basic DC Full DC
Initiative
Initiative Icon 2.png
9
Perception:
21 +11
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
23
Man Def
Shield Icon 3.png
24
Monster Health
226 113 11
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +4
Refl: +9
Will: +4

Strong Against:

  • (Heavy Role) Immunity (partial 3): Heavies are immune to the first three conditions applied to them during an encounter. If a fourth condition is applied to a heavy, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+12
Sword Icon 3.png
Man Off
+12
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 2x Drider's Claws +12 (2d8+8/19-20 x2)
    as slashing (physical, common)
    plus: Poison (on first attack each round)

Full Attack (Melee):

  • 4x Drider's Claws +12 (2d8+8/19-20 x2)
    as slashing (physical, common)
    plus: Poison (on first attack each round)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

22
STR
14
DEX
22
CON
16
INT
10
WIS
8
CHA

Skills:

Languages: Undercommon

Feats:

  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Throw Web (Ex) Standard Action

Once per round, as a standard action, Driders may throw a specially prepared web. This is resolved as a ranged touch attack at 1d20 + 16 vs. AC (always hits on a 17+ on the die), with a range increment of 10 feet, and a max range of 50 feet. Creatures struck by the web take 2d8+8 points of acid (energy, common) damage from the Drider Venom soaking it. There is no saving throw against this acid damage. (However, in addition to ER vs. Acid, this is a poison effect and is negated by immunity to poisons.)

In addition, any struck target must make a reflex saving throw against a DC of 18. Those who fail the saving throw gain the Pinned condition. Those who succeed on the saving throw gain the Hindered condition. Either condition may be removed by expending a standard action to carefully unwrap the poisoned webbing. Note that adjacent allies (who are not also hindered or pinned) may spend a move action to free a pinned or hindered victim.
Poison (Ex) Automatic upon successful attack

A Drider oozes poison from its vile body. Surprisingly, this is not the ubiquitous Languishroot so beloved by the Drow, but something...less natural.

Drider Venom    (Injury vector; Poisoned intensity)
Save: Fort DC 18;     Frequency: 1/round for 3 rounds
Effect: 1d3 STR damage and 2d8+8 points of poison (physical, uncommon) damage per interval
Fruition: Victim becomes Paralyzed; this cannot be cured normally. Generally, the victim also wakes up mummified in the drider's unbreakable spider silk, if they're unlucky.
Fruition Duration: 1 hour
Venom Cup (Ex) Swift Action

As a swift action, a Drider can reapply poison to one of its claws. This is done with a practiced economy, as the vicious appendage is dipped into a cup-like device on the belt, right above its bloated thorax.

The cup-like device contains 10 doses of Drider Venom, and can be refilled outside of combat. Driders produce their own poison within their wretched bodies, but the way they produce it means they cannot use it in combat without a Venom Cup. The details are quite unpleasant, and best not discussed.

Drider Shimmer (Sp) Stanard Action
  • Concentration: 1d20 + 9 vs. a DC of 23 (14 needed on the die)

As a standard action, a Drider may cast Shimmer. This effects all creatures in a 9 x 9-square burst centered within 100 feet of the drider's space. Drider Shimmer causes a pale blue radiance to surround all creatures in the area of effect. This negates invisibility and otherwise removes all effects of concealment (from any source), and inflicts a -10 penalty on all Stealth checks affected creatures may attempt. Drider Shimmer lasts until the end of the combat, or for ten minutes if used out of combat. Creatures who were already Stealthed who are caught in the radius of Shimmer must re-roll their Stealth as an immediate forced action when the effect hits them, adjusted for the -10 penalty inflicted by Shimmer.

Drider Bolt (Sp) Standard Action
  • Concentration: 1d20 + 9 vs. a DC of 23 (14 needed on the die)

As a standard action, Driders may cast Bolt, a 60-foot jagged line of lightning which erupts from their fingertips. Bolt inflicts 2d8+8 points of lightning (energy, common) damage to all creatures caught in its area of effect, though a Reflex save, DC 18, will reduce this damage by half.

To determine which creatures are struck by a line attack, choose the origin square (any square adjacent to the caster) and trace a path 12 squares in length (60 feet, with each square moving further away from the caster. The path may never move into a space that doesn't move it further away from the caster (i.e. it can't move laterally, or come back toward the caster to affect more targets). Any creature whose space (or any square within their space, if they are size large or larger) is crossed by the Bolt's path is hit, and must save accordingly.

Cocoon (Ex; Heavy Role) Auto Upon Death

As a triggered immediate action, a Drider who is reduced to zero hit points or fewer is not slain. Instead, their spinnerets erupt in a flurry of activity and their wretched bodies are instantly wrapped in a massive cocoon of terrible dark silk. While so cocooned, the Drider is immune to all damage and effects, though the encounter continues. When their next action comes, the Cocoon bursts, inflicting 2d8+8 points of slashing (physical, common) damage and the Hindered condition on all enemy creatures within fifteen feet of their space. A Reflex save versus a DC of 18 will negate the Hindered condition, but the damage is not reduced.

At the same time, the Drider is healed to half its normal maximum hit points (113 hit points), all status conditions are removed, and it may use Throw Web on a single target within range, all as a free action. Once the free Throw Web attack is resolved, the Drider may take its full normal set of actions.
Drider Prototype

Drider Prototype

This creature possesses the Heavy role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Heavy role, but may be set to other roles if desired.

For many, many years, the Drow Great Houses felt the need for more strength in their armies. Many houses felt a more physically powerful male line could be developed, and as a result, the Drow Aggressor was created. The Aggressors were certainly strong, but in combat they seemed to lack a certain...shock value.

Other, more radical, Houses felt a more drastic solution was required. The Great Cocoons that the Drow have used for untold eons to break their elven restrictions on births were dramatically re-purposed, not to merely create yet more male Drow, obedient and brave, but instead create true abominations, monsters who exist only to serve the glory of the Great Houses.

These spider-elf abominations are everything that the Houses could have dreamed for in a warrior. They are tough and deadly, able to cast mighty spells and yet go toe-to-toe with any foes the Drow might find themselves facing. As a nice side benefit, Driders have no weakness to cold iron, an unexpected but very welcome turn of events. Even better, they are...usually...as loyal as any Drow male created in the Cocoons. Usually.

The worst downside was their expense: The precious fluids and materials used to create a Drider could create two more conventional males. The Houses bear this expense gladly, considering the power of their creations. If only they weren't quite so...difficult to look at.

Unfortunately for the world, most Drow Houses are more than willing to put up with a Drider's ugliness.

Combat Tactics

Driders are the heavy shock troops of the Drow, and they are truly terrible foes. They will usually open any combat at range if they can, and will lead off with as heavy an 'Alpha strike' as they can muster. One Drider will cast Shimmer in front of the front ranks of any visible enemies, looking to reveal any invisible or hidden scouts. Another drider will cast Drider's Bolt, looking to hit as many foes as possible. If there are three or more Driders, the third and any additional will Throw Web at any spell casters, or at any obviously heavily armored foes. If they are out of range for Throw Web, they will instead use Bolt.

They will then spend all of their action points, and do it again! If at all possible, Driders want to smash foes so hard in the first round that they flee, and the Driders can then hunt them down at their leisure. If the range will allow it, at least one Shimmer, Bolt, and Web will be used if there are two or more Driders.

If a group of foes is hardy enough to weather the first round, Driders are perfectly willing to stay at range, and if they are not getting a lot of ranged damage, will use their high Climb speed to go up walls and onto ceilings if possible and will destroy their enemies with Drider's Bolt and Throw Web.

If an enemy, sensibly, closes the range on the Driders, then the Drider prototypes will use their reach to make attacks of opportunity. Driders begin combat with Drider Poison applied to all their claws: They are immune to their own poison, so why not. During combat, as their claws begin to make hits, they will re-apply poison using their Venom Cups.

Once in melee, Driders will usually move around as they wish, trusting their Mobility to protect them. They will use Climb to get up on walls and ceilings, and use their reach to make melee attacks. If there is a heavily armored foe they are having trouble hitting, they will step back with a five foot step and Throw Web at them, to try and lower their armor class. If there is a stealthy foe that Shimmer did not reveal, they will use Shimmer again, or fire Drider's Bolt into clumps of enemies, hoping to hit the hidden foe. Note that Driders are not immune to each others Bolt, but hey, they are evil, so they will rarely hesitate to blast away if they think it is their best action.

Unlike most Drow, once Driders enter combat they will not flee unless ordered to by a female Drow.

Out of Combat

Drider Prototypes are usually treated like prized thoroughbreds when they are not fighting, the Matrons doting on their precious little monsters.

However, Driders have perfectly good minds. Just because they are created as killing machines does not mean they cannot contribute in other ways, and during those rare moments of peace between campaigns, it is not unusual to see Driders out and about, trying their best to prove that they are more than simply foe-shattering magical abilities and armored claws and killing reflexes.

Sadly, the Darkling Daughters usually consider this sort of behavior more endearing and cute than productive, but they will usually indulge their favored beasts little whims.

Rewards

XP: 6,400 (Heavy role included.)

Treasure: Sellable Goods worth 5,750 gp.

Weight: 140 lbs.     Volume: 5.6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 8 Nothing Found
9 - 12 1 Languid Remnant (tier 1)
13 - 15 1 Pale Remnant (tier 2)
16 - 18 1 Bright Remnant (tier 3)
19 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 3 4 Languid Remnants (tier 1)
4 - 7 4 Pale Remnants (tier 2)
8 - 11 1 Intense Remnant (tier 4)
12 - 15 1 Blazing Remnant (tier 5)
16 - 18 1 Vital Remnant (tier 6)
19 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 3 4 Bright Remnants (tier 3)
4 - 5 4 Intense Remnants (tier 4)
6 - 8 4 Blazing Remnants (tier 5)
9 - 11 4 Vital Remnants (tier 6)
12 - 15 1 Prime Remnant (tier 7)
16 - 18 1 Mythic Remnant (tier 8)
19 - 20 1 Empyrean Remnant (tier 9)