Jarring Creature: Difference between revisions

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(Created page with "Category:Epic PathCategory:Pattern 'Jarring Creature' is a pattern that can be added to any creature to indicate monsters that don't fit well with reality. Perhaps th...")
 
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== Offensive Ability ==
== Offensive Ability ==
: '''Jarring Steps''': A Jarring creature rattles the world itself with their crashing footsteps. They can sneak around as well as any other monsters when they want to, but if they are moving full force, as during a combat, the eerie massiveness they possess makes the world seem positively fragile around them. This manifests in many ways, small and large.  
: '''Jarring Steps (Ex)''': A Jarring creature rattles the world itself with their crashing footsteps. They can sneak around as well as any other monsters when they want to, but if they are moving full force, as during a combat, the eerie massiveness they possess makes the world seem positively fragile around them. This manifests in many ways, small and large.  


: Jarring creatures weigh four times as much as a normal creature, and can carry twice as much weight before being encumbered.   
: Jarring creatures weigh four times as much as a normal creature, and can carry twice as much weight before being encumbered.   

Revision as of 17:42, 23 June 2020


'Jarring Creature' is a pattern that can be added to any creature to indicate monsters that don't fit well with reality. Perhaps they are solid iron animated statues, eerily granted sentience. Perhaps they are natives of the Plane of Stone, and look oddly normal but weigh huge amounts. Maybe they are phase-lost Fey, and their every movement causes reality to crack and shudder as they have to force their way through the "empty" space of the Prime Material.

Maybe they wear enormous suits of armor, or have runic stones implanted ritually all over their skulls, weighting them down. Perhaps they labor under some terrible curse or evil blessing. Maybe they're just born this way, and have to deal with a world that simply isn't suited to their brand of existence.

Regardless of their origin, Jarring creatures certainly make an impression, trodding without care through bad terrain, the ground quaking at their steps, barriers splintering at their hard-handed grasp. Jarring creatures are an unusual and interesting challenge for adventurers, so see if your table rises to the challenge!

A Jarring Creature uses all of the base creature's statistics and abilities except as noted below.

CR (challenge rating)

Same as base creature +2.

Size and Type

The creature's Size does not change. Its Type remains the same but it gains the subtype Jarring.

Initiative Modifier

The creature's initiative modifier increases by +1.

Senses

All senses such as scent, tremorsense, keen hearing, etc are unchanged. A Jarring Creature gains +3 on Perception skill rolls.

Armor Class

Jarring Creatures gain +3 AC.

Hit Dice

Jarring Creatures gain +4 hp per Hit Die of their adjusted CR.

Defensive Ability

The Jarring Creature gains the following abilities, which may be added to their Bestiary entry:

SR: - Same as Base Creature

Special Defenses: Same as Base Creature

  • Jarring Creatures gain a +1 untyped bonus on all Saving Throws.

Immunities: Same as Base Creature.

Weaknesses: Same as Base Creature

Out of Combat

Same as Base Creature.

Speed

A Jarring Creatures base speed improves by ten feet in all movement categories it has.

Melee Attacks

The Jarring Creature retains all the base creature's attacks . It gains a +2 untyped bonus to-hit with all attacks.

Damage

The Jarring Creature does the same damage and effects as the base creature. It gains a +4 untyped bonus to all damage it inflicts, and all DC's are raised by +2.

Space and Reach

No Changes.

Offensive Ability

Jarring Steps (Ex): A Jarring creature rattles the world itself with their crashing footsteps. They can sneak around as well as any other monsters when they want to, but if they are moving full force, as during a combat, the eerie massiveness they possess makes the world seem positively fragile around them. This manifests in many ways, small and large.
Jarring creatures weigh four times as much as a normal creature, and can carry twice as much weight before being encumbered.
Jarring creatures are immune to the effects of Difficult terrain and even Impeded terrain.
Jarring creatures are immune to forced movement from any source.
Jarring creatures, once per round per enemy creature, may roll a free action Trip attack against any creature they move adjacent to (even if simply going past them) that shares a solid surface with the Jarring creature. This free Trip occurs when they move into any adjacent square, and thus always occurs before any attacks of opportunity, unless the creature possesses an ability that allows an attack of opportunity upon entering a square. They may use this ability against Quelled or Prone targets to raise their condition to a maximum of Splayed.
On making any attack, a Jarring creature may choose to change their damage from their normal hit-point value to Siege damage, inflicting 1 point plus their Adjusted CR/10, dropping fractions (1-5 points of siege damage per strike). This allows them to smash down doors and walls with alarming ease, using a simple Maneuver Offense roll for each strike.

Ability Scores

No Changes.

Maneuver Offense and Maneuver Defense

The Jarring Creature gains a +4 untyped bonus to Maneuver Offense and Maneuver Defense rolls.

Feats

Optionally, add one non-combat oriented feat, for flavor. Or just wing it! DM fiat is a wonderful thing.

Skills

Optionally, add one skill at CR+10.