Fire Beetle: Difference between revisions

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m (Text replacement - "bonuses to CMB" to "bonuses to Maneuver Offense")
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{{Template:Monster
{{Template:Monster
<!-- Version 2.01 -->


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 1
| CR | 1
  <!-- Value: integer between 1 and 35. -->
   }}</onlyinclude>
   }}</onlyinclude>


Line 30: Line 32:
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If any -->
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
   }}</onlyinclude>
   }}</onlyinclude>


Line 42: Line 48:


| NudgeInit =  
| NudgeInit =  
  <!-- CR 1/2 INITIATIVE = +1 -->
   <!-- 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 -->


Line 54: Line 59:


| NudgePerception =  
| NudgePerception =  
  <!-- CR 1/2 PERCEPTION = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC =  
  <!-- CR 1/2 AC = 13 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTouchAC =  
| NudgeTouchAC = 1
  <!-- CR 1/2 TOUCH AC = 10 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFFAC =  
| NudgeFFAC =  
  <!-- CR 1/2 FLAT-FOOTED AC = 13 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Nudge-Maneuver-Defense =  
| Nudge-Maneuver-Defense = 1
   <!-- CR 1/2 Resilience = 14 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =  
| Maneuver-Defense-Notes =  
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


| NudgeHitPoints =  
| NudgeHitPoints =  
  <!-- CR 1/2 HIT POINTS = 7 -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


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| Refl =  
| Refl =  
| Will =  
| Will =  
  <!-- CR 1/2 STRONG SAVE = +3; WEAK SAVE = +0                      -->
   <!-- Values: S (for Strong save), leave blank for Weak save
   <!-- Values: S (for Strong save), leave blank for Weak save
         * Most monsters have 1 strong save and 2 weak saves
         * Most monsters have 1 strong save and 2 weak saves
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   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| SR =
| SpecialDefenses = ER 10/Fire
  <!-- Values: Y (for Yes), or leave blank -->
 
| NudgeSR =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| SpecialDefenses = ER10/Fire
   <!-- Put any DR or ER values here -->
   <!-- Put any DR or ER values here -->


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| NudgePriToHit =  
| NudgePriToHit =  
  <!-- CR 1/2 PRIMARY TO-HIT = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage =  
| NudgePriDamage =  
  <!-- CR 1/2 PRIMARY NATURAL DAMAGE = 1d6  -->
  <!-- CR 1/2 PRIMARY MELEE DAMAGE = 1d6    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeSecToHit =  
| NudgeSecToHit =  
  <!-- CR 1/2 SECONDARY TO-HIT = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSecDamage =  
| NudgeSecDamage =  
  <!-- CR 1/2 SECONDARY NATURAL DAMAGE = 1d3 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeTerToHit =  
| NudgeTerToHit =  
  <!-- CR 1/2 TERTIARY TO-HIT = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTerDamage =  
| NudgeTerDamage =  
  <!-- CR 1/2 TERTIARY NATURAL DAMAGE = 1d6  -->
  <!-- CR 1/2 TERTIARY MELEE DAMAGE = 1d6    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeQuaToHit =  
| NudgeQuaToHit =  
  <!-- CR 1/2 QUATERNARY TO-HIT = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
  <!-- CR 1/2 QUATERNARY NATURAL DAMAGE = 1d3 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeRangedToHit =  
| NudgeRangedToHit =  
  <!-- CR 1/2 RANGED TO-HIT = +3 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage =  
| NudgeRangedDamage =  
  <!-- CR 1/2 RANGED DAMAGE = 1d6 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| Nudge-Maneuver-Offense =  
| Nudge-Maneuver-Offense =  
   <!-- CR 1/2 CMB = +2 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Maneuver-Offense-Notes =  
| Maneuver-Offense-Notes =  
Line 381: Line 363:


| Nudge-Siege-Maneuver-Offense =  
| Nudge-Siege-Maneuver-Offense =  
  <!-- CR 1/2 SIEGE CMB = +2 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
  <!-- CR 1/2 SIEGE DAMAGE = 1d6-4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| Dex = 12
| Dex = 12
| Con = 12
| Con = 12
| Int = -
| Int = &mdash;
| Wis = 10
| Wis = 10
| Cha = 8
| Cha = 8
Line 401: Line 381:
<!--  FEATS  -->
<!--  FEATS  -->


| Feat1 =  
| Feat1 =
| Feat2 =  
| Feat2 =  
| Feat3 =  
| Feat3 =  
Line 410: Line 390:
<!--  SKILLS  -->
<!--  SKILLS  -->


| Skill1 =  
| Skill1 = Movement
| Skill2 =
| Skill2 =
| Skill3 =
| Skill3 =
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| NudgeSkill3 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill4 =
  <!-- CR 1/2 SKILLS = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Skill1Notes =  
| Skill1Notes = +4 to climb
| Skill2Notes =  
| Skill2Notes =  
| Skill3Notes =  
| Skill3Notes =  
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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Once per encounter as a standard action, the fire beetle can spray fire in a 15-foot cone (3x3 square) adjacent to its space. All creatures caught wholly or patially in this space suffers {{#var:Special1StandardDmg}} fire damage, with a Reflex save DC {{#var:Special1SaveDC}} for half damage.
| Ability-1-Description = Once per encounter as a standard action, the fire beetle can spray fire in a 15-foot cone (3x3 square) adjacent to its space. All creatures caught wholly or partially in this space suffer {{#var:Special1StandardDmg}} fire damage, with a Reflex save DC {{#var:Special1SaveDC}} for half damage.
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special1ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special1ToHit}}           To-Hit
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special1TouchAttack}}     Touch To-Hit
         {{#var:Special1SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special1SaveDC}}         Save DC
         {{#var:Special1StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special1StandardDmg}}     Std Damage
         {{#var:Special1SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special1SwiftDmg}}       Swift Damage
         {{#var:Special1AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special1AlphaDmg}}       Alpha Damage
         {{#var:Special1-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special1-Ability-Dmg}}   Stat Damage
         {{#var:Special1-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special1-Hit-Points}}     Hit Points
         {{#var:Special1-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special1-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility1-HitDice =  
| NudgeAbility1-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special2ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special2ToHit}}           To-Hit
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special2TouchAttack}}     Touch To-Hit
         {{#var:Special2SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special2SaveDC}}         Save DC
         {{#var:Special2StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special2StandardDmg}}     Std Damage
         {{#var:Special2SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special2SwiftDmg}}       Swift Damage
         {{#var:Special2AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special2AlphaDmg}}       Alpha Damage
         {{#var:Special2-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special2-Ability-Dmg}}   Stat Damage
         {{#var:Special2-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special2-Hit-Points}}     Hit Points
         {{#var:Special2-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special2-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility2-HitDice =  
| NudgeAbility2-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special3ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special3ToHit}}           To-Hit
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special3TouchAttack}}     Touch To-Hit
         {{#var:Special3SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special3SaveDC}}         Save DC
         {{#var:Special3StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special3StandardDmg}}     Std Damage
         {{#var:Special3SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special3SwiftDmg}}       Swift Damage
         {{#var:Special3AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special3AlphaDmg}}       Alpha Damage
         {{#var:Special3-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special3-Ability-Dmg}}   Stat Damage
         {{#var:Special3-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special3-Hit-Points}}     Hit Points
         {{#var:Special3-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special3-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility3-HitDice =  
| NudgeAbility3-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special4ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special4ToHit}}           To-Hit
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special4TouchAttack}}     Touch To-Hit
         {{#var:Special4SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special4SaveDC}}         Save DC
         {{#var:Special4StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special4StandardDmg}}     Std Damage
         {{#var:Special4SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special4SwiftDmg}}       Swift Damage
         {{#var:Special4AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special4AlphaDmg}}       Alpha Damage
         {{#var:Special4-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special4-Ability-Dmg}}   Stat Damage
         {{#var:Special4-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special4-Hit-Points}}     Hit Points
         {{#var:Special4-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special4-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility4-HitDice =  
| NudgeAbility4-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special5ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special5ToHit}}           To-Hit
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special5TouchAttack}}     Touch To-Hit
         {{#var:Special5SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special5SaveDC}}         Save DC
         {{#var:Special5StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special5StandardDmg}}     Std Damage
         {{#var:Special5SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special5SwiftDmg}}       Swift Damage
         {{#var:Special5AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special5AlphaDmg}}       Alpha Damage
         {{#var:Special5-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special5-Ability-Dmg}}   Stat Damage
         {{#var:Special5-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special5-Hit-Points}}     Hit Points
         {{#var:Special5-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special5-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 741: Line 754:
| NudgeAbility5-HitDice =  
| NudgeAbility5-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 757: Line 776:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special6ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special6ToHit}}           To-Hit
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special6TouchAttack}}     Touch To-Hit
         {{#var:Special6SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special6SaveDC}}         Save DC
         {{#var:Special6StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special6StandardDmg}}     Std Damage
         {{#var:Special6SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special6SwiftDmg}}       Swift Damage
         {{#var:Special6AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special6AlphaDmg}}       Alpha Damage
         {{#var:Special6-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special6-Ability-Dmg}}   Stat Damage
         {{#var:Special6-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special6-Hit-Points}}     Hit Points
         {{#var:Special6-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special6-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 799: Line 820:
| NudgeAbility6-HitDice =  
| NudgeAbility6-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 815: Line 842:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special7ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special7ToHit}}           To-Hit
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special7TouchAttack}}     Touch To-Hit
         {{#var:Special7SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special7SaveDC}}         Save DC
         {{#var:Special7StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special7StandardDmg}}     Std Damage
         {{#var:Special7SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special7SwiftDmg}}       Swift Damage
         {{#var:Special7AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special7AlphaDmg}}       Alpha Damage
         {{#var:Special7-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special7-Ability-Dmg}}   Stat Damage
         {{#var:Special7-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special7-Hit-Points}}     Hit Points
         {{#var:Special7-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special7-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 857: Line 886:
| NudgeAbility7-HitDice =  
| NudgeAbility7-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 873: Line 908:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special8ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special8ToHit}}           To-Hit
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special8TouchAttack}}     Touch To-Hit
         {{#var:Special8SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special8SaveDC}}         Save DC
         {{#var:Special8StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special8StandardDmg}}     Std Damage
         {{#var:Special8SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special8SwiftDmg}}       Swift Damage
         {{#var:Special8AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special8AlphaDmg}}       Alpha Damage
         {{#var:Special8-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special8-Ability-Dmg}}   Stat Damage
         {{#var:Special8-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special8-Hit-Points}}     Hit Points
         {{#var:Special8-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special8-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 915: Line 952:
| NudgeAbility8-HitDice =  
| NudgeAbility8-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 931: Line 974:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special9ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special91ToHit}}           To-Hit
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special9TouchAttack}}     Touch To-Hit
         {{#var:Special9SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special9SaveDC}}         Save DC
         {{#var:Special9StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special9StandardDmg}}     Std Damage
         {{#var:Special9SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special9SwiftDmg}}       Swift Damage
         {{#var:Special9AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special9AlphaDmg}}       Alpha Damage
         {{#var:Special9-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special9-Ability-Dmg}}   Stat Damage
         {{#var:Special9-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special9-Hit-Points}}     Hit Points
         {{#var:Special9-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special9-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 973: Line 1,018:
| NudgeAbility9-HitDice =  
| NudgeAbility9-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->





Revision as of 20:29, 13 August 2017

Fire Beetle (Summoned) (CR 1)

Neutral - Small - Vermin
Lore: Know (Nature)
2 17
Basic DC Full DC
Initiative
Initiative Icon 2.png
3
Perception:
13 +3
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
16
Monster Health
31 15 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +0
Will: +0

Strong Against:

  • ER 10/Fire
  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
Weak Against:

Offense

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

Standard Attack (Melee):

  • 1x Pincers +3 (1d6/x2)
    as undefined damage type

Full Attack (Melee):

  • 1x Pincers +3 (1d6/x2)
    as undefined damage type
  • 2x Scratching Claws +3 (1d3/x2)
    as undefined damage type

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

14
STR
12
DEX
12
CON
Expression error: Unrecognized punctuation character "&".
INT
10
WIS
8
CHA

Skills:

Languages:

Feats:

Special Abilities

Fire Spray (Su)

Once per encounter as a standard action, the fire beetle can spray fire in a 15-foot cone (3x3 square) adjacent to its space. All creatures caught wholly or partially in this space suffer fire damage, with a Reflex save DC for half damage.

Fire Beetle (Summoned)

Fire Beetle (Summoned)

Fire beetles are deadly threats. If one of them manages to get into your house, they cause fires. As a result, most places have bounties on them. Exterminating them is generally considered a high priority in civilized areas. They are given far more attention than their low CR might otherwise indicate.

Combat Tactics

Fire beetles are the very definition of stupid. They will run up to you and try to eat you, though they prefer their food cooked (mmm, caramelized), so they will always use Fire Spray early in a fight.

Note that Fire Beetles are effectively immune to their own Fire Spray attacks, so they will use them with wild abandon. Which is lucky, since they're vastly stupid.

Out of Combat

Out of combat, fire beetles can use Fire Spray once per minute. They prefer to build nests in char and ash, and can be found in burned-out stumps in the wild, as well as in old burns that are regrowing. They can be found in old ruins, usually in or near the remains of some old conflagration. Fire beetles are mildly attracted to open flames, and have been known to fly toward and bask in fires. It is not uncommon for adventurers in the wilderness to wake up to find their campfire nearly smothered under basking fire beetles...which promptly startle and attack.

There's a reason why they are widely reviled and hunted.

Rewards

XP: 400

Treasure: Sellable Goods worth 219 gp.

Weight: 10 lbs.     Volume: 0.4 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)