Grick: 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
| CR = 4
<!-- Version 2.07 -->
 
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 4
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


| MonsterName = Grick
| MonsterName = Grick


| Image = Grick_3.png
| Image = Grick_3.png
   <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


| Role =  
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
   <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
| Role |
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


| Description = Gricks are wormlike alchemical abominations which were created eons ago by the same kind of madmen that thought owlbears and bulettes were a great idea.  Gricks have a darkly mottled skin texture rather akin to a garden slug, but unlike a slug, a grick is the very paragon of rubbery durability.  Even worse, Gricks can change their color, slowly, over the space of hours, to match the territory they inhabit.
| Description = Gricks are wormlike alchemical abominations which were created eons ago by the same kind of madmen that thought owlbears and bulettes were a great idea.  Gricks have a darkly mottled skin texture rather akin to a garden slug, but unlike a slug, a grick is the very paragon of rubbery durability.  Even worse, Gricks can change their color, slowly, over the space of hours, to match the territory they inhabit.
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| Alignment = Neutral Evil
| Alignment = Neutral Evil
   <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


| Size = Medium
| Size = Medium
   <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
 
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Aberration
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>
 
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, 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>


| Type = Aberration
| NudgeBasicLoreValue =  
   <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Subtype =  
| NudgeFullLoreValue =  
   <!--If any-->
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeInit =  
| NudgeInit =  
  <!--CR 4 INITIATIVE = +2 -->
   <!-- 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 -->


| Senses = [[Scent]] 20 ft., [[Darkvision]] 60 ft.
| Senses = [[Standard Senses]], [[Scent]] 20 ft., [[Darkvision]] 60 ft.
   <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


| NudgePerception =  
| NudgePerception =  
  <!--CR 4 PERCEPTION = +6 -->
   <!-- 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 4 AC = 20 -->
   <!-- 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 =  
  <!--CR 4 TOUCH 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-->


| NudgeFFAC =  
| NudgeFFAC =  
   <!--CR 4 FLAT-FOOTED AC = 17 -->
   <!-- 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 =
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes = +4 vs Trips
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


| NudgeHitPoints =  
| NudgeHitPoints =  
  <!--CR 4 HIT POINTS = 50 -->
   <!-- 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 = S
| Will = S
  <!--CR 4 STRONG SAVE = +7; WEAK SAVE = +3 -->
   <!-- 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
        * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                               -->
      * Dragons have 3 strong saves-->


| NudgeFort =  
| NudgeFort =  
| NudgeRefl =  
| NudgeRefl =  
| NudgeWill =  
| NudgeWill =  
   <!--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                   -->
 
| SpecialDefenses = DR {{#var:Special1-CR}}/magic
  <!-- Put any DR or ER values here -->


| SR =  
| StrongAgainst =  
   <!--Values: Y (for Yes), or leave blank-->
   <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
:'''''
          '''''Immune (no effect):'''''                                                                  -->


| NudgeSR =  
| Hide-Role-Strong-Against-1 =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->


| SpecialDefenses = DR 10/magic
| Hide-Type-Strong-Against-1 =
   <!--Put any DR or ER values here-->
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =  
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->


| StrongAgainst =  
| Hide-Subtype-Strong-Against-1 =
   <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =  
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


| WeakAgainst =  
| WeakAgainst =  
   <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
   <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->


| MoveTypes = Walk 30 ft., [[Lesser Climb]] 20 ft.
| Hide-Type-Weak-Against-1 =
   <!--Other move types as needed-->
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
 
| MoveTypes = [[Walk]] 30 ft., [[Lesser Climb]] 20 ft.
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->
 
| NudgeSpace =
  <!-- 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 type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!--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 type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| MeleeOrNatural = Natural
| MeleeOrNatural = Natural
   <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


| MultipliedDamageType =  
| MultipliedDamageType =  
   <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
   <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
 
| IgnoreSecondary = Y
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster doesn't have one (e.g. swarms)-->




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| PriAtkName = Tentacle Strike
| PriAtkName = Tentacle Strike
   <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| PriAtkNotes =  
| PriAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


| PriAtkNotes-FullAtkOnly = vs. all creatures within a 10 ft. cone
| PriAtkNotes-FullAtkOnly = +{{#var:Special1SwiftDmg}} precision damage, vs. all creatures within a 10-foot cone
   <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
   <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| PriAtkVSTouchAC =  
| PriAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


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


| NudgePriToHit =  
| NudgePriToHit =  
  <!--CR 4 PRIMARY TO-HIT = +8 -->
   <!-- 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 4 PRIMARY NATURAL DAMAGE = 1d8+4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  <!--CR 4 PRIMARY MELEE DAMAGE = 1d8+4 -->
 
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| Nudge-Pri-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->




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| SecAtkName =  
| SecAtkName =  
   <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->


| SecAtkNotes =  
| SecAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty = 0
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty = 0
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SecAtkVSTouchAC =  
| SecAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


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


| NudgeSecToHit =  
| NudgeSecToHit =  
  <!--CR 4 SECONDARY TO-HIT = +8 -->
   <!-- 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 4 SECONDARY NATURAL DAMAGE = 1d6+1 -->
   <!-- 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-->
 
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->




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| TerAtkName =  
| TerAtkName =  
   <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->


| TerAtkNotes =  
| TerAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


| TerAtkNotes-FullAtkOnly =  
| TerAtkNotes-FullAtkOnly =  
   <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
   <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| TerAtkVSTouchAC =  
| TerAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


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


| NudgeTerToHit =  
| NudgeTerToHit =  
  <!--CR 4 TERTIARY TO-HIT = +8 -->
   <!-- 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 4 TERTIARY NATURAL DAMAGE = 1d8+4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  <!--CR 4 TERTIARY MELEE DAMAGE = 1d8+4 -->
 
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| Nudge-Ter-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->




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| QuaAtkName =  
| QuaAtkName =  
   <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->


| QuaAtkNotes =  
| QuaAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


| QuaAtkNotes-FullAtkOnly =  
| QuaAtkNotes-FullAtkOnly =  
   <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
   <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| QuaAtkVSTouchAC =  
| QuaAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


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


| NudgeQuaToHit =  
| NudgeQuaToHit =  
  <!--CR 4 QUATERNARY TO-HIT = +8 -->
   <!-- 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 4 QUATERNARY NATURAL DAMAGE = 1d6+1 -->
   <!-- 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-->
 
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 




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| RangedAtkName =  
| RangedAtkName =  
   <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->


| HasRangedFullAttack =  
| HasRangedFullAttack =  
   <!--Values: Y (for yes), or leave blank (for no)-->
   <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance =
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| RangedAtkNotes =  
| RangedAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


| RangedAtkNotes-FullAtkOnly =  
| RangedAtkNotes-FullAtkOnly =  
   <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
   <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


| RangedAtkVSTouchAC =  
| RangedAtkVSTouchAC =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


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


| NudgeRangedToHit =  
| NudgeRangedToHit =  
  <!--CR 4 RANGED TO-HIT = +8 -->
   <!-- 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 4 RANGED DAMAGE = 1d8+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-->
 
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =  
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 




Line 252: Line 409:
| Wis = 14
| Wis = 14
| Cha = 5
| Cha = 5
| Nudge-Maneuver-Offense =
  <!--CR 4 CMB = +7 -->
| Maneuver-Offense-Notes =
  <!--Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips")-->
| Resilience =
  <!--CR 4 Resilience = 18 -->
| Maneuver-Defense-Notes = +4 vs. Trips
  <!--Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples")-->




<!--  FEATS  -->
<!--  FEATS  -->


| Feat1 =
| Feat1 =  
| Feat2 =  
| Feat2 =  
| Feat3 =  
| Feat3 =  
| Feat4 =  
| Feat4 =  
   <!--Just the feat name; will be autolinked, and ShortDesc added-->
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->




<!--  SKILLS  -->
<!--  SKILLS  -->


| Skill1 = [[Stealth]]
| Skill1 = Stealth
| Skill2 = [[Might]]
| Skill2 = Movement
| Skill3 =
| Skill3 =  
| Skill4 =
| Skill4 =
| Skill5 =  


| NudgeSkill1 = 2
| NudgeSkill1 = 2
| NudgeSkill2 =  
| NudgeSkill2 =  
| NudgeSkill3 =
| NudgeSkill3 =  
| NudgeSkill4 =
| NudgeSkill4 =  
  <!--CR 4 SKILLS = +6 -->
| NudgeSkill5 =  
   <!--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 =  
| Skill2Notes = +8 when climbing
| Skill2Notes = +4 when climbing
| Skill3Notes =  
| Skill3Notes =  
| Skill4Notes =  
| Skill4Notes =  
   <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
| Skill5Notes =
   <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->




Line 297: Line 446:


| Languages =  
| Languages =  
   <!--Comma-separated list-->
   <!-- Comma-separated list -->




Line 306: Line 455:


| HideRoleReminder1 =  
| HideRoleReminder1 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder2 =  
| HideRoleReminder2 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder3 =  
| HideRoleReminder3 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder4 =  
| HideRoleReminder4 =  
   <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 324: Line 473:


| Ability-1-Type = Ex
| Ability-1-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!--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 = As a full attack action, a Grick may use Tentacle Swarm to attack all creatures in a 10 x 10 foot square adjacent to its space.  It rolls to hit once against each foe in the area of effect, and if it hits, it deals its normal tentacle strike damage, plus an additional {{#var:Special1SwiftDmg}} of precision damage to each foe struck.   
| Ability-1-Description = As a full attack action, a Grick may use Tentacle Swarm to attack all creatures in a 10 x 10 foot square adjacent to its space.  It rolls to hit once against each foe in the area of effect, and if it hits, it deals its normal tentacle strike damage, plus an additional {{#var:Special1SwiftDmg}} of precision damage to each foe struck.   
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
 
   <!--Available Variables:  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
         {{#var:Special1ToHit}}       To-Hit       @ CR 4 = +8
   <!-- Available Variables:  
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 4 = +4
         {{#var:Special1ToHit}}           To-Hit
         {{#var:Special1SaveDC}}     Save DC     @ CR 4 = 13
         {{#var:Special1TouchAttack}}     Touch To-Hit
         {{#var:Special1StandardDmg}} Std Damage   @ CR 4 = 2d6+1
         {{#var:Special1SaveDC}}         Save DC
         {{#var:Special1SwiftDmg}}   Swift Damage @ CR 4 = 1d6
         {{#var:Special1StandardDmg}}     Std Damage
         {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
         {{#var:Special1SwiftDmg}}       Swift Damage
         {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special1-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility1ToHit =  
| NudgeAbility1ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1TouchAttack =  
| NudgeAbility1TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1SaveDC =  
| NudgeAbility1SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility1StandardDamage =  
| NudgeAbility1StandardDamage =  
   <!--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 -->


| NudgeAbility1SwiftDamage =  
| NudgeAbility1SwiftDamage =  
   <!--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 -->


| NudgeAbility1AlphaDamage =  
| NudgeAbility1AlphaDamage =  
   <!--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 -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility1-CR = 2.5
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 -->




Line 371: Line 550:


| Ability-2-Description = If any grick in a combat is damaged by a magical weapon that pierces its DR, all gricks in the combat know which of their enemies have that magic weapon and will target it if possible.  If they cannot reach the foe with the magical weapon safely, they will fight normally.  Multiple foes with magical weapons will be targeted as evenly as possible, and if there are more magical weapons than gricks, they will flee the battle if possible.
| Ability-2-Description = If any grick in a combat is damaged by a magical weapon that pierces its DR, all gricks in the combat know which of their enemies have that magic weapon and will target it if possible.  If they cannot reach the foe with the magical weapon safely, they will fight normally.  Multiple foes with magical weapons will be targeted as evenly as possible, and if there are more magical weapons than gricks, they will flee the battle if possible.
   <!--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 4 = +8
         {{#var:Special2ToHit}}           To-Hit
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 4 = +4
         {{#var:Special2TouchAttack}}     Touch To-Hit
         {{#var:Special2SaveDC}}     Save DC     @ CR 4 = 13
         {{#var:Special2SaveDC}}         Save DC
         {{#var:Special2StandardDmg}} Std Damage   @ CR 4 = 2d6+1
         {{#var:Special2StandardDmg}}     Std Damage
         {{#var:Special2SwiftDmg}}   Swift Damage @ CR 4 = 1d6
         {{#var:Special2SwiftDmg}}       Swift Damage
         {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
         {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special2-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility2ToHit =  
| NudgeAbility2ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2TouchAttack =  
| NudgeAbility2TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2SaveDC =  
| NudgeAbility2SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility2StandardDamage =  
| NudgeAbility2StandardDamage =  
   <!--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 -->


| NudgeAbility2SwiftDamage =  
| NudgeAbility2SwiftDamage =  
   <!--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 -->


| NudgeAbility2AlphaDamage =  
| NudgeAbility2AlphaDamage =  
   <!--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 -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility2-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 -->




Line 414: Line 623:
   <!--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 4 = +8
         {{#var:Special3ToHit}}           To-Hit
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 4 = +4
         {{#var:Special3TouchAttack}}     Touch To-Hit
         {{#var:Special3SaveDC}}     Save DC     @ CR 4 = 13
         {{#var:Special3SaveDC}}         Save DC
         {{#var:Special3StandardDmg}} Std Damage   @ CR 4 = 2d6+1
         {{#var:Special3StandardDmg}}     Std Damage
         {{#var:Special3SwiftDmg}}   Swift Damage @ CR 4 = 1d6
         {{#var:Special3SwiftDmg}}       Swift Damage
         {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
         {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special3-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility3ToHit =  
| NudgeAbility3ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3TouchAttack =  
| NudgeAbility3TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3SaveDC =  
| NudgeAbility3SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility3StandardDamage =  
| NudgeAbility3StandardDamage =  
   <!--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 -->


| NudgeAbility3SwiftDamage =  
| NudgeAbility3SwiftDamage =  
   <!--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 -->


| NudgeAbility3AlphaDamage =  
| NudgeAbility3AlphaDamage =  
   <!--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 -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility3-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 -->




Line 455: Line 693:
   <!--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 4 = +8
         {{#var:Special4ToHit}}           To-Hit
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 4 = +4
         {{#var:Special4TouchAttack}}     Touch To-Hit
         {{#var:Special4SaveDC}}     Save DC     @ CR 4 = 13
         {{#var:Special4SaveDC}}         Save DC
         {{#var:Special4StandardDmg}} Std Damage   @ CR 4 = 2d6+1
         {{#var:Special4StandardDmg}}     Std Damage
         {{#var:Special4SwiftDmg}}   Swift Damage @ CR 4 = 1d6
         {{#var:Special4SwiftDmg}}       Swift Damage
         {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
         {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special4-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility4ToHit =  
| NudgeAbility4ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4TouchAttack =  
| NudgeAbility4TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4SaveDC =  
| NudgeAbility4SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility4StandardDamage =  
| NudgeAbility4StandardDamage =  
   <!--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 -->


| NudgeAbility4SwiftDamage =  
| NudgeAbility4SwiftDamage =  
   <!--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 -->


| NudgeAbility4AlphaDamage =  
| NudgeAbility4AlphaDamage =  
   <!--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 -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility4-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 -->




Line 496: Line 763:
   <!--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 4 = +8
         {{#var:Special5ToHit}}           To-Hit
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 4 = +4
         {{#var:Special5TouchAttack}}     Touch To-Hit
         {{#var:Special5SaveDC}}     Save DC     @ CR 4 = 13
         {{#var:Special5SaveDC}}         Save DC
         {{#var:Special5StandardDmg}} Std Damage   @ CR 4 = 2d6+1
         {{#var:Special5StandardDmg}}     Std Damage
         {{#var:Special5SwiftDmg}}   Swift Damage @ CR 4 = 1d6
         {{#var:Special5SwiftDmg}}       Swift Damage
         {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
         {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special5-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility5ToHit =  
| NudgeAbility5ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5TouchAttack =  
| NudgeAbility5TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5SaveDC =  
| NudgeAbility5SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility5StandardDamage =  
| NudgeAbility5StandardDamage =  
   <!--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 -->


| NudgeAbility5SwiftDamage =  
| NudgeAbility5SwiftDamage =  
   <!--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 -->


| NudgeAbility5AlphaDamage =  
| NudgeAbility5AlphaDamage =  
   <!--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 -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility5-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 537: Line 833:
   <!--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 4 = +8
         {{#var:Special6ToHit}}           To-Hit
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 4 = +4
         {{#var:Special6TouchAttack}}     Touch To-Hit
         {{#var:Special6SaveDC}}     Save DC     @ CR 4 = 13
         {{#var:Special6SaveDC}}         Save DC
         {{#var:Special6StandardDmg}} Std Damage   @ CR 4 = 2d6+1
         {{#var:Special6StandardDmg}}     Std Damage
         {{#var:Special6SwiftDmg}}   Swift Damage @ CR 4 = 1d6
         {{#var:Special6SwiftDmg}}       Swift Damage
         {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
         {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special6-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility6ToHit =  
| NudgeAbility6ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6TouchAttack =  
| NudgeAbility6TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6SaveDC =  
| NudgeAbility6SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility6StandardDamage =  
| NudgeAbility6StandardDamage =  
   <!--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 -->


| NudgeAbility6SwiftDamage =  
| NudgeAbility6SwiftDamage =  
   <!--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 -->


| NudgeAbility6AlphaDamage =  
| NudgeAbility6AlphaDamage =  
   <!--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 -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility6-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 578: Line 903:
   <!--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 4 = +8
         {{#var:Special7ToHit}}           To-Hit
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 4 = +4
         {{#var:Special7TouchAttack}}     Touch To-Hit
         {{#var:Special7SaveDC}}     Save DC     @ CR 4 = 13
         {{#var:Special7SaveDC}}         Save DC
         {{#var:Special7StandardDmg}} Std Damage   @ CR 4 = 2d6+1
         {{#var:Special7StandardDmg}}     Std Damage
         {{#var:Special7SwiftDmg}}   Swift Damage @ CR 4 = 1d6
         {{#var:Special7SwiftDmg}}       Swift Damage
         {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
         {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special7-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility7ToHit =  
| NudgeAbility7ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7TouchAttack =  
| NudgeAbility7TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7SaveDC =  
| NudgeAbility7SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility7StandardDamage =  
| NudgeAbility7StandardDamage =  
   <!--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 -->


| NudgeAbility7SwiftDamage =  
| NudgeAbility7SwiftDamage =  
   <!--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 -->


| NudgeAbility7AlphaDamage =  
| NudgeAbility7AlphaDamage =  
   <!--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 -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility7-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 619: Line 973:
   <!--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 4 = +8
         {{#var:Special8ToHit}}           To-Hit
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 4 = +4
         {{#var:Special8TouchAttack}}     Touch To-Hit
         {{#var:Special8SaveDC}}     Save DC     @ CR 4 = 13
         {{#var:Special8SaveDC}}         Save DC
         {{#var:Special8StandardDmg}} Std Damage   @ CR 4 = 2d6+1
         {{#var:Special8StandardDmg}}     Std Damage
         {{#var:Special8SwiftDmg}}   Swift Damage @ CR 4 = 1d6
         {{#var:Special8SwiftDmg}}       Swift Damage
         {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
         {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special8-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility8ToHit =  
| NudgeAbility8ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8TouchAttack =  
| NudgeAbility8TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8SaveDC =  
| NudgeAbility8SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility8StandardDamage =  
| NudgeAbility8StandardDamage =  
   <!--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 -->


| NudgeAbility8SwiftDamage =  
| NudgeAbility8SwiftDamage =  
   <!--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 -->


| NudgeAbility8AlphaDamage =  
| NudgeAbility8AlphaDamage =  
   <!--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 -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility8-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| 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 660: Line 1,043:
   <!--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 4 = +8
         {{#var:Special91ToHit}}           To-Hit
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 4 = +4
         {{#var:Special9TouchAttack}}     Touch To-Hit
         {{#var:Special9SaveDC}}     Save DC     @ CR 4 = 13
         {{#var:Special9SaveDC}}         Save DC
         {{#var:Special9StandardDmg}} Std Damage   @ CR 4 = 2d6+1
         {{#var:Special9StandardDmg}}     Std Damage
         {{#var:Special9SwiftDmg}}   Swift Damage @ CR 4 = 1d6
         {{#var:Special9SwiftDmg}}       Swift Damage
         {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
         {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special9-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
     -->
     -->


| NudgeAbility9ToHit =  
| NudgeAbility9ToHit =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9TouchAttack =  
| NudgeAbility9TouchAttack =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9SaveDC =  
| NudgeAbility9SaveDC =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility9StandardDamage =  
| NudgeAbility9StandardDamage =  
   <!--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 -->


| NudgeAbility9SwiftDamage =  
| NudgeAbility9SwiftDamage =  
   <!--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 -->


| NudgeAbility9AlphaDamage =  
| NudgeAbility9AlphaDamage =  
   <!--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 -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility9-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->


| NudgeAbility9-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->


<!--   COMBAT TACTICS  -->
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| CombatTactics = Gricks attack when hungry, threatened, or when they feel like killing something. They are vicious killers, but are oddly capricious, sometimes crawling right past prey even when hungry.  They hunt by holing up near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their tentacles, seeking to get as many victims in their tentacle swarms as often as possible. 
| NudgeAbility9-ManeuverDefense =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


: Defensively, a grick's rubbery body seems to shed blows of any kind and they will crawl into melee without fear unless they are attacked by a magical weapon.  The wielder of a magical weapon is immediately targeted for death by all gricks in a combat.  How they all know when one of them is attacked with magic is a mystery.


: Their jaws are relatively small and weak compared to its body mass, so rather than consume prey immediately, a grick normally drags victims back to their lair to be eaten at leisure.


: A grick's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
<!--  COMBAT TACTICS  -->


: Multiple gricks do not fight in concert. Each attacks the prey closest to it, and breaks off the fight as soon as it can drag dead or unconscious prey away. If foes have magical weapons and don't die in a round of concerted attack, gricks will flee the fight by climbing away if possible.
| CombatTactics =




Line 705: Line 1,109:


| OutOfCombat =  
| OutOfCombat =  
<!--  TREASURE AND XP  -->
| TreasureNotes =
| XPNotes =




}}
}}

Revision as of 20:31, 2 September 2017

Grick (CR 4)

Neutral Evil - Medium - Aberration
Lore: K. (Dungeoneer)
8 23
Basic DC Full DC
Initiative
Initiative Icon 2.png
7
Perception:
17 +7
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
20
Man Def
Shield Icon 3.png
19
Monster Health
61 30 6
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +2
Refl: +2
Will: +7
  • Maneuver Defense Notes: +4 vs Trips

Strong Against:

  • DR /magic
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+7
Sword Icon 3.png
Man Off
+7
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Tentacle Strike +7 (1d10+4/x2)
    as undefined damage type

Full Attack (Melee):

  • 1x Tentacle Strike +7 (1d10+4/x2)
    as undefined damage type
    + precision damage, vs. all creatures within a 10-foot cone

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

14
STR
14
DEX
11
CON
3
INT
14
WIS
5
CHA

Skills:

Languages:

Feats:

Special Abilities

Tentacle Swarm (Ex)

As a full attack action, a Grick may use Tentacle Swarm to attack all creatures in a 10 x 10 foot square adjacent to its space. It rolls to hit once against each foe in the area of effect, and if it hits, it deals its normal tentacle strike damage, plus an additional of precision damage to each foe struck.

Weapon Sense (Su)

If any grick in a combat is damaged by a magical weapon that pierces its DR, all gricks in the combat know which of their enemies have that magic weapon and will target it if possible. If they cannot reach the foe with the magical weapon safely, they will fight normally. Multiple foes with magical weapons will be targeted as evenly as possible, and if there are more magical weapons than gricks, they will flee the battle if possible.

Grick

Grick

Gricks are wormlike alchemical abominations which were created eons ago by the same kind of madmen that thought owlbears and bulettes were a great idea. Gricks have a darkly mottled skin texture rather akin to a garden slug, but unlike a slug, a grick is the very paragon of rubbery durability. Even worse, Gricks can change their color, slowly, over the space of hours, to match the territory they inhabit.

Gricks have four sturdy tentacles at the front of their bodies, liberally equipped with rasping bone scutes and octopus-like suckers. These suckers extend to their pale bellies, as well. Mercifully, the suckers are of little use in combat, instead granting the horrible things a climb speed, and allowing them to drag prey with unnerving ease.
An adult grick is about 8 feet long from the tips of its tentacles to the end of its body and weighs some 200 pounds. Its body coloration is uniformly dark, with a pale underbelly, although the exact color varies with their habitat.
Although of animal intelligence, gricks are inherently and utterly evil, and will attack with cruel intent even when not hungry.

Combat Tactics

Out of Combat

Rewards

XP: 1,200

Treasure: Sellable Goods worth 1,188 gp.

Weight: 40 lbs.     Volume: 1.6 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)