Exploding Creature

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

Exploding Creature Pattern (+2 CR)

Subtype: add Exploding to subtypes


Exploding Creature is a pattern that can be added to any creature to give them a hefty offensive 'punch'. This might be a jar of bees that the creature can smash and the swarm stings all enemies nearby before they disperse, or it might be a magical rune engraved on their forehead that inflicts psychic damage to all nearby enemies, or it might be a strange poison to which all allies have been rendered immune through an antidote, or an eldritch shadow that damages enemies, or any of a million other possibilities.

The GM can use Exploding Creature to indicate the presence of some awful cult or dire alien menace, that gifts those it touches with this ability, or perhaps some evil mastermind is selling the ability to monsters for profit, or some enemy Empire is making some byzantine maneuver.... The story can be served with Exploding Creatures in many ways!

Note that an Exploding Creatures Deadly Blast power never harms the creature or any of its allies. If you want things that blow up as they die, there are other Patterns that do that.

This creature seems to be barely holding back some enormously dangerous outburst.

General

Init: +1 CRs greater than base creature.
Senses:
Movement Types:

Defense

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

Offense

Space / Reach: - / -
Save DC's: +2 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

Deadly Blast (Su; Exploding Creature Pattern)

Once per encounter, as a standard action, an Exploding Creature can blast forth a wave of deadly energy, centered on its space and affecting all enemy creatures within 30 feet of it. This might be a great roar, an emission of poison gas, an immolation of magical energies, a psychic attack, etc. The GM should choose an Energy Damage type appropriate to the base creature when this Pattern is applied. This blast inflicts 1d4 points of damage in the Energy type the GM chooses, above. A Fortitude save against a DC of 14 can be made to stand up to this blast and take half damage. Note that this blast is only effective against enemies, so it is quite easy to use in crowded fights.



'Exploding Creature' is a pattern that can be added to any creature to give them a hefty offensive 'punch'. This might be a jar of bees that the creature can smash and the swarm stings all enemies nearby before they disperse, or it might be a magical rune engraved on their forehead that inflicts psychic damage to all nearby enemies, or it might be a strange poison to which all allies have been rendered immune through an antidote, or an eldritch shadow that damages enemies, or any of a million other possibilities.

The GM can use Exploding Creature to indicate the presence of some awful cult or dire alien menace, that gifts those it touches with this ability, or perhaps some evil mastermind is selling the ability to monsters for profit, or some enemy Empire is making some byzantine maneuver.... The story can be served with Exploding Creatures in many ways!

Note that an Exploding Creatures Deadly Blast power never harms the creature or any of its allies. If you want things that blow up as they die, there are other Patterns that do that.

An Exploding Creature uses all of the base creature's statistics and abilities except as noted below.

CR (challenge rating)

Same as base creature +2.

Size and Type

The creature's Size does not change. Its Type remains the same but it gains the subtype Exploding.

Initiative Modifier

The creature's initiative modifier increases by +1.

Senses

All senses such as scent, tremorsense, keen hearing, etc are unchanged. An Exploding Creature gains +3 on Perception skill rolls.

Armor Class

Exploding Creatures gain +2 AC.

Hit Dice

Exploding Creatures gain +2 hp per Hit Die of their adjusted CR.

Defensive Ability

The Exploding Creature gains the following abilities, which may be added to their Bestiary entry:

Aura: - Same as Base Creature

SR: - Same as Base Creature

Special Defenses: Same as Base Creature

  • Exploding Creatures gain a +1 untyped bonus on all Saving Throws.

Immunities: Same as Base Creature.

Weaknesses: Same as Base Creature

Out of Combat

Same as Base Creature.

Speed

An Exploding Creatures base speed improves by ten feet in all movement categories it has.

Melee Attacks

The Exploding Creature retains all the base creature's attacks . It gains a +2 untyped bonus to-hit with all attacks.

Damage

The Exploding Creature does the same damage and effects as the base creature. It gains a +2 untyped bonus to all damage it inflicts, and all DC's are raised by +1.

Space and Reach

No Changes.

Offensive Ability

Deadly Blast (Su) Once per encounter, as a supernatural ability, as a standard action, an Exploding Creature can blast forth a wave of deadly energy, centered on its space and affecting all enemy creatures within 30 feet of it. This might be a great roar, an emission of poison gas, an immolation of magical energies, a psychic attack, etc. The GM should choose an energy type appropriate to the base creature when this Pattern is applied.
This blast inflicts Special Standard Damage for the monster's adjusted CR. Check the Monster Pattern Damage Chart to calculate this value. A fortitude save can be made to stand up to this blast and take half damage. The DC is an Average DC for the monster's adjusted CR (challenge rating) taken from the Save DCs chart, or, the same DC as the monster's adjusted save DC.

Ability Scores

No changes.

Maneuver Offense and Maneuver Defense

The Exploding Creature gains a +2 untyped bonus to Maneuver Offense and Maneuver Defense rolls.

Feats

Optionally, add one non-combat oriented feat, for flavor. Or just wing it! DM fiat is a wonderful thing.

Skills

Optionally, add one skill at CR+10.