Sticky Creature: Difference between revisions

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(Created page with 'Category:Epic Path * ''Go back to the Epic Path page.'' * ''Go back to the Bestiary page.'' * ''Go back to the New Templates page.'' == Sticky Zombie == 'Stic…')
 
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'''SPecial Abilities:'''  
'''Special Abilities:'''  




;Sticky Flesh:  Sticky Zombies are full of thick, gluey vileness.  Any creature which strikes a Sticky Zombie in melee combat while in an adjacent space must make a Reflex saving throw against the CR-appropriate DC or be struck by a vile splatter of thick, ropy glue-like ichor.  If the save is failed, the attacker gains the [[hindered]] condition and may not move away from the zombie's space, although they may move into any space adjacent to the zombie.  The zombie, likewise, may not move away from the space of the character stuck to it, but may move around it, and it does NOT gain the hindered condition.  A hindered creature may roll another saving throw each round as a move action to break free of the vile glue.   
;Sticky Flesh:  Sticky Zombies are full of thick, gluey vileness.  Any creature which strikes a Sticky Zombie in melee combat while in an adjacent space must make a Reflex saving throw against the CR-appropriate DC or be struck by a vile splatter of thick, ropy glue-like ichor.  If the save is failed, the attacker gains the [[hindered]] condition and may not move away from the zombie's space, although they may move into any space adjacent to the zombie.  The zombie, likewise, may not move away from the space of the character stuck to it, but may move around it, and it does NOT gain the hindered condition.  A hindered creature may roll another saving throw each round as a move action to break free of the vile glue.   


If a creature that has the hindered condition chooses to attack the zombie again while hindered, and fails the saving throw a second time, they are instead given the [[grappled]] condition, although the Sticky Zombie is NOT grappled.  They must break the grappled condition with a roll against the zombies CMD.
;If a creature that has the hindered condition chooses to attack the zombie again while hindered, and fails the saving throw a second time, they are instead given the [[grappled]] condition, although the Sticky Zombie is NOT grappled.  They must break the grappled condition with a roll against the zombies CMD.
 
Zombies which have living targets stuck to them usualy attack those targets in preference to any others. 
 


;Zombies which have living targets stuck to them usualy attack those targets in preference to any others.


== Speed ==
== Speed ==

Revision as of 03:47, 29 June 2014


Sticky Zombie

'Sticky Zombie' is an inherited template that can be added to any Zombie, hereafter referred to as the base creature.

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

CR

Same as base creature +1.


Size and Type

The creature's Size and Type do not change.

Senses

No changes.

Armor Class

Sticky Zombies gain +1 AC. This is granted by adding to the base creatures natural armor bonus.

Hit Dice

No changes.

Defensive Ability

A Sticky Zombie gains the following abilities, which may be added to their Bestiary entry:


Special Defenses: Sticky Flesh


Special Abilities:


Sticky Flesh
Sticky Zombies are full of thick, gluey vileness. Any creature which strikes a Sticky Zombie in melee combat while in an adjacent space must make a Reflex saving throw against the CR-appropriate DC or be struck by a vile splatter of thick, ropy glue-like ichor. If the save is failed, the attacker gains the hindered condition and may not move away from the zombie's space, although they may move into any space adjacent to the zombie. The zombie, likewise, may not move away from the space of the character stuck to it, but may move around it, and it does NOT gain the hindered condition. A hindered creature may roll another saving throw each round as a move action to break free of the vile glue.
If a creature that has the hindered condition chooses to attack the zombie again while hindered, and fails the saving throw a second time, they are instead given the grappled condition, although the Sticky Zombie is NOT grappled. They must break the grappled condition with a roll against the zombies CMD.
Zombies which have living targets stuck to them usualy attack those targets in preference to any others.

Speed

A Sticky Zombie's base speed improves by ten feet in all movement categories it has.


Melee Attacks

A Sticky Zombie retains all the base creature's attacks, and its weapon and armor proficiencies. These attacks retain the same primary or secondary status they had for the base creature. A Sticky Zombie adds 1d6 of negative energy damage to all its melee attacks.


Damage

The base damage of all attacks does not change.

Space and Reach

No Changes.

Offensive Ability

Aside from the changes above and below, no offensive abilities.

Ability Scores

No changes.

Base Attack Bonus

No changes.

CMB and CMD

No changes.

Feats

No changes.

Skills

No changes.