Invulnerable Creature

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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.