Frumious Creature: Difference between revisions
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| Special-Ability-1-Description| A frumious creature is surrounded by a supernatural damage aura. This aura affects all squares within {{CR|16|op=div|n=15}} squares of the frumious creature's space. Choose an [[energy damage]] type, or a [[physical damage]] type, at GM's discretion to match their story needs, with an eye to fairness and interest. Any enemy creature which begins its turn within the area of the aura takes a number of points of that damage type equal to {{CR|2}}. | | Special-Ability-1-Description| A frumious creature is surrounded by a supernatural damage aura. This aura affects all squares within {{CR|16|op=div|n=15}} squares of the frumious creature's space. Choose an [[energy damage]] type, or a [[physical damage]] type, at GM's discretion to match their story needs, with an eye to fairness and interest. Any enemy creature which begins its turn within the area of the aura takes a number of points of that damage type equal to {{CR|2}}. | ||
In addition, up to once per round per attacking creature, if an enemy creature attacks the frumious creature from anywhere beyond its reach, regardless of range, it also takes this damage. | |||
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Revision as of 20:01, 4 February 2021
Frumious Creature Pattern (+2 CR)
- Subtype: add Frumious to subtypes
Frumious Creature is a pattern that can be added to any creature to give them a nasty defensive capability. Their Deadly Aura might be a cloud of psychic flames emitted by their mutated brains, or perhaps some alchemical terror that smites down foes and attackers. Maybe they have some sentient tentacle that whip-strikes out toward enemies, or they spit wads of dire ichor, or they possess ethereal spines, or they have a fetch, or are haunted by angry ghosts. There are a thousand ways the GM can use this pattern to create monsters that are dangerous simply to oppose, and the players will have to find new tactics and methods, or just endure the punishment.
This creature seems extremely dangerous to attack. Be careful!
General
- Init: +1 CRs greater than base creature.
- Senses:
- Perception: +2 CRs greater than base creature.
- Movement Types:
Defense
- AC: +2 CRs greater than base creature.
- Maneuver Defense: +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.
- Will: +1 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:
- Languages: