Ellour: Difference between revisions

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| Min-CR = 17
| Min-CR = 17
| Max-CR = 25
| Max-CR = 40
   <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine.  
   <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine.  
         Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->
         Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->
Line 125: Line 125:




| NudgeInit =  
| NudgeInit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = |4 =  |5 = 2 |6 = 4|7 = 5|8 = 7}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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| Sense-Keen-Scent-Range =  
| Sense-Keen-Scent-Range =  
| Sense-Perfect-Scent-Range =  
| Sense-Perfect-Scent-Range =  
| Sense-Airsense-Range = 40
| Sense-Airsense-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 30 |3 = 30 |4 = 40 |5 = 50 |6 = 80 |7 = 150 |8 = 250}}
| Sense-Blindsense-Range =  
| Sense-Blindsense-Range =  
| Sense-Cloudsense-Range =  
| Sense-Cloudsense-Range =  
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| Senses-Custom-Text = Ellours are able to 'feel' the fundamental Light and Dark in the makeup of all entities, which is reflected here as Airsense which does not strictly require the presence of air.
| Senses-Custom-Text = Ellours are able to 'feel' the fundamental Light and Dark in the makeup of all entities, which is reflected here as Airsense which does not strictly require the presence of air.


| NudgePerception =  
| NudgePerception = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = 3|4 = 3 |5 = 4 |6 = 4|7 = 5|8 = 5}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = 2|4 = 2 |5 = 2 |6 = 3|7 = 4|8 = 5}}
   <!-- 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 -->


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| NudgeFort =  
| NudgeFort =  
| NudgeRefl =  
| NudgeRefl =  
| NudgeWill =  
| NudgeWill = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = 2|4 = 2 |5 = 2 |6 = 3|7 = 4|8 = 5}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


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   <!-- 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 = 30
| Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 30 |3 = 30 |4 = 40 |5 = 40 |6 = 50 |7 = 60 |8 = 80}}
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Tunneling-Speed =  
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| Move-Type-Brachiating-Speed =  
| Move-Type-Brachiating-Speed =  
| Move-Type-Vaulting-Speed =  
| Move-Type-Vaulting-Speed =  
| Move-Type-Hover-Speed = 50
| Move-Type-Hover-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 30 |3 = 30 |4 = 40 |5 = 40 |6 = 50 |7 = 60 |8 = 80}}
| Move-Type-Lesser-Flight-Speed = 30
| Move-Type-Lesser-Flight-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 30 |3 = 30 |4 = 40 |5 =  |6 =  |7 =  |8 = }}
| Move-Type-Greater-Flight-Speed =  
| Move-Type-Greater-Flight-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 =  |3 =  |4 =  |5 = 60 |6 = 100 |7 = 150 |8 = 180}}
| Move-Type-Lesser-Swim-Speed =  
| Move-Type-Lesser-Swim-Speed =  
| Move-Type-Greater-Swim-Speed =  
| Move-Type-Greater-Swim-Speed =  
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         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) -->
         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 = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = |4 =  |5 =  |6 = 1|7 = 1|8 = 2}}
   <!-- 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 role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
         NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
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   <!-- Values: Y (for yes), or leave blank (for no) -->
   <!-- Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIncrementDistance = 100
| RangedAtkIncrementDistance = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = 100 |3 =100 |4 = 100 |5 = 150 |6 = 150|7 = 200|8 = 300}}
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


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


| NudgeRangedToHit = 2
| NudgeRangedToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = |4 = 2|5 = 2 |6 = 2|7 = 3|8 = 4}}
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage = 1
| NudgeRangedDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = |4 = 1 |5 = 1 |6 = 2|7 = 3|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-RangedDamage = 1
| NudgeFullAtk-RangedDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = |4 = 1 |5 = 1 |6 = 2|7 = 3|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


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| Ability-1-Description = If the Ellour misses a target with the last Starstrike attack they make against a foe each round, then that foe is automatically affected by The Cold Between the Stars, the bluish energy wheels of Starstrike trailing ineffable chill behind them.
| Ability-1-Description = If the Ellour misses a target with the last Starstrike attack they make against a foe each round, then that foe is automatically affected by The Cold Between the Stars, the bluish energy wheels of Starstrike trailing ineffable chill behind them.


When affected by The Cold Between The Stars, victims are allowed a Reflex saving throw against a DC of {{Save-DC}}.  If they make this saving throw, they are affected by the [[Singed]] condition inflicting {{dmg|stellar}} damage. If they fail this saving throw, they are affected by the [[Burned]] condition inflicting Stellar damage. In all cases, this condition is immediately ended if the afflicted victim takes any Stellar damage from any source, which is why this ability only persists upon missed attacks.
When affected by The Cold Between The Stars, victims are allowed a Reflex saving throw against a DC of {{Save-DC}}.  If they make this saving throw, they are affected by the {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = [[Singed]] |1 = [[Singed]] |2 = [[Singed]]|3 = [[Singed]] |4 = [[Singed]] |5 = [[Burned]] |6 = [[Burned]] |7 = [[Immolated]]|8 = [[Immolated]]}} condition inflicting {{dmg|stellar}} damage. If they fail this saving throw, the damage inflicted by the condition is doubled. In all cases, this condition is immediately ended if the afflicted victim takes any Stellar damage from any source, which is why this ability only persists upon missed attacks.


No, the GM may not elect to automatically miss their last attack.
No, the GM may not elect to automatically miss their last attack.


Once the Singed or Burned condition is inflicted, it increses in intensity at the end of each turn at the bottom of the initiative order. Singed increases to Burned, and Burned increases to [[Immolated]].  The condition also automatically ends at the end of the encounter.
The condition automatically ends at the end of the encounter.


   <!-- Replace any to-hit, damage or save DC numbers with variables:
   <!-- Replace any to-hit, damage or save DC numbers with variables:

Latest revision as of 19:46, 26 August 2023

Ellour (CR 20)

Pure Evil - Large - Aberration (Outsider)
Lore: K. (Dungeoneer)
40 55
Basic DC Full DC
Initiative
Initiative Icon 2.png
33
Perception:
46 +36
Passive Active
Ambush:
10+
on a d20

Senses:

  • Standard Vision
  • Blind to Sound
  • Blind to Smell
  • Low-Light Vision
  • Airsense 40 ft.
  • Ellours are able to 'feel' the fundamental Light and Dark in the makeup of all entities, which is reflected here as Airsense which does not strictly require the presence of air.

Movement Types:

Defense

AC
Shield Icon 3.png
47
Man Def
Shield Icon 3.png
45
Monster Health
1,018 509 38
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +17
Refl: +17
Will: +24

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+31
Sword Icon 3.png
Man Off
+33
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Etheric Slap +31 (4d8+22/19-20 x2)
    as Crushing (physical, common)

Full Attack (Melee):

  • 3x Etheric Slap +31 (4d8+22/19-20 x2)
    as Crushing (physical, common)

Standard Attack (Ranged):

  • 1x Starstrike +31 (5d8+24/19-20 x2)
    as stellar (energy, rare)
    (Increment: 100 ft.; Max Range: 1000 ft.)
    plus The Cold Between The Stars

Full Attack (Ranged):

  • 3x Starstrike +31 (5d8+24/19-20 x2)
    as stellar (energy, rare)
    (Increment: 100 ft.; Max Range: 1000 ft.)
    plus The Cold Between The Stars

Siege Damage: Not siege capable

Statistics

22
STR
28
DEX
26
CON
26
INT
18
WIS
22
CHA

Skills:

Languages: Common, Jeen, F'thaghu'fhalma

Feats:

Special Abilities

The Cold Between The Stars (Su) Auto after unsuccsesful attack

If the Ellour misses a target with the last Starstrike attack they make against a foe each round, then that foe is automatically affected by The Cold Between the Stars, the bluish energy wheels of Starstrike trailing ineffable chill behind them.

When affected by The Cold Between The Stars, victims are allowed a Reflex saving throw against a DC of 30. If they make this saving throw, they are affected by the Singed condition inflicting stellar (energy, rare) damage. If they fail this saving throw, the damage inflicted by the condition is doubled. In all cases, this condition is immediately ended if the afflicted victim takes any Stellar damage from any source, which is why this ability only persists upon missed attacks.

No, the GM may not elect to automatically miss their last attack.

The condition automatically ends at the end of the encounter.

Ellour

Ellour

Ellours are one of the myriad of terrible things that afflict the world, often at seeming random times and places. Ellours can be encountered almost anywhere, at any time, although they are most commonly found on clear nights, when the stars are at their most limpid. For this reason, as well as their oddly star-like tentacled shape, they are sometimes known as 'Star Beasts'.

Like many of the truly odd and awful things in the world, no one really knows what Ellours are, or what they want, or how they think. They are undeniably intelligent, but they are not exactly talkative, being hostile to all beings with the Spark, meaning, they usually attack adventurers on sight. They are also enemies of all civilized beings, and a constellation of Ellours that attacks a town or city is an urgent problem that must be addressed by heroes as quickly as possible.

Combat Tactics

Ellours much prefer attacking with their intensely deadly Starstrike ability, but they recognize that foes who are suffering from Immolated due to The Cold Between the Stars may be best attacked with their Etheric Slap. This creates a tension in their tactics, which will often see them moving backwards and spreading Starstrikes among as many foes as they can attack, looking to do damage and ignite the cold radiance of The Cold Between the Stars. Indeed, Ellours often spend the first few rounds of a battle backing away, picking away at their foes in a most frustrating manner.

But, once many foes are strongly alight, Ellours grow reluctant to hit them with Starstrike again, and will then rush into melee, even though their melee abilities are at best lackluster.

This odd 'rush in late' behavior has caught many foes off guard, and lends credence to the Ellours reputation as utterly alien and weird.

Out of Combat

Rumor has it that Ellours are literally denizens of the spaces between the stars, and as such, are sometimes seen drifting to the earth on intensely clear, dark, starry nights. Once they are manifested in the Prime Material, Ellours have no fear or favor, and can be found working as single attackers, or as constellations that appear from the night and attack a party with immediate fury.

Ellours can also be found working happily alongside other monsters of any sort, allying with the intelligent or adopting the unintelligent. Ellours can be found in almost any setting, and their crazy short-range air sense combined with their long-range, hard-hitting Starstrike ability makes them valuable allies to almost any monster clade worth the name.

Oddly, Ellours are completely blind to both sound and smell, which may explain how they get along well with Otyughs....

Rewards

XP: 307,200

Treasure: Sellable Goods worth 119,667 gp.

Weight: 200 lbs.     Volume: 8 cu. ft.

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

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)