Invulnerable Creature: Difference between revisions

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[[Category:Epic Path]][[Category:Pattern]]__NOTOC__
{{Template:Pattern


'Invulnerable Creature' is a pattern that can be added to any creature to indicate very, very durable entities. Such creatures gain an Invulnerability power, that renders them immune to hit point damage.  While they are in this Invulnerable state, they can only use a swift action to cancel their invulnerability, and are only subject to Sunders or other sources of siege damage.  Note that they are still affected by any Conditions, but if those conditions inflict hit points, that damage is ignored.
  <!-- GENERAL ADJUSTMENTS -->
 
| Pattern-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern-Name}}}
| Pattern-Name| Invulnerable Creature
}}</onlyinclude>
 
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
| CR-Adj| 2
}}</onlyinclude>
 
| Picture =
| Picture-Text =
 
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description| '''''Invulnerable Creature''''' is a pattern that can be added to any creature to indicate very, very durable entities. Such creatures gain an Invulnerability power, that renders them immune to hit point damage.  While they are in this Invulnerable state, they can only use a swift action to cancel their invulnerability, and are only subject to Sunders or other sources of siege damage.  Note that they are still affected by any Conditions, but if those conditions inflict hit points, that damage is ignored.


This invulnerability can come from many sources of power. Perhaps they transmute into a cloud of gas, or a wriggling mass of worms. Maybe they cover themselves in a shell of chitin, or turn themselves to solid stone, or become ethereal.  Maybe they are shrunken to the size of an invisible mote, and their form left behind is only illusory. The possibilities are endless!
This invulnerability can come from many sources of power. Perhaps they transmute into a cloud of gas, or a wriggling mass of worms. Maybe they cover themselves in a shell of chitin, or turn themselves to solid stone, or become ethereal.  Maybe they are shrunken to the size of an invisible mote, and their form left behind is only illusory. The possibilities are endless!
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Invulnerable creatures can serve as a real headache to adventurers who lack flexibility, and can demand innovative tactics and thinking to defeat. For example, Paralyzing an Invulnerable creature and waiting patiently until their power expires is usually deadly effective, if you have the means to swing such a thing!
Invulnerable creatures can serve as a real headache to adventurers who lack flexibility, and can demand innovative tactics and thinking to defeat. For example, Paralyzing an Invulnerable creature and waiting patiently until their power expires is usually deadly effective, if you have the means to swing such a thing!


An Invulnerable Creature uses all of the base creature's statistics and abilities except as noted below.
}}</onlyinclude>
 
| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}}
| Short-Desc| This scary creature seems able to transmute itself into...something durable, you'd wager. Going to be hard to put down.
}}</onlyinclude>
 
| Change-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Type}}}
| Change-Type|
}}</onlyinclude>
 
| Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}}
| Add-Subtype| Invulnerable
}}</onlyinclude>
 
| Change-Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Alignment}}}
| Change-Alignment|
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
}}</onlyinclude>
 
  <!-- ABILITY SCORES -->
  <!-- Except for INT, these stat changes are cosmetic and do not affect other numbers
      Just put in the number you want to ADD to the existing monster's stats          -->
 
| STR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|STR-Adj}}}
| STR-Adj|
}}</onlyinclude>
 
| DEX-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|DEX-Adj}}}
| DEX-Adj|
}}</onlyinclude>
 
| CON-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CON-Adj}}}
| CON-Adj|
}}</onlyinclude>
 
| INT-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|INT-Adj}}}
| INT-Adj|
}}</onlyinclude>
 
| WIS-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|WIS-Adj}}}
| WIS-Adj|
}}</onlyinclude>
 
| CHA-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CHA-Adj}}}
| CHA-Adj|
}}</onlyinclude>
 
 
  <!-- NUMERICS -->
  <!-- These values adjust the BASE CR of the monster (not the adjusted CR).
      They should be how the pattern "pays" for the benefits provided in the non-numerics section -->
 
| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}}
| Initiative-Adj|
}}</onlyinclude>
 
| Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}}
| Ambush-Chance-Nudge| -1
  <!-- VALUES: a whole number, applied to their chance on a d20; negative numbers are better ambushers,
      positive numbers are worse ambushers.  Value should usually be between -3 and 3.            -->
}}</onlyinclude>
 
| Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}}
| Skill-Perception-Adj|
}}</onlyinclude>
 
| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}}
| Hit-Points-Adj|
}}</onlyinclude>
 
| Fort-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Fort-Adj}}}
| Fort-Adj|
}}</onlyinclude>
 
| Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}}
| Refl-Adj|
}}</onlyinclude>
 
| Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}}
| Will-Adj|
}}</onlyinclude>
 
| To-Hit-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|To-Hit-Adj}}}
| To-Hit-Adj| 2
}}</onlyinclude>
 
| Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}}
| Damage-Adj| 2
}}</onlyinclude>
 
| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}}
| Save-DC-Adj| 2
}}</onlyinclude>
 
| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}}
| AC-Adj|
}}</onlyinclude>
 
| Maneuver-Offense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Offense-Adj}}}
| Maneuver-Offense-Adj| 2
}}</onlyinclude>
 
| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}}
| Maneuver-Defense-Adj|
}}</onlyinclude>
 
| Increase-All-Existing-Skills=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Skills}}}
| Increase-All-Existing-Skills| 2
  <!-- This adjusts the value for all skills the monster already knows, without giving them new skills.
      This value is NOT added to any specific skill CR modifier; it will always prefer a specific skill
      if one is given; this is ONLY used if the monster has the skill already and the pattern does NOT
      specify a specific value for that skill.                                                        -->
}}</onlyinclude>
 
 
  <!-- SPACE / REACH  -->
 
| Size-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Size-Adj}}}
| Size-Adj|
  <!-- VALUES: a whole number between -2 to 2; this is how many size categories the base monster is changed by -->
}}</onlyinclude>
 
| Reach-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Reach-Adj}}}
| Reach-Adj|
  <!-- VALUES: a whole number between -2 to 2; this is how many SQUARES of reach the base monster gains or loses -->
}}</onlyinclude>
 
 
  <!-- SENSES -->
 
| Blind-to-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Vision}}}
| Blind-to-Vision|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
 
| Blind-to-Sound=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Sound}}}
| Blind-to-Sound|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
 
| Blind-to-Smell=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Smell}}}
| Blind-to-Smell|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
 
| Low-Light-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Low-Light-Vision}}}
| Low-Light-Vision|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
 
| Darkvision-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Darkvision-Range}}}
| Darkvision-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Heartsight-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Heartsight-Range}}}
| Heartsight-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Keen-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Hearing-Range}}}
| Keen-Hearing-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Precise-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Precise-Hearing-Range}}}
| Precise-Hearing-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Echolocation-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Echolocation-Range}}}
| Echolocation-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Scent-Range}}}
| Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Keen-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Scent-Range}}}
| Keen-Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Perfect-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Perfect-Scent-Range}}}
| Perfect-Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Airsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Airsense-Range}}}
| Airsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Blindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Blindsense-Range}}}
| Blindsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Cloudsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Cloudsense-Range}}}
| Cloudsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Lifesense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Lifesense-Range}}}
| Lifesense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Mindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Mindsense-Range}}}
| Mindsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Tremorsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Tremorsense-Range}}}
| Tremorsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Watersense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Watersense-Range}}}
| Watersense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
 
  <!-- MOVE TYPES -->
  <!-- VALUES: a number in feet (in increments of 5). If creature already has this move type,
      this value is added to their existing speed for that move type.  If they do not have the
      move type, they gain it at the listed speed.                                           -->
 
| Increase-All-Existing-Moves=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Moves}}}
| Increase-All-Existing-Moves|
}}</onlyinclude>
 
| Walk-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Walk-Speed}}}
| Walk-Speed|
}}</onlyinclude>
 
| Burrowing-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Burrowing-Speed}}}
| Burrowing-Speed|
}}</onlyinclude>
 
| Tunneling-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Tunneling-Speed}}}
| Tunneling-Speed|
}}</onlyinclude>
 
| Earth-Glide-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Earth-Glide-Speed}}}
| Earth-Glide-Speed|
}}</onlyinclude>
 
| Lesser-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Climb-Speed}}}
| Lesser-Climb-Speed|
}}</onlyinclude>
 
| Greater-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Climb-Speed}}}
| Greater-Climb-Speed|
}}</onlyinclude>
 
| Brachiating-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Brachiating-Speed}}}
| Brachiating-Speed|
}}</onlyinclude>
 
| Vaulting-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Vaulting-Speed}}}
| Vaulting-Speed|
}}</onlyinclude>
 
| Hover-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Hover-Speed}}}
| Hover-Speed|
}}</onlyinclude>
 
| Lesser-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Flight-Speed}}}
| Lesser-Flight-Speed|
}}</onlyinclude>
 
| Greater-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Flight-Speed}}}
| Greater-Flight-Speed|
}}</onlyinclude>
 
| Lesser-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Swim-Speed}}}
| Lesser-Swim-Speed|
}}</onlyinclude>
 
| Greater-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Swim-Speed}}}
| Greater-Swim-Speed|
}}</onlyinclude>
 
| Jet-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Jet-Speed}}}
| Jet-Speed|
}}</onlyinclude>
 
| Lesser-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Teleport-Speed}}}
| Lesser-Teleport-Speed|
}}</onlyinclude>
 
| Greater-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Teleport-Speed}}}
| Greater-Teleport-Speed|
}}</onlyinclude>
 
 
  <!-- SPECIAL DEFENSES -->
 
| Special-Defenses-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-1}}}
| Special-Defenses-1|
}}</onlyinclude>
 
| Special-Defenses-2=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-2}}}
| Special-Defenses-2|
}}</onlyinclude>
 
| Special-Defenses-3=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-3}}}
| Special-Defenses-3|
}}</onlyinclude>
 
 
  <!-- STRONG AGAINST -->
 
| Strong-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-1}}}
| Strong-Against-1|
}}</onlyinclude>
 
| Strong-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-2}}}
| Strong-Against-2|
}}</onlyinclude>
 
| Strong-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-3}}}
| Strong-Against-3|
}}</onlyinclude>
 
 
  <!-- WEAK AGAINST -->
 
| Weak-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-1}}}
| Weak-Against-1|
}}</onlyinclude>
 
| Weak-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-2}}}
| Weak-Against-2|
}}</onlyinclude>
 
| Weak-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-3}}}
| Weak-Against-3|
}}</onlyinclude>
 
 
  <!-- FEATS -->
 
| Add-Feat-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-1}}}
| Add-Feat-1|
}}</onlyinclude>
 
| Add-Feat-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-2}}}
| Add-Feat-2|
}}</onlyinclude>
 
| Add-Feat-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-3}}}
| Add-Feat-3|
}}</onlyinclude>
 
 
  <!-- SKILLS -->
  <!-- VALUES: a whole number between -6 to 6; this is the number of CRs the skill value is adjusted by -->
 
| Add-Skill-Acrobatics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Acrobatics}}}
| Add-Skill-Acrobatics|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Divinity=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Divinity}}}
| Add-Skill-Bailiwick-Divinity|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Naturalism=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Naturalism}}}
| Add-Skill-Bailiwick-Naturalism|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Reason=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Reason}}}
| Add-Skill-Bailiwick-Reason|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Spellcraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spellcraft}}}
| Add-Skill-Bailiwick-Spellcraft|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Spycraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spycraft}}}
| Add-Skill-Bailiwick-Spycraft|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Warfare=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Warfare}}}
| Add-Skill-Bailiwick-Warfare|
}}</onlyinclude>
 
| Add-Skill-Barter=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Barter}}}
| Add-Skill-Barter|
}}</onlyinclude>
 
| Add-Skill-Bluff=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bluff}}}
| Add-Skill-Bluff|
}}</onlyinclude>
 
| Add-Skill-Diplomacy=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Diplomacy}}}
| Add-Skill-Diplomacy|
}}</onlyinclude>
 
| Add-Skill-Disable-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disable-Device}}}
| Add-Skill-Disable-Device|
}}</onlyinclude>
 
| Add-Skill-Disguise=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disguise}}}
| Add-Skill-Disguise|
}}</onlyinclude>
 
| Add-Skill-Escape-Artist=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Escape-Artist}}}
| Add-Skill-Escape-Artist|
}}</onlyinclude>
 
| Add-Skill-Handle-Animal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Handle-Animal}}}
| Add-Skill-Handle-Animal|
}}</onlyinclude>
 
| Add-Skill-Heal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Heal}}}
| Add-Skill-Heal|
}}</onlyinclude>
 
| Add-Skill-Intimidate=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Intimidate}}}
| Add-Skill-Intimidate|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Arcana=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Arcana}}}
| Add-Skill-Knowledge-Arcana|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Deep-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Deep-History}}}
| Add-Skill-Knowledge-Deep-History|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Dungeoneering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Dungeoneering}}}
| Add-Skill-Knowledge-Dungeoneering|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Engineering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Engineering}}}
| Add-Skill-Knowledge-Engineering|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Geography=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Geography}}}
| Add-Skill-Knowledge-Geography|
}}</onlyinclude>
 
| Add-Skill-Knowledge-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-History}}}
| Add-Skill-Knowledge-History|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Local=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Local}}}
| Add-Skill-Knowledge-Local|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Logic=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Logic}}}
| Add-Skill-Knowledge-Logic|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Nature=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nature}}}
| Add-Skill-Knowledge-Nature|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Nobility=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nobility}}}
| Add-Skill-Knowledge-Nobility|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Planes=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Planes}}}
| Add-Skill-Knowledge-Planes|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Religion=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Religion}}}
| Add-Skill-Knowledge-Religion|
}}</onlyinclude>
 
| Add-Skill-Linguistics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Linguistics}}}
| Add-Skill-Linguistics|
}}</onlyinclude>
 
| Add-Skill-Might=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Might}}}
| Add-Skill-Might|
}}</onlyinclude>
 
| Add-Skill-Movement=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Movement}}}
| Add-Skill-Movement|
  <!-- NOTE: Monsters do not use Movement skill for initiative; they are totally separate values -->
}}</onlyinclude>
 
| Add-Skill-Perform=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Perform}}}
| Add-Skill-Perform|
}}</onlyinclude>
 
| Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}}
| Add-Skill-Piloting|
}}</onlyinclude>
 
| Add-Skill-Ride=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Ride}}}
| Add-Skill-Ride|
}}</onlyinclude>
 
| Add-Skill-Sense-Motive=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sense-Motive}}}
| Add-Skill-Sense-Motive|
}}</onlyinclude>
 
| Add-Skill-Sleight-of-Hand=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sleight-of-Hand}}}
| Add-Skill-Sleight-of-Hand|
}}</onlyinclude>
 
| Add-Skill-Stealth=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Stealth}}}
| Add-Skill-Stealth|
}}</onlyinclude>
 
| Add-Skill-Survival=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Survival}}}
| Add-Skill-Survival|
}}</onlyinclude>
 
| Add-Skill-Use-Magic-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Use-Magic-Device}}}
| Add-Skill-Use-Magic-Device|
}}</onlyinclude>
 
 
 
  <!-- LANGUAGES -->
| Add-Language-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-1}}}
| Add-Language-1|
}}</onlyinclude>


== CR (challenge rating) ==
| Add-Language-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-2}}}
Same as base creature +2.
| Add-Language-2|
}}</onlyinclude>


== Size and Type ==
| Add-Language-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-3}}}
The creature's Size does not change.  Its Type remains the same but it gains the subtype Invulnerable.
| Add-Language-3|
}}</onlyinclude>


== Initiative Modifier ==
| Add-Language-4=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-4}}}
The creature's initiative modifier increases by +1.
| Add-Language-4|
}}</onlyinclude>


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


== Armor Class ==
  <!-- SPECIAL ABILITY 1 -->
Invulnerable Creatures gain +1 AC. 
| Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}}
| Special-Ability-1-Name| Invulnerability
}}</onlyinclude>


== Hit Dice ==
| Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}}
Invulnerable Creatures gain +1 hp per Hit Die of their adjusted CR.
| Special-Ability-1-Type| Su
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>


== Defensive Ability ==
| Special-Ability-1-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Action-Required}}}
The Invulnerable Creature gains the following abilities, which may be added to their Bestiary entry:
| Special-Ability-1-Action-Required| Swift 2/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
}}</onlyinclude>


: '''Invulnerability''': An invulnerable creature can turn itself into an object (such as iron, wood, itself as time-frozen being, shimmering force-field, stone, etc.) once per round as a swift action.  While Invulnerable, it can take no actions except a swift action to cancel their invulnerable state, and thus cannot move, attack, activate any abilities, or anything else, although the GM may allow them to talk, depending upon the special effects of their power and the dictates of the story. While invulnerable, they are still subject to most Status Conditions, although the GM may rule that weird effects simply don't work, and status conditions which inflict hit points have no effect.
| Special-Ability-1-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Concentration}}}
| Special-Ability-1-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>


: While Invulnerable, these creatures are considered to be objects, and thus are not subject to hit point damage. While Invulnerable, they must be Sundered to do harm to them.  Sunder maneuvers are made against the normal Maneuver Defense of the creature, and siege damage from other means is resolved as defined in that ability. The GM adjudicates all unusual situations.
| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}}
| Special-Ability-1-Description| An invulnerable creature can turn itself into an object (such as iron, wood, itself as time-frozen being, shimmering force-field, stone, cloud of gas, etc.) once per round as a swift action.  While Invulnerable, it can take no actions except a swift action to cancel their invulnerable state, and thus cannot move, attack, activate any abilities, or anything else, although the GM may allow them to talk, depending upon the special effects of their power and the dictates of the story. While invulnerable, they are still subject to most Status Conditions, although the GM may rule that weird effects simply don't work, and status conditions which inflict hit points have no effect.


: If the Invulnerable Creature is subjected to Sunders, it has a Durability of 2 plus its adjusted CR/5, dropping fractions (thus, Durability of 2 to 10). The number of points of Durability damage it has suffered is tracked separately from its hit points, and if either its Durability or its hit points is reduced to zero or less, it is killedTurning Invulnerability on or off is a swift action, each doable once per round, assuming it can garner two swift actions in a round (usually by degrading a move action or a standard action to a second swift action).
While Invulnerable, these creatures are considered to be objects, and thus are not subject to hit point damage.  While Invulnerable, they must be Sundered to do harm to them.  Sunder maneuvers are made against the normal Maneuver Defense ({{Maneuver-Defense}}) of the creature, and siege damage from other means is resolved as defined in that ability. The GM adjudicates all unusual situations.   


: Note that if any combat with Invulnerable creatures lasts ten rounds, their Invulnerable power is negated for the rest of that day.  
If the Invulnerable Creature is subjected to Sunders, it has a Durability of 2 plus {{CR|.2|op = mult}}. The number of points of Durability damage it has suffered is tracked separately from its hit points, and if either its Durability or its hit points is reduced to zero or less, it is killed.  Turning Invulnerability on or off is a swift action, each doable once per round, assuming it can garner two swift actions in a round (usually by degrading a move action or a standard action to a second swift action).


'''SR:''' - Same as Base Creature
Note that if any combat with Invulnerable creatures lasts ten rounds, their Invulnerable power is negated for the rest of that day.
}}</onlyinclude>


'''Special Defenses:''' Same as Base Creature
*Invulnerable Creatures gain a +1 untyped bonus on all Saving Throws.


'''Immunities:'''  Same as Base Creature.
  <!-- SPECIAL ABILITY 2 -->
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}}
| Special-Ability-2-Name|
}}</onlyinclude>


'''Weaknesses:''' Same as Base Creature
| Special-Ability-2-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Type}}}
| Special-Ability-2-Type|
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>


==Out of Combat==
| Special-Ability-2-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Action-Required}}}
Same as Base Creature.
| Special-Ability-2-Action-Required|
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
}}</onlyinclude>


== Speed ==
| Special-Ability-2-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Concentration}}}
An Invulnerable Creatures base speed improves by ten feet in all movement categories it has.
| Special-Ability-2-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>


== Melee Attacks ==
| Special-Ability-2-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Description}}}
The Invulnerable Creature retains all the base creature's attacks .  It gains a +2 untyped bonus to-hit with all attacks.
| Special-Ability-2-Description|
}}</onlyinclude>


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


== Space and Reach ==
  <!-- SPECIAL ABILITY 3 -->
No Changes.
| Special-Ability-3-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Name}}}
| Special-Ability-3-Name|
}}</onlyinclude>


== Offensive Ability ==
| Special-Ability-3-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Type}}}
No Changes.
| Special-Ability-3-Type|
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>


== Ability Scores ==
| Special-Ability-3-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Action-Required}}}
No Changes.
| Special-Ability-3-Action-Required|
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->
}}</onlyinclude>


== Maneuver Offense and Maneuver Defense ==
| Special-Ability-3-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Concentration}}}
The Invulnerable Creature gains a +2 untyped bonus to Maneuver Offense and Maneuver Defense rolls.
| Special-Ability-3-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>


== Feats ==
| Special-Ability-3-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Description}}}
Optionally, add one non-combat oriented feat, for flavor.  Or just wing it!  DM fiat is a wonderful thing.
| Special-Ability-3-Description|
}}</onlyinclude>


== Skills ==
}}
Optionally, add one skill at  CR+10.

Latest revision as of 04:47, 17 May 2022

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

Invulnerable Creature Pattern (+2 CR)

Subtype: add Invulnerable to subtypes


Invulnerable Creature is a pattern that can be added to any creature to indicate very, very durable entities. Such creatures gain an Invulnerability power, that renders them immune to hit point damage. While they are in this Invulnerable state, they can only use a swift action to cancel their invulnerability, and are only subject to Sunders or other sources of siege damage. Note that they are still affected by any Conditions, but if those conditions inflict hit points, that damage is ignored.

This invulnerability can come from many sources of power. Perhaps they transmute into a cloud of gas, or a wriggling mass of worms. Maybe they cover themselves in a shell of chitin, or turn themselves to solid stone, or become ethereal. Maybe they are shrunken to the size of an invisible mote, and their form left behind is only illusory. The possibilities are endless!

Invulnerable creatures can serve as a real headache to adventurers who lack flexibility, and can demand innovative tactics and thinking to defeat. For example, Paralyzing an Invulnerable creature and waiting patiently until their power expires is usually deadly effective, if you have the means to swing such a thing!

This scary creature seems able to transmute itself into...something durable, you'd wager. Going to be hard to put down.

General

Ambush Chance: -1 (better at ambushes)
Senses:
Movement Types:

Defense

Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +2 CRs greater than base creature.
Damage: +2 CRs greater than base creature.
Maneuver Offense: +2 CRs greater than base creature.
Save DC's: +2 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int:     Wis:     Cha:
Feats:
Skills:
  • creature adds +2 CRs to all of its existing skills.
Languages:

Special Abilities

Invulnerability (Su; Invulnerable Creature Pattern)

An invulnerable creature can turn itself into an object (such as iron, wood, itself as time-frozen being, shimmering force-field, stone, cloud of gas, etc.) once per round as a swift action. While Invulnerable, it can take no actions except a swift action to cancel their invulnerable state, and thus cannot move, attack, activate any abilities, or anything else, although the GM may allow them to talk, depending upon the special effects of their power and the dictates of the story. While invulnerable, they are still subject to most Status Conditions, although the GM may rule that weird effects simply don't work, and status conditions which inflict hit points have no effect.

While Invulnerable, these creatures are considered to be objects, and thus are not subject to hit point damage. While Invulnerable, they must be Sundered to do harm to them. Sunder maneuvers are made against the normal Maneuver Defense (15) of the creature, and siege damage from other means is resolved as defined in that ability. The GM adjudicates all unusual situations.

If the Invulnerable Creature is subjected to Sunders, it has a Durability of 2 plus 1. The number of points of Durability damage it has suffered is tracked separately from its hit points, and if either its Durability or its hit points is reduced to zero or less, it is killed. Turning Invulnerability on or off is a swift action, each doable once per round, assuming it can garner two swift actions in a round (usually by degrading a move action or a standard action to a second swift action).

Note that if any combat with Invulnerable creatures lasts ten rounds, their Invulnerable power is negated for the rest of that day.