Dripping Creature: Difference between revisions

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[[Category:Epic Path]][[Category:Pattern]]


Back to [[Monster_Patterns_and_Roles]]


{{Template:Pattern


'Dripping Creature' is a pattern that can be added to any Creature, hereafter referred to as the base creature.  A Dripping Creature is coated in or full of 'Something Bad'.  They may have masses of ants swarming all over them, or be coated in a thick-slathered layer of offal. They might be oozing drops of lava that splatter all around, or be seething with void energy.
  <!-- GENERAL ADJUSTMENTS -->


A Dripping Creature uses all of the base creature's statistics and abilities except as noted below.
| Pattern-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern-Name}}}
| Pattern-Name| Dripping Creature
}}</onlyinclude>


== CR (challenge rating) ==
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
Same as base creature +1.
| CR-Adj| 1
}}</onlyinclude>


== Size and Type ==
| Picture =  
The creature's Size and Type do not change.
| Picture-Text =  


== Initiative Modifier ==
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
The creature's initiative modifier increases by +1.
| Description| A '''''Dripping Creature''''' is coated in or full of 'Something Bad'. They may have masses of ants swarming all over them, or be coated in a thick-slathered layer of offal. They might be oozing drops of lava that splatter all around, or be seething with void energy. Maybe they are completely formed of some inimical fluid, like goblins made of vile mucus, or ogres formed from the oozing muck of a swamp by a genius loci.  


== Senses ==
There are many ways this pattern can be used but the results are always some form of a fluid danger, and it's almost always gross.
No changes.
}}</onlyinclude>


== Armor Class ==
| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}}
Dripping Creatures gain +2 AC.
| Short-Desc| This creature seems dangerous to approach due to the unpleasant fluids around it.
}}</onlyinclude>


== Hit Dice ==
| Change-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Type}}}
No changes.
| Change-Type|
}}</onlyinclude>


== Defensive Ability ==
| Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}}
A Dripping Creature gains the following abilities, which may be added to their Bestiary entry:
| Add-Subtype| Dripping
}}</onlyinclude>


'''Aura:''' Once per round, when it is struck by a melee attack, a Dripping Creature emits a splatter of vile, juicy corruption in all directions.  This is an energy damage aura that inflicts one of either {{dmg|acid}}, {{dmg|necrotic}}, or {{dmg|tenebrous}} damage. The DM should choose which type when this Pattern is applied, with an eye to the creature's environment and origin, and should generally use the most common sort of damage which matches their environment and origin. 
| Change-Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Alignment}}}
| Change-Alignment|
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
}}</onlyinclude>


: This damage aura effects all enemy creatures within 1 square plus (adjusted Challenge Rating/10) squares (round down, minimum 2 squares, 3 squares at 21 to 29, 4 squares at 30+) of the Dripping Creature's space. This damage aura inflicts [[Monster_Pattern_Damage_Chart | Special Swift Damage]] points of the chosen damage type.  Affected characters may roll a Will save against an Average [[Save DC]] to only take half damage.
  <!-- ABILITY SCORES -->
  <!-- Except for INT, these stat changes are cosmetic and do not affect other numbers
      Just put in the number you want to ADD to the existing monster's stats          -->


== Speed ==
| STR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|STR-Adj}}}
A Dripping Creature's base speed improves by ten feet in all movement categories it has.
| STR-Adj|
}}</onlyinclude>


== Melee Attacks ==
| DEX-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|DEX-Adj}}}
A Dripping Creature retains all the base creature's attacks, and its weapon and armor proficiencies.  After reaching an adjusted CR (challenge rating) of 9, a Dripping Creature adds 1d6 of energy damage (the same type as is inflicted by its aura, usually) to all its melee attacks.
| DEX-Adj|
}}</onlyinclude>


== Damage ==
| CON-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CON-Adj}}}
The base damage of all attacks does not change.
| CON-Adj|
}}</onlyinclude>


== Space and Reach ==
| INT-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|INT-Adj}}}
No Changes.
| INT-Adj|
}}</onlyinclude>


== Offensive Ability ==
| WIS-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|WIS-Adj}}}
Aside from the changes above and below, no offensive abilities.
| WIS-Adj|
}}</onlyinclude>


== Ability Scores ==
| CHA-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CHA-Adj}}}
No changes.
| CHA-Adj|
}}</onlyinclude>


== Maneuver Offense and Maneuver Defense ==
No changes.


== Feats ==
  <!-- NUMERICS -->
No changes.
  <!-- These values adjust the BASE CR of the monster (not the adjusted CR).
      They should be how the pattern "pays" for the benefits provided in the non-numerics section -->


== Skills ==
| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}}
No changes.
| Initiative-Adj| 1
}}</onlyinclude>
 
| Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}}
| Ambush-Chance-Nudge|
  <!-- VALUES: a whole number, applied to their chance on a d20; negative numbers are better ambushers,
      positive numbers are worse ambushers.  Value should usually be between -3 and 3.            -->
}}</onlyinclude>
 
| Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}}
| Skill-Perception-Adj| 1
}}</onlyinclude>
 
| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}}
| Hit-Points-Adj| 1
}}</onlyinclude>
 
| Fort-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Fort-Adj}}}
| Fort-Adj| 2
}}</onlyinclude>
 
| Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}}
| Refl-Adj|
}}</onlyinclude>
 
| Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}}
| Will-Adj|
}}</onlyinclude>
 
| To-Hit-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|To-Hit-Adj}}}
| To-Hit-Adj| 1
}}</onlyinclude>
 
| Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}}
| Damage-Adj| 1
}}</onlyinclude>
 
| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}}
| Save-DC-Adj| 1
}}</onlyinclude>
 
| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}}
| AC-Adj|
}}</onlyinclude>
 
| Maneuver-Offense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Offense-Adj}}}
| Maneuver-Offense-Adj| 1
}}</onlyinclude>
 
| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}}
| Maneuver-Defense-Adj|
}}</onlyinclude>
 
| Increase-All-Existing-Skills=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Skills}}}
| Increase-All-Existing-Skills| 1
  <!-- This adjusts the value for all skills the monster already knows, without giving them new skills.
      This value is NOT added to any specific skill CR modifier; it will always prefer a specific skill
      if one is given; this is ONLY used if the monster has the skill already and the pattern does NOT
      specify a specific value for that skill.                                                        -->
}}</onlyinclude>
 
 
  <!-- SPACE / REACH  -->
 
| Size-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Size-Adj}}}
| Size-Adj|
  <!-- VALUES: a whole number between -2 to 2; this is how many size categories the base monster is changed by -->
}}</onlyinclude>
 
| Reach-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Reach-Adj}}}
| Reach-Adj|
  <!-- VALUES: a whole number between -2 to 2; this is how many SQUARES of reach the base monster gains or loses -->
}}</onlyinclude>
 
 
  <!-- SENSES -->
 
| Blind-to-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Vision}}}
| Blind-to-Vision|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
 
| Blind-to-Sound=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Sound}}}
| Blind-to-Sound|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
 
| Blind-to-Smell=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Smell}}}
| Blind-to-Smell|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
 
| Low-Light-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Low-Light-Vision}}}
| Low-Light-Vision|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
 
| Darkvision-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Darkvision-Range}}}
| Darkvision-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Heartsight-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Heartsight-Range}}}
| Heartsight-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Keen-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Hearing-Range}}}
| Keen-Hearing-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Precise-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Precise-Hearing-Range}}}
| Precise-Hearing-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Echolocation-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Echolocation-Range}}}
| Echolocation-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Scent-Range}}}
| Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Keen-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Scent-Range}}}
| Keen-Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Perfect-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Perfect-Scent-Range}}}
| Perfect-Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Airsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Airsense-Range}}}
| Airsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Blindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Blindsense-Range}}}
| Blindsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Cloudsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Cloudsense-Range}}}
| Cloudsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Lifesense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Lifesense-Range}}}
| Lifesense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Mindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Mindsense-Range}}}
| Mindsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Tremorsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Tremorsense-Range}}}
| Tremorsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Watersense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Watersense-Range}}}
| Watersense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
 
  <!-- MOVE TYPES -->
  <!-- VALUES: a number in feet (in increments of 5). If creature already has this move type,
      this value is added to their existing speed for that move type.  If they do not have the
      move type, they gain it at the listed speed.                                            -->
 
| Increase-All-Existing-Moves=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Moves}}}
| Increase-All-Existing-Moves| 10
}}</onlyinclude>
 
| Walk-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Walk-Speed}}}
| Walk-Speed|
}}</onlyinclude>
 
| Burrowing-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Burrowing-Speed}}}
| Burrowing-Speed|
}}</onlyinclude>
 
| Tunneling-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Tunneling-Speed}}}
| Tunneling-Speed|
}}</onlyinclude>
 
| Earth-Glide-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Earth-Glide-Speed}}}
| Earth-Glide-Speed|
}}</onlyinclude>
 
| Lesser-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Climb-Speed}}}
| Lesser-Climb-Speed|
}}</onlyinclude>
 
| Greater-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Climb-Speed}}}
| Greater-Climb-Speed|
}}</onlyinclude>
 
| Brachiating-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Brachiating-Speed}}}
| Brachiating-Speed|
}}</onlyinclude>
 
| Vaulting-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Vaulting-Speed}}}
| Vaulting-Speed|
}}</onlyinclude>
 
| Hover-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Hover-Speed}}}
| Hover-Speed|
}}</onlyinclude>
 
| Lesser-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Flight-Speed}}}
| Lesser-Flight-Speed|
}}</onlyinclude>
 
| Greater-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Flight-Speed}}}
| Greater-Flight-Speed|
}}</onlyinclude>
 
| Lesser-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Swim-Speed}}}
| Lesser-Swim-Speed|
}}</onlyinclude>
 
| Greater-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Swim-Speed}}}
| Greater-Swim-Speed|
}}</onlyinclude>
 
| Jet-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Jet-Speed}}}
| Jet-Speed|
}}</onlyinclude>
 
| Lesser-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Teleport-Speed}}}
| Lesser-Teleport-Speed|
}}</onlyinclude>
 
| Greater-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Teleport-Speed}}}
| Greater-Teleport-Speed|
}}</onlyinclude>
 
 
  <!-- SPECIAL DEFENSES -->
 
| Special-Defenses-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-1}}}
| Special-Defenses-1|
}}</onlyinclude>
 
| Special-Defenses-2=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-2}}}
| Special-Defenses-2|
}}</onlyinclude>
 
| Special-Defenses-3=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-3}}}
| Special-Defenses-3|
}}</onlyinclude>
 
 
  <!-- STRONG AGAINST -->
 
| Strong-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-1}}}
| Strong-Against-1|
}}</onlyinclude>
 
| Strong-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-2}}}
| Strong-Against-2|
}}</onlyinclude>
 
| Strong-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-3}}}
| Strong-Against-3|
}}</onlyinclude>
 
 
  <!-- WEAK AGAINST -->
 
| Weak-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-1}}}
| Weak-Against-1|
}}</onlyinclude>
 
| Weak-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-2}}}
| Weak-Against-2|
}}</onlyinclude>
 
| Weak-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-3}}}
| Weak-Against-3|
}}</onlyinclude>
 
 
  <!-- FEATS -->
 
| Add-Feat-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-1}}}
| Add-Feat-1|
}}</onlyinclude>
 
| Add-Feat-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-2}}}
| Add-Feat-2|
}}</onlyinclude>
 
| Add-Feat-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-3}}}
| Add-Feat-3|
}}</onlyinclude>
 
 
  <!-- SKILLS -->
  <!-- VALUES: a whole number between -6 to 6; this is the number of CRs the skill value is adjusted by -->
 
| Add-Skill-Acrobatics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Acrobatics}}}
| Add-Skill-Acrobatics|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Divinity=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Divinity}}}
| Add-Skill-Bailiwick-Divinity|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Naturalism=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Naturalism}}}
| Add-Skill-Bailiwick-Naturalism|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Reason=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Reason}}}
| Add-Skill-Bailiwick-Reason|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Spellcraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spellcraft}}}
| Add-Skill-Bailiwick-Spellcraft|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Spycraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spycraft}}}
| Add-Skill-Bailiwick-Spycraft|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Warfare=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Warfare}}}
| Add-Skill-Bailiwick-Warfare|
}}</onlyinclude>
 
| Add-Skill-Barter=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Barter}}}
| Add-Skill-Barter|
}}</onlyinclude>
 
| Add-Skill-Bluff=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bluff}}}
| Add-Skill-Bluff|
}}</onlyinclude>
 
| Add-Skill-Diplomacy=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Diplomacy}}}
| Add-Skill-Diplomacy|
}}</onlyinclude>
 
| Add-Skill-Disable-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disable-Device}}}
| Add-Skill-Disable-Device|
}}</onlyinclude>
 
| Add-Skill-Disguise=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disguise}}}
| Add-Skill-Disguise|
}}</onlyinclude>
 
| Add-Skill-Escape-Artist=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Escape-Artist}}}
| Add-Skill-Escape-Artist|
}}</onlyinclude>
 
| Add-Skill-Handle-Animal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Handle-Animal}}}
| Add-Skill-Handle-Animal|
}}</onlyinclude>
 
| Add-Skill-Heal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Heal}}}
| Add-Skill-Heal|
}}</onlyinclude>
 
| Add-Skill-Intimidate=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Intimidate}}}
| Add-Skill-Intimidate|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Arcana=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Arcana}}}
| Add-Skill-Knowledge-Arcana|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Deep-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Deep-History}}}
| Add-Skill-Knowledge-Deep-History|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Dungeoneering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Dungeoneering}}}
| Add-Skill-Knowledge-Dungeoneering|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Engineering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Engineering}}}
| Add-Skill-Knowledge-Engineering|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Geography=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Geography}}}
| Add-Skill-Knowledge-Geography|
}}</onlyinclude>
 
| Add-Skill-Knowledge-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-History}}}
| Add-Skill-Knowledge-History|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Local=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Local}}}
| Add-Skill-Knowledge-Local|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Logic=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Logic}}}
| Add-Skill-Knowledge-Logic|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Nature=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nature}}}
| Add-Skill-Knowledge-Nature|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Nobility=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nobility}}}
| Add-Skill-Knowledge-Nobility|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Planes=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Planes}}}
| Add-Skill-Knowledge-Planes|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Religion=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Religion}}}
| Add-Skill-Knowledge-Religion|
}}</onlyinclude>
 
| Add-Skill-Linguistics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Linguistics}}}
| Add-Skill-Linguistics|
}}</onlyinclude>
 
| Add-Skill-Might=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Might}}}
| Add-Skill-Might|
}}</onlyinclude>
 
| Add-Skill-Movement=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Movement}}}
| Add-Skill-Movement|
  <!-- NOTE: Monsters do not use Movement skill for initiative; they are totally separate values -->
}}</onlyinclude>
 
| Add-Skill-Perform=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Perform}}}
| Add-Skill-Perform|
}}</onlyinclude>
 
| Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}}
| Add-Skill-Piloting|
}}</onlyinclude>
 
| Add-Skill-Ride=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Ride}}}
| Add-Skill-Ride|
}}</onlyinclude>
 
| Add-Skill-Sense-Motive=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sense-Motive}}}
| Add-Skill-Sense-Motive|
}}</onlyinclude>
 
| Add-Skill-Sleight-of-Hand=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sleight-of-Hand}}}
| Add-Skill-Sleight-of-Hand|
}}</onlyinclude>
 
| Add-Skill-Stealth=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Stealth}}}
| Add-Skill-Stealth|
}}</onlyinclude>
 
| Add-Skill-Survival=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Survival}}}
| Add-Skill-Survival|
}}</onlyinclude>
 
| Add-Skill-Use-Magic-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Use-Magic-Device}}}
| Add-Skill-Use-Magic-Device|
}}</onlyinclude>
 
 
 
  <!-- LANGUAGES -->
| Add-Language-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-1}}}
| Add-Language-1|
}}</onlyinclude>
 
| Add-Language-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-2}}}
| Add-Language-2|
}}</onlyinclude>
 
| Add-Language-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-3}}}
| Add-Language-3|
}}</onlyinclude>
 
| Add-Language-4=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-4}}}
| Add-Language-4|
}}</onlyinclude>
 
 
  <!-- SPECIAL ABILITY 1 -->
| Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}}
| Special-Ability-1-Name| Dripping Aura
}}</onlyinclude>
 
| Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}}
| Special-Ability-1-Type| Su
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>
 
| Special-Ability-1-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Action-Required}}}
| Special-Ability-1-Action-Required| Automatic 1/Rnd
  <!-- 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.        -->
}}</onlyinclude>
 
| Special-Ability-1-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Concentration}}}
| Special-Ability-1-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>
 
| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}}
| Special-Ability-1-Description| Up to once per round, when a Dripping Creature is struck by a melee attack, it emits a splatter of vile, juicy corruption in all directions.  This is an energy damage aura that inflicts one type of [[Energy Damage]]. The GM should choose which energy type it inflicts when this Pattern is applied, with an eye to the creature's challenge rating, environment, and origin, and should generally use the most common sort of damage which matches their environment and origin. While it is possible for Uncommon or Rare energy types to be used, that should be reserved for high CR monsters or when the GM has a good story in mind.
 
This damage aura affects all enemy creatures within {{CR|10|n=10|op=div}} squares of the Dripping Creature's space. This damage aura inflicts {{Special-Swift-Dmg}} points of the chosen damage type each time it is triggered.  Affected enemies may roll a Will save against a DC of {{Save-DC}} to only take half damage.
}}</onlyinclude>
 
 
  <!-- SPECIAL ABILITY 2 -->
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}}
| Special-Ability-2-Name|
}}</onlyinclude>
 
| Special-Ability-2-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Type}}}
| Special-Ability-2-Type|
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>
 
| Special-Ability-2-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Action-Required}}}
| Special-Ability-2-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.        -->
}}</onlyinclude>
 
| Special-Ability-2-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Concentration}}}
| Special-Ability-2-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>
 
| Special-Ability-2-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Description}}}
| Special-Ability-2-Description|
}}</onlyinclude>
 
 
  <!-- SPECIAL ABILITY 3 -->
| Special-Ability-3-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Name}}}
| Special-Ability-3-Name|
}}</onlyinclude>
 
| Special-Ability-3-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Type}}}
| Special-Ability-3-Type|
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>
 
| Special-Ability-3-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Action-Required}}}
| Special-Ability-3-Action-Required|
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
}}</onlyinclude>
 
| Special-Ability-3-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Concentration}}}
| Special-Ability-3-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>
 
| Special-Ability-3-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Description}}}
| Special-Ability-3-Description|
}}</onlyinclude>
 
}}

Latest revision as of 19:27, 14 May 2022

Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Dripping Creature Pattern (+1 CR)

Subtype: add Dripping to subtypes


A Dripping Creature is coated in or full of 'Something Bad'. They may have masses of ants swarming all over them, or be coated in a thick-slathered layer of offal. They might be oozing drops of lava that splatter all around, or be seething with void energy. Maybe they are completely formed of some inimical fluid, like goblins made of vile mucus, or ogres formed from the oozing muck of a swamp by a genius loci.

There are many ways this pattern can be used but the results are always some form of a fluid danger, and it's almost always gross.

This creature seems dangerous to approach due to the unpleasant fluids around it.

General

Init: +1 CRs greater than base creature.
Senses:
Perception: +1 CRs greater than base creature.
Movement Types:
  • Increase all move speeds by 10 ft.

Defense

Hit Points: +1 CRs greater than base creature.
Fort: +2 CRs greater than base creature.
Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +1 CRs greater than base creature.
Damage: +1 CRs greater than base creature.
Maneuver Offense: +1 CRs greater than base creature.
Save DC's: +1 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int:     Wis:     Cha:
Feats:
Skills:
  • creature adds +1 CRs to all of its existing skills.
Languages:

Special Abilities

Dripping Aura (Su; Dripping Creature Pattern)

Up to once per round, when a Dripping Creature is struck by a melee attack, it emits a splatter of vile, juicy corruption in all directions. This is an energy damage aura that inflicts one type of Energy Damage. The GM should choose which energy type it inflicts when this Pattern is applied, with an eye to the creature's challenge rating, environment, and origin, and should generally use the most common sort of damage which matches their environment and origin. While it is possible for Uncommon or Rare energy types to be used, that should be reserved for high CR monsters or when the GM has a good story in mind. This damage aura affects all enemy creatures within 1 squares of the Dripping Creature's space. This damage aura inflicts 1d3 points of the chosen damage type each time it is triggered. Affected enemies may roll a Will save against a DC of 14 to only take half damage.