Stone Golem: Difference between revisions

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{{Template:Monster
{{Template:Monster
| CR = 12
<!-- Version 2.08 -->


| MonsterName = Stone Golem
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 12
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


| Image = Stone_Golem_1.png
| Min-CR = 9
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
| Max-CR = 17


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


| Description = Stone golems are constructs, magically animated killing engines with a surprisingly capable, albeit limited, form of intelligence. Given the massive stone construction of a Stone Golem, you might expect these deadly devices to be slow and ungainly.  In fact, a Stone Golem is certainly a bulky contraption, but it is freakishly mobile and maneuvers around the battlefield as if it was expressly designed to be there.
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Stone_Golem_1.png
  <!-- Value: file name and extension only    -->
  }}</onlyinclude>


:Which is actually true.  Lesser Golems are primarily guardians, and with their uncanny senses, Stone Golems are fantastic guardians in their own right.  But Stone Golems are usually built to serve as battlefield implements, siege-breakers and storming engines, meant to win battles while enduring the most brutal combat conditions imaginable. As a result of this expanded role, Stone Golems are able to make limited decisions, like deciding if a foe is a combatant or not, based upon appearance and behavior. Most Stone Golems are given a comprehensive list of orders, and they are able to sort through these varied commands to perform in ways almost scarily capable.
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption |
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>


:Of course, like all Golems, a Stone Golem is perfectly obedient to its creator or owner, and will follow rules it is given.  Unlike lesser grades of Golems, a Stone Golem is actually able to grasp in some dim way the spirit of any orders it is given, rather than simply following the letter of the command.  This grasp makes a Stone Golem a much more dangerous opponent, and its incredible combat abilities simply serves to drive that point home.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Heavy
  <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


| Alignment = Neutral
   }}</onlyinclude>
   <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


| Size = Large
  <!-- Prevent this monster from being assigned certain roles in MMM -->
   <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
| Restrict-Role-No-Role = Y
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion = Y
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =  
   <!-- Values: Y or leave blank -->


| Type = Construct
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
   <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
| Pattern1 |
   <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Subtype = Golem
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
   <!--If any-->
| Pattern2 |
   <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| NudgeBasicLoreValue = -2
 
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | '''''This monster frequently has the Heavy role, but may be set to other roles if desired.'''''
 
Stone golems are constructs, magically animated killing engines with a surprisingly capable, albeit limited, form of intelligence.  Given the massive stone construction of a Stone Golem, you might expect these deadly devices to be slow and ungainly.  In fact, a Stone Golem is certainly a bulky contraption, but it is freakishly mobile and maneuvers around the battlefield as if it was expressly designed to be there.
 
Which is actually true.  Lesser Golems are primarily guardians, and with their uncanny senses, Stone Golems are fantastic guardians in their own right.  But Stone Golems are usually built to serve as battlefield implements, siege-breakers and storming engines, meant to win battles while enduring the most brutal combat conditions imaginable.  As a result of this expanded role, Stone Golems are able to make limited decisions, like deciding if a foe is a combatant or not, based upon appearance and behavior. Most Stone Golems are given a comprehensive list of orders, and they are able to sort through these varied commands to perform in ways almost scarily capable.
 
Of course, like all Golems, a Stone Golem is perfectly obedient to its creator or owner, and will follow rules it is given.  Unlike lesser grades of Golems, a Stone Golem is actually able to grasp in some dim way the spirit of any orders it is given, rather than simply following the letter of the command.  This grasp makes a Stone Golem a much more dangerous opponent, and its incredible combat abilities simply serves to drive that point home.
  }}</onlyinclude>
 
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Neutral
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
  }}</onlyinclude>
 
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Large
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>
 
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Construct
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  }}</onlyinclude>
 
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, 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>
 
| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 |
  }}</onlyinclude>
 
| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
| Subtype3 |
  }}</onlyinclude>
 
| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 |
  }}</onlyinclude>
 
| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 |
  }}</onlyinclude>
 
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue| -2
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- 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 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>


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


| NudgeInit = +2
| NudgeInit = +2
   <!--CR 12 INITIATIVE = +5 -->
   <!-- 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 -->
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
| Sense-Is-Blind-to-Vision =
| Sense-Is-Blind-to-Sound =
| Sense-Is-Blind-to-Smell =
| Sense-Has-Low-Light-Vision =
 
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
        or leave blank if the monster doesn't possess the sense in question.             -->
| Sense-Darkvision-Range =
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range = 60
| Sense-Watersense-Range =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =


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


| NudgePerception =  
| NudgePerception =  
  <!--CR 12 PERCEPTION = +18 -->
   <!-- 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 12 AC = 32 -->
   <!-- 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 =
| Nudge-Maneuver-Defense = +3
  <!--CR 12 TOUCH AC = 22 -->
   <!-- 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 =
  <!--CR 12 FLAT-FOOTED AC = 27 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| Resilience =
  <!--CR 12 Resilience = 33 -->
| Maneuver-Defense-Notes =  
| Maneuver-Defense-Notes =  
   <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


| NudgeHitPoints =  
| NudgeHitPoints =  
  <!--CR 12 HIT POINTS = 249 -->
   <!-- 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).-->




Line 76: Line 170:


| Fort =  
| Fort =  
| Refl =  
| Refl = S
| Will =  
| Will =  
  <!--CR 12 STRONG SAVE = +15; WEAK SAVE = +12 -->
   <!-- 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                   -->


| SR = Y
| SpecialDefenses = DR {{Hit-Dice}}/-, bypassed by Adamantine weapons
   <!--Values: Y (for Yes), or leave blank-->
   <!-- Put any DR or ER values here -->


| NudgeSR = +1
| StrongAgainst =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          '''''Hardened (1/2 damage):'''''
          '''''Immune (no effect):'''''                                                                  -->


| SpecialDefenses = DR 15/Adamantine
| Hide-Role-Strong-Against-1 =  
  <!--Put any DR or ER values here-->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))   -->
 
| StrongAgainst =  
   <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


| Hide-Type-Strong-Against-1 =  
| Hide-Type-Strong-Against-1 =  
Line 107: Line 200:
| Hide-Type-Strong-Against-5 =  
| Hide-Type-Strong-Against-5 =  
| Hide-Type-Strong-Against-6 =  
| Hide-Type-Strong-Against-6 =  
   <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))   -->


| Hide-Subtype-Strong-Against-1 =  
| Hide-Subtype-Strong-Against-1 =  
Line 115: Line 208:
| Hide-Subtype-Strong-Against-5 =  
| Hide-Subtype-Strong-Against-5 =  
| Hide-Subtype-Strong-Against-6 =  
| Hide-Subtype-Strong-Against-6 =  
   <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


| WeakAgainst = * Can also be healed by [[Transmute Rock to Mud (Spell)|Transmute Rock to Mud]].
| 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):'''''                                                              -->


| Hide-Type-Weak-Against-1 =  
| Hide-Type-Weak-Against-1 =  
| Hide-Subtype-Weak-Against-1 =  
| 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))-->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
 
 
  <!-- MOVE TYPES -->
  <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
        if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 30
| Move-Type-Burrowing-Speed =
| Move-Type-Tunneling-Speed =
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =


| MoveTypes = Walk 30 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 =  
| NudgeSpace =  
   <!--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 space will default to 10 ft.-->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!--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)-->
        NOTE: Swarms default to 10 feet. Troops 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 role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!--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)-->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




Line 147: Line 260:


| MeleeOrNatural = Natural
| MeleeOrNatural = Natural
   <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
 
| MultipliedDamageType = Damage
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


| IgnoreSecondary =  
| MultipliedDamageType = Hybrid
   <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->
   <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->




Line 160: Line 270:


| PriAtkName = Stone Stomp
| PriAtkName = Stone Stomp
   <!--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") -->
 
| Pri-Atk-Dmg-Type = bludgeoning
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| PriAtkNotes = + [[Bleed]]
| PriAtkNotes = '''plus:''' 1 [[Bleed]]
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| PriAtkNotes-FullAtkOnly =  
| PriAtkNotes-FullAtkOnly =  
   <!--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    -->


| PriAtkVSTouchAC =  
| Override-Pri-Atk--Full-Atk-Qty =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- 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    -->
 
| Pri-Atk-Is-Touch =
  <!-- If attack is a touch attack; 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") -->


| NudgePriToHit =  
| NudgePriToHit =  
  <!--CR 12 PRIMARY TO-HIT = +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-->


| NudgePriDamage =  
| NudgePriDamage =  
   <!--CR 12 PRIMARY NATURAL DAMAGE = 2d8+13 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!--CR 12 PRIMARY MELEE DAMAGE = 2d8+7 -->
 
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeFullAtk-PriDamage =
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| 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                                            -->




Line 188: Line 313:


| SecAtkName = Stone Punch
| SecAtkName = Stone Punch
   <!--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 -->
 
| Sec-Atk-Dmg-Type = bludgeoning
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| SecAtkNotes =  
| SecAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| SecAtkNotes-FullAtkOnly =  
| SecAtkNotes-FullAtkOnly =  
   <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
   <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-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-Sec-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    -->


| SecAtkVSTouchAC =  
| Sec-Atk-Is-Touch =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If attack is a touch attack; 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") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
  <!--CR 12 SECONDARY TO-HIT = +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-->


| NudgeSecDamage =  
| NudgeSecDamage =  
   <!--CR 12 SECONDARY NATURAL DAMAGE = 2d6+4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeFullAtk-SecDamage =
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| 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                                            -->




Line 215: Line 356:


| 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 -->
 
| Ter-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


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


| 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 =  
| Ter-Atk-Is-Touch =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If attack is a touch attack; 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") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
  <!--CR 12 TERTIARY TO-HIT = +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-->


| NudgeTerDamage =  
| NudgeTerDamage =  
   <!--CR 12 TERTIARY NATURAL DAMAGE = 2d8+13 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!--CR 12 TERTIARY MELEE DAMAGE = 2d8+7 -->
 
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeFullAtk-TerDamage =
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| 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                                            -->




Line 243: Line 399:


| 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 -->
 
| Qua-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


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


| 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 =  
| Qua-Atk-Is-Touch =  
   <!--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") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
  <!--CR 12 QUATERNARY TO-HIT = +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-->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!--CR 12 QUATERNARY NATURAL DAMAGE = 2d6+4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeFullAtk-QuaDamage =
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| 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                                            -->
 




<!--  RANGED ATTACK INFORMATION  -->
<!--  RANGED ATTACK INFORMATION  -->


| RangedAtkName = Stone Javelin
| RangedAtkName = Stone Bolt
   <!--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 = Y
| HasRangedFullAttack = Y
   <!--Values: Y (for yes), or leave blank (for no)-->
   <!-- Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIncrementDistance = 30
| RangedAtkIncrementDistance = 30
   <!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first-->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements =  5
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| RangedAtkNumberOfIncrements = 5
| Ranged-Atk-Dmg-Type = spindling
   <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


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


| 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            -->


| RangedAtkVSTouchAC =  
| Override-Ranged-Atk--Full-Atk-Qty =
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
  <!-- 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            -->
 
| Ranged-Atk-Is-Touch =  
   <!-- 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") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
  <!--CR 12 RANGED TO-HIT = +20 -->
   <!-- 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 12 RANGED DAMAGE = 2d8+7 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeFullAtk-RangedDamage =
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| 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                                            -->




Line 304: Line 493:
<!--  COMBAT MANEUVERS  -->
<!--  COMBAT MANEUVERS  -->


| Nudge-Maneuver-Check =  
| Nudge-Maneuver-Offense = +1
   <!--CR 12 CMB = +19 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Maneuver-Check-Notes =  
| Maneuver-Offense-Notes =  
   <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->




Line 315: Line 504:


| SiegeDmgCapable = Y
| SiegeDmgCapable = Y
   <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
   <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->


| SiegeAtkName = Slam
| SiegeAtkName = Stone Slam
   <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
   <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->


| SiegeAtkNotes =  
| SiegeAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
   <!-- 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 =  
| 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-->
   <!-- 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 =  
| SiegeAtkNumberOfIncrements =  
   <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| Nudge-Siege-Maneuver-Check =  
| Nudge-Siege-Maneuver-Offense =  
  <!--CR 12 SIEGE CMB = +19 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeSiegeDamage =  
| NudgeSiegeDamage = 2
  <!--CR 12 SIEGE DAMAGE = 1d6 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




Line 342: Line 533:
| Str = 28
| Str = 28
| Dex = 14
| Dex = 14
| Con = -
| Con = 0
| Int = 6
| Int = 6
| Wis = 16
| Wis = 16
| Cha = 18
| Cha = 18




Line 355: Line 545:
| Feat3 =  
| Feat3 =  
| Feat4 =  
| Feat4 =  
   <!--Just the feat name; will be autolinked, and ShortDesc added-->
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->




Line 364: Line 554:
| Skill3 =  
| Skill3 =  
| Skill4 =  
| Skill4 =  
| Skill5 =


| NudgeSkill1 =  
| NudgeSkill1 =  
Line 369: Line 560:
| NudgeSkill3 =  
| NudgeSkill3 =  
| NudgeSkill4 =  
| NudgeSkill4 =  
  <!--CR 12 SKILLS = +18 -->
| 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 =  
Line 376: Line 567:
| 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") -->




<!--  LANGUAGES  -->
<!--  LANGUAGES  -->


| Languages = Fluent in the language of its creator, rarely speaks unless commanded to or to answer questions posed by its creator
| Languages = Fluent in the language of its creator, rarely speaks unless commanded to or to answer questions posed by its creator or owner
   <!--Comma-separated list-->
   <!-- Comma-separated list -->




<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->




Line 408: Line 585:


| 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-Action-Required = Standard Action 1/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.        -->


| 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 = Once per round, as a standard action, a Stone Golem may move up to its speed while stamping hugely and furiously.  While using Avalanche, a Stone Golem may move through enemy spaces but it may never enter the same space twice and must end the Avalanche in a clear space large enough to allow it without squeezing.  Any enemy creature whose space it overlaps (even if not completely) during this movement is attacked once with Stone Stomp (see above). Avalanche does not provoke attacks of opportunity.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special1SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special1StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility1StandardDamage =
| Ability-1-Description = Once per round as a standard action, a Stone Golem may move up to its speed while stamping hugely and furiously.  While using Avalanche, a Stone Golem may move through enemy spaces but it may never enter the same space twice and must end the Avalanche in an unblocked, unoccupied space large enough to fit it without squeezing.  Any enemy creature whose space it overlaps (even if not completely) during this movement is attacked once with Stone Stomp (see above). Avalanche does not provoke attacks of opportunity.
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility1SwiftDamage =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility1AlphaDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 2  -->
<!--  SPECIAL ABILITY 2  -->


| Ability-2-Name = Smashing Kicks
| Ability-2-Name = Smashing Kick


| Ability-2-Type = Ex
| Ability-2-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-2-Action-Required = Swift Action 1/Enc
  <!-- 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.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Once per encounter, as a swift action, the Stone Golem may attack one, two, or three enemies that are both adjacent to it and each other.  It makes a touch attack against them at {{#var:Special2TouchAttack}} to hit.  If it hits, it does no damage, but instead Pushes them directly away from it for 2d6 squares as forced movement. If the Pushed victims hit a solid obstacle (wall, pillar, generally any object large enough to block a square) then the victims take a number of d6's of physical bludgeoning damage equal to the number of squares of forced movement they have left when they reached the obstacle, and the obstacle suffers a number of Sunders equal to the squares of remaining movement. For example, if a pesky Fighter is adjacent to a Stone Golem, blocking its advance upon the rest of the party, the Stone Golem may use Smashing Kick to Push the fighter away.  If the Smashing Kick rolled eight squares of movement, then the Fighter would be Pushed eight squares away, as forced movement.  If the Fighter was Pushed into a square filled by a solid wall after five squares of this Push, then she would take 3d6 of bludgeoning physical damage and inflict three Sunders to the wall.  If an obstacle is [[Broken]] by these Sunders, the victim continues moving!  It is possible to get cannoned completely through several walls and buildings this wayNote that as always, a character may elect to fall prone to end forced movement.
| Ability-2-Description = Once per encounter as a swift action, the Stone Golem may attack one, two, or three enemies that are both adjacent to it and to each other.  It makes a [[melee touch attack]] against the target(s) at {{Touch-Attack}}.  If it hits, it does no damage, but instead [[Push]]es them directly away from it for 2d6 squares as forced movement. If the Pushed victims hit a solid obstacle (wall, pillar, generally any object large enough to block a square) then the victims take a number of d6's of {{dmg|bludgeoning}} damage equal to the number of squares of forced movement they have remaining when they reached the obstacle, and the obstacle suffers 1 point of [[durability]] damage per each square of remaining movement. (Note that obstacles made of stone or metal, or reinforced with stone or metal, can ignore this damage, since it is the equivalent of a [[Sunder]] maneuver without a [[Sunder (Quality)]] weapon.)  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special2SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special2StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility2SaveDC =
For example, if a pesky Fighter is adjacent to a Stone Golem, blocking its advance upon the rest of the party, the Stone Golem may use Smashing Kick to push the fighter away.  If the Smashing Kick rolled eight squares of movement, then the Fighter would be pushed eight squares away, as forced movement.  If the Fighter was Pushed into a square filled by a wooden wall after five squares of this Push, then they would take 3d6 points of {{dmg|bludgeoning}} damage and inflict 3 points of durability damage to the wall.  If the wall becomes [[Broken]] by these Sunders, the victim continues moving past it! It is possible to get cannoned completely through walls and buildings this way.  As always, a character may elect to fall [[prone]] to end forced movement.
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility2StandardDamage =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility2SwiftDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility2AlphaDamage =
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 3  -->
<!--  SPECIAL ABILITY 3  -->


| Ability-3-Name = Shatter
| Ability-3-Name =  


| Ability-3-Type = Su
| Ability-3-Type =  
   <!--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-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.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = When a Stone Golem is reduced to zero hitpoints for the first time, it is not destroyed. Instead, the magics which form its body are briefly disrupted, so that its stony body bursts into fragments.  All enemies within three squares of the Stone Golem take {{#var:Special3AlphaDmg}} points of damage and are Pushed three squares, as the Golem flies into fragments. A Fort save against a DC of {{#var:Special3SaveDC}} reduces this damage by half, but the Push is not reduced.  Any further damage inflicted upon the Golem is ignored until the beginning of its next turn, when the disrupted magics re-assert themselves.  The Stone Golem re-forms out of its debris, has its hit points re-set to half its normal value and it fights on. If the space the Golem was formerly occupying is now blocked by opponents or otherwise rendered hazardous(such as people with held actions waiting to strike), the Golem will reform in a place anywhere on the battlefield which grants it an advantageous position, typically to perform another Avalanche or a full attack.
| Ability-3-Description =  
 
:Note that after Shatter has been triggered, the magic which empowers the Golem is unstable and erratic.  This makes the Golem considerably less durable, but lots faster.  After using Shatter, the Stone Golem loses its DR and SR, but its Walk speed is doubled, it gains a point of Armor Class (see above), and it gains an additional Stone Stomp attack (see above) during full attack actions.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special3SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special3StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility3SaveDC =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility3StandardDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility3SwiftDamage =
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
  {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility3AlphaDamage =
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 4  -->
<!--  SPECIAL ABILITY 4  -->


| Ability-4-Name =  
| Ability-4-Name = Strength of Stone


| Ability-4-Type =  
| Ability-4-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-4-Action-Required = Always On
  <!-- 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.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description =  
| Ability-4-Description = Stone Golems, as Constructs, are made things and thus not a natural part of the world.  The seething magics which animate them make them hard to affect with many effects, and thus Stone Golems have [[Spell Resistance]].  If they are targeted by any spell or spell-like effect, their attacker must first succeed on a [[Caster Check]] against a DC of {{Maneuver-Defense}}. If the attacker fails to equal or exceed the DC, the effect does nothing to the Golem, and the spell or effect is wasted (as is the action used to cast it). If the attacker succeeds on the check, the spell or effect is resolved normally.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special4SaveDC}}      Save DC     @ CR 12 = 21
        {{#var:Special4StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->


| NudgeAbility4ToHit =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility4TouchAttack =
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility4SaveDC =
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
  {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility4StandardDamage =
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 
  {{CR}}                                                {{Quaternary-Dmg}}
| NudgeAbility4SwiftDamage =
                                                        {{Ranged-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 5  -->
<!--  SPECIAL ABILITY 5  -->


Line 575: Line 760:
| Ability-5-Type =  
| Ability-5-Type =  
   <!--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-5-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.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
Line 580: Line 769:


| Ability-5-Description =  
| Ability-5-Description =  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special5SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special5StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->


| NudgeAbility5ToHit =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility5TouchAttack =
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility5SaveDC =
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
  {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility5StandardDamage =
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 
  {{CR}}                                                {{Quaternary-Dmg}}
| NudgeAbility5SwiftDamage =
                                                        {{Ranged-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 6  -->
<!--  SPECIAL ABILITY 6  -->


Line 616: Line 803:
| Ability-6-Type =  
| Ability-6-Type =  
   <!--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-6-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.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
Line 621: Line 812:


| Ability-6-Description =  
| Ability-6-Description =  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special6SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special6StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility6SwiftDamage =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility6AlphaDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 7  -->
<!--  SPECIAL ABILITY 7  -->


Line 657: Line 846:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--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-7-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.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 662: Line 855:


| Ability-7-Description =  
| Ability-7-Description =  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special7SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special7StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility7SaveDC =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility7StandardDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility7SwiftDamage =
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
  {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility7AlphaDamage =
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 8  -->
<!--  SPECIAL ABILITY 8  -->


Line 698: Line 889:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--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-8-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.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 703: Line 898:


| Ability-8-Description =  
| Ability-8-Description =  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special8SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special8StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility8SaveDC =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility8StandardDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility8SwiftDamage =
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
  {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility8AlphaDamage =
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 9  -->
<!--  SPECIAL ABILITY 9  -->


Line 739: Line 932:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--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-9-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.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 744: Line 941:


| Ability-9-Description =  
| Ability-9-Description =  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special93ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special9SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special9StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->


| NudgeAbility9ToHit =  
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =  
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
 
| Role-Only--Replace-Rez-Power--Name = Shatter
 
| Role-Only--Replace-Rez-Power--Type = Su
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
   <!-- 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.        -->
 
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Rez-Power--Description = When a Stone Golem is reduced to zero hit points for the first time, it is not destroyed. Instead, the magics which form its body are briefly disrupted, so that its stony body bursts into fragments.  All enemies within a 15 foot radius (3 squares) of the Stone Golem take {{Special-Standard-Dmg}} points of {{dmg|piercing}} damage and are [[Push]]ed 3 squares, as the Golem flies into fragments. A Fort save against a DC of {{Save-DC}} reduces this damage by half, but the Push is not reduced. 
 
Any further damage inflicted upon the Golem is ignored until the beginning of its next turn, when the disrupted magics re-assert themselves.  The Stone Golem re-forms in its space, has its hit points reset to half its normal value ({{Hit-Points|n=0.5|op=mult}} hit points) and it fights on. If the space the Golem was formerly occupying is now blocked or threatened by one or more enemy creatures, the Golem will instead reform in a place anywhere within the radius of its explosion, even if only one square of its space falls within this radius.
 
Note that after Shatter has been triggered, the magic which empowers the Golem is unstable and erratic.  This makes the Golem considerably less durable, but much faster.  After using Shatter, the Stone Golem loses its DR and SR, but its Walk speed is doubled, it gains a point of Armor Class (see above), and it gains an additional Stone Stomp attack (see above) during full attack actions.
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
 
| Role-Only--Add-Killer-Power--Name =
 
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Killer-Power--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.        -->
 
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Killer-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


| NudgeAbility9TouchAttack =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


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


| NudgeAbility9StandardDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility9SwiftDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--   REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->


| NudgeAbility9AlphaDamage =
| Role-Only--Replace-Leader-Power--Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Role-Only--Replace-Leader-Power--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.        -->


| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--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.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--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.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--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.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--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.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--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.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--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.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Stone Golems have tremorsense, and are used as guards for that reason.  However, Stone Golems are even better as massive heavy attackers.  They are able to maneuver around the battlefield with impunity using their Avalanche ability.  Even better, every Stone Stomp attack that lands, on top of terrible damage, inflicts a 1 point per round Bleed condition.  This is only minor damage, but it hampers the ability of opponents to grant healing during the combat.  
| CombatTactics = Stone Golems have tremorsense, and are used as guards for that reason.  However, Stone Golems are even better as massive heavy attackers.  They are able to maneuver around the battlefield with impunity using their Avalanche ability.  Even better, every Stone Stomp attack that lands, on top of terrible damage, inflicts a 1 point per round Bleed condition.  This is only minor damage, but it hampers the ability of opponents to grant healing during the combat.  


:Typically a Stone Golem will move up as close as possible to their enemies, then use Avalanche to move right over top of them, forcing them to adapt their tactics to a foe suddenly 'in the backfield'.  Stone Golems will always spend their action point to get off a second Avalanche at some point in the battle, often in the first or second round. Stone Golems will work to give as many foes a bleed condition as possible, and will typically keep using Avalanche until at least one Bleed is running.
Typically a Stone Golem will move up as close as possible to their enemies, then use Avalanche to move right over top of them, forcing them to adapt their tactics to a foe suddenly 'in the backfield'.  Stone Golems will always spend their action point to get off a second Avalanche at some point in the battle, often in the first or second round. Stone Golems will work to give as many foes a bleed condition as possible, and will typically keep using Avalanche until at least one Bleed is running.


:Stone Golems will usually target their Smashing Kick ability at the most heavily armored foes on the battlefield, looking to knock them out of position or simply inflict damage.  Stone Golems will deliberately aim Smashing Kicks to drive tough foes into walls or other hazardous terrain if they are able to.  Once they have used Avalanche at least twice, Stone Golems will usually switch tactics and start taking full attacks on foes, targeting prone, flanked, and lightly armored foes in preference, unless no foes have a Bleed.  Once they switch to melee mode, a Stone Golem will use five foot steps to keep as many foes as possible at a distance and attack with their reach, forcing foes to close in and suffer attacks of opportunity with Stone Stomp.  If a party manages to shed all Bleed conditions, the Stone Golem will immediately start using Avalanche again to land as many Stone Stomps and Bleeds as possible.
Stone Golems will usually target their Smashing Kick ability at the most heavily armored foes on the battlefield, looking to knock them out of position or simply inflict damage.  Stone Golems will deliberately aim Smashing Kicks to drive tough foes into walls or other hazardous terrain if they are able to.  Once they have used Avalanche at least twice, Stone Golems will usually switch tactics and start taking full attacks on foes, targeting prone, flanked, and lightly armored foes in preference, unless no foes have a Bleed.  Once they switch to melee mode, a Stone Golem will use five foot steps to keep as many foes as possible at a distance and attack with their reach, forcing foes to close in and suffer attacks of opportunity with Stone Stomp.  If a party manages to shed all Bleed conditions, the Stone Golem will immediately start using Avalanche again to land as many Stone Stomps and Bleeds as possible.


:After a Stone Golem has used their Shatter ability, they lose their Damage Reduction and Spell Resistance as the magics that bind them together start to disintegrate.  However, they become MUCH faster as a result.  They will alternate between using Avalanche's with their new sixty feet of move and taking full attacks with an extra Stone Stomp bonus attack until they are destroyed.  While they seem to have a limited form of sentience when it comes to picking among their various orders, Stone Golems are quite mindless and have no fear or any other emotions, and will fight to destruction without hesitation.
After a Stone Golem has used their Shatter ability, they lose their Damage Reduction and Spell Resistance as the magics that bind them together start to disintegrate.  However, they become MUCH faster as a result.  They will alternate between using Avalanche's with their new sixty feet of move and taking full attacks with an extra Stone Stomp bonus attack until they are destroyed.  While they seem to have a limited form of sentience when it comes to picking among their various orders, Stone Golems are quite mindless and have no fear or any other emotions, and will fight to destruction without hesitation.








<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Stone Golems are the real deal, and are the first serious construct muscle that is both reliable and not made out of dead people.  As a result, Stone Golems are found in a lot of places, such as heavy artillery for a town garrison, guards in a warlord's stronghold, a bodyguard for the mayor, a child's really dangerous toy, etc.  Stone golems can also be found 'in the wild', typically being ancient things made for a duty long, long forgotten. Such 'wild' stone golems can be completely unpredictable, as they seek to obey commands that may refer to landmarks or buildings that are long ago destroyed.  
| OutOfCombat = Stone Golems are the real deal, and are the first serious construct muscle that is both reliable and not made out of dead people.  As a result, Stone Golems are found in a lot of places, such as heavy artillery for a town garrison, guards in a warlord's stronghold, a bodyguard for the mayor, a child's really dangerous toy, etc.  Stone golems can also be found 'in the wild', typically being ancient things made for a duty long, long forgotten. Such 'wild' stone golems can be completely unpredictable, as they seek to obey commands that may refer to landmarks or buildings that are long ago destroyed.  


:Military commanders treasure stone golems for their reliability, durability, and ability to break seiges.  If a commander can maneuver a stone golem into contact with a foes' defenses, that can be the end of the matter, and stone golems are even durable enough to take a few hits from countering seige weapons.  
Military commanders treasure stone golems for their reliability, durability, and ability to break sieges.  If a commander can maneuver a stone golem into contact with a foes' defenses, that can be the end of the matter, and stone golems are even durable enough to take a few hits from countering siege weapons.  
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes = Stone Golem internal structure is more complicated than you might think, and various salvaged bits of rock, crystal, and metal can be very valuable.
 
| XPNotes =




}}
}}

Latest revision as of 21:50, 4 February 2023

Stone Golem (HeavyCR 12)

Neutral - Large - Construct
Lore: Know (Arcana)
22 39
Basic DC Full DC
Initiative
Initiative Icon 2.png
19
Perception:
29 +19
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
32
Man Def
Shield Icon 3.png
34
Monster Health
578 289 22
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +14
Will: +9

Strong Against:

  • DR 22/-, bypassed by Adamantine weapons
  • (Heavy Role) Immunity (partial 3): Heavies are immune to the first three conditions applied to them during an encounter. If a fourth condition is applied to a heavy, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
  • (Construct 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
  • (Construct 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
  • (Construct 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
  • (Construct 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+19
Sword Icon 3.png
Man Off
+20
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 1x Stone Stomp +19 (3d10+24/x2)
    as bludgeoning (physical, common)
    plus: 1 Bleed
  • 1x Stone Punch +19 (3d6+10/x2)
    as bludgeoning (physical, common)

Full Attack (Melee):

  • 2x Stone Stomp +19 (3d10+24/x2)
    as bludgeoning (physical, common)
    plus: 1 Bleed
  • 2x Stone Punch +19 (3d6+10/x2)
    as bludgeoning (physical, common)

Standard Attack (Ranged):

  • 2x Stone Bolt +19 (3d10+24/x2)
    as spindling (physical, rare)
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

  • 4x Stone Bolt +19 (3d10+24/x2)
    as spindling (physical, rare)
    (Increment: 30 ft.; Max Range: 150 ft.)

Siege Damage:

  • 1x Stone Slam +19 (1d6+1)

Statistics

28
STR
14
DEX
CON
6
INT
16
WIS
18
CHA

Skills:

Languages: Fluent in the language of its creator, rarely speaks unless commanded to or to answer questions posed by its creator or owner

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)

Special Abilities

Avalanche (Ex) Standard Action 1/Rnd

Once per round as a standard action, a Stone Golem may move up to its speed while stamping hugely and furiously. While using Avalanche, a Stone Golem may move through enemy spaces but it may never enter the same space twice and must end the Avalanche in an unblocked, unoccupied space large enough to fit it without squeezing. Any enemy creature whose space it overlaps (even if not completely) during this movement is attacked once with Stone Stomp (see above). Avalanche does not provoke attacks of opportunity.

Smashing Kick (Ex) Swift Action 1/Enc

Once per encounter as a swift action, the Stone Golem may attack one, two, or three enemies that are both adjacent to it and to each other. It makes a melee touch attack against the target(s) at 1d20 + 23 vs. AC (always hits on a 17+ on the die). If it hits, it does no damage, but instead Pushes them directly away from it for 2d6 squares as forced movement. If the Pushed victims hit a solid obstacle (wall, pillar, generally any object large enough to block a square) then the victims take a number of d6's of bludgeoning (physical, common) damage equal to the number of squares of forced movement they have remaining when they reached the obstacle, and the obstacle suffers 1 point of durability damage per each square of remaining movement. (Note that obstacles made of stone or metal, or reinforced with stone or metal, can ignore this damage, since it is the equivalent of a Sunder maneuver without a Sunder (Quality) weapon.)

For example, if a pesky Fighter is adjacent to a Stone Golem, blocking its advance upon the rest of the party, the Stone Golem may use Smashing Kick to push the fighter away. If the Smashing Kick rolled eight squares of movement, then the Fighter would be pushed eight squares away, as forced movement. If the Fighter was Pushed into a square filled by a wooden wall after five squares of this Push, then they would take 3d6 points of bludgeoning (physical, common) damage and inflict 3 points of durability damage to the wall. If the wall becomes Broken by these Sunders, the victim continues moving past it! It is possible to get cannoned completely through walls and buildings this way. As always, a character may elect to fall prone to end forced movement.

Strength of Stone (Ex) Always On

Stone Golems, as Constructs, are made things and thus not a natural part of the world. The seething magics which animate them make them hard to affect with many effects, and thus Stone Golems have Spell Resistance. If they are targeted by any spell or spell-like effect, their attacker must first succeed on a Caster Check against a DC of 31. If the attacker fails to equal or exceed the DC, the effect does nothing to the Golem, and the spell or effect is wasted (as is the action used to cast it). If the attacker succeeds on the check, the spell or effect is resolved normally.

Shatter (Su; Heavy Role) Auto Upon Death

When a Stone Golem is reduced to zero hit points for the first time, it is not destroyed. Instead, the magics which form its body are briefly disrupted, so that its stony body bursts into fragments. All enemies within a 15 foot radius (3 squares) of the Stone Golem take 3d8+17 points of piercing (physical, common) damage and are Pushed 3 squares, as the Golem flies into fragments. A Fort save against a DC of 22 reduces this damage by half, but the Push is not reduced.

Any further damage inflicted upon the Golem is ignored until the beginning of its next turn, when the disrupted magics re-assert themselves. The Stone Golem re-forms in its space, has its hit points reset to half its normal value (289 hit points) and it fights on. If the space the Golem was formerly occupying is now blocked or threatened by one or more enemy creatures, the Golem will instead reform in a place anywhere within the radius of its explosion, even if only one square of its space falls within this radius.

Note that after Shatter has been triggered, the magic which empowers the Golem is unstable and erratic. This makes the Golem considerably less durable, but much faster. After using Shatter, the Stone Golem loses its DR and SR, but its Walk speed is doubled, it gains a point of Armor Class (see above), and it gains an additional Stone Stomp attack (see above) during full attack actions.

Stone Golem

Stone Golem

This creature possesses the Heavy role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Heavy role, but may be set to other roles if desired.

Stone golems are constructs, magically animated killing engines with a surprisingly capable, albeit limited, form of intelligence. Given the massive stone construction of a Stone Golem, you might expect these deadly devices to be slow and ungainly. In fact, a Stone Golem is certainly a bulky contraption, but it is freakishly mobile and maneuvers around the battlefield as if it was expressly designed to be there.

Which is actually true. Lesser Golems are primarily guardians, and with their uncanny senses, Stone Golems are fantastic guardians in their own right. But Stone Golems are usually built to serve as battlefield implements, siege-breakers and storming engines, meant to win battles while enduring the most brutal combat conditions imaginable. As a result of this expanded role, Stone Golems are able to make limited decisions, like deciding if a foe is a combatant or not, based upon appearance and behavior. Most Stone Golems are given a comprehensive list of orders, and they are able to sort through these varied commands to perform in ways almost scarily capable.

Of course, like all Golems, a Stone Golem is perfectly obedient to its creator or owner, and will follow rules it is given. Unlike lesser grades of Golems, a Stone Golem is actually able to grasp in some dim way the spirit of any orders it is given, rather than simply following the letter of the command. This grasp makes a Stone Golem a much more dangerous opponent, and its incredible combat abilities simply serves to drive that point home.

Combat Tactics

Stone Golems have tremorsense, and are used as guards for that reason. However, Stone Golems are even better as massive heavy attackers. They are able to maneuver around the battlefield with impunity using their Avalanche ability. Even better, every Stone Stomp attack that lands, on top of terrible damage, inflicts a 1 point per round Bleed condition. This is only minor damage, but it hampers the ability of opponents to grant healing during the combat.

Typically a Stone Golem will move up as close as possible to their enemies, then use Avalanche to move right over top of them, forcing them to adapt their tactics to a foe suddenly 'in the backfield'. Stone Golems will always spend their action point to get off a second Avalanche at some point in the battle, often in the first or second round. Stone Golems will work to give as many foes a bleed condition as possible, and will typically keep using Avalanche until at least one Bleed is running.

Stone Golems will usually target their Smashing Kick ability at the most heavily armored foes on the battlefield, looking to knock them out of position or simply inflict damage. Stone Golems will deliberately aim Smashing Kicks to drive tough foes into walls or other hazardous terrain if they are able to. Once they have used Avalanche at least twice, Stone Golems will usually switch tactics and start taking full attacks on foes, targeting prone, flanked, and lightly armored foes in preference, unless no foes have a Bleed. Once they switch to melee mode, a Stone Golem will use five foot steps to keep as many foes as possible at a distance and attack with their reach, forcing foes to close in and suffer attacks of opportunity with Stone Stomp. If a party manages to shed all Bleed conditions, the Stone Golem will immediately start using Avalanche again to land as many Stone Stomps and Bleeds as possible.

After a Stone Golem has used their Shatter ability, they lose their Damage Reduction and Spell Resistance as the magics that bind them together start to disintegrate. However, they become MUCH faster as a result. They will alternate between using Avalanche's with their new sixty feet of move and taking full attacks with an extra Stone Stomp bonus attack until they are destroyed. While they seem to have a limited form of sentience when it comes to picking among their various orders, Stone Golems are quite mindless and have no fear or any other emotions, and will fight to destruction without hesitation.

Out of Combat

Stone Golems are the real deal, and are the first serious construct muscle that is both reliable and not made out of dead people. As a result, Stone Golems are found in a lot of places, such as heavy artillery for a town garrison, guards in a warlord's stronghold, a bodyguard for the mayor, a child's really dangerous toy, etc. Stone golems can also be found 'in the wild', typically being ancient things made for a duty long, long forgotten. Such 'wild' stone golems can be completely unpredictable, as they seek to obey commands that may refer to landmarks or buildings that are long ago destroyed.

Military commanders treasure stone golems for their reliability, durability, and ability to break sieges. If a commander can maneuver a stone golem into contact with a foes' defenses, that can be the end of the matter, and stone golems are even durable enough to take a few hits from countering siege weapons.

Rewards

XP: 38,400 (Heavy role included.)

Treasure: Sellable Goods worth 25,750 gp.

Weight: 240 lbs.     Volume: 9.6 cu. ft.
  • Stone Golem internal structure is more complicated than you might think, and various salvaged bits of rock, crystal, and metal can be very valuable.

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 - 8 Nothing Found
9 - 12 1 Languid Remnant (tier 1)
13 - 15 1 Pale Remnant (tier 2)
16 - 18 1 Bright Remnant (tier 3)
19 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 3 4 Languid Remnants (tier 1)
4 - 7 4 Pale Remnants (tier 2)
8 - 11 1 Intense Remnant (tier 4)
12 - 15 1 Blazing Remnant (tier 5)
16 - 18 1 Vital Remnant (tier 6)
19 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 3 4 Bright Remnants (tier 3)
4 - 5 4 Intense Remnants (tier 4)
6 - 8 4 Blazing Remnants (tier 5)
9 - 11 4 Vital Remnants (tier 6)
12 - 15 1 Prime Remnant (tier 7)
16 - 18 1 Mythic Remnant (tier 8)
19 - 20 1 Empyrean Remnant (tier 9)