Summoned Monster CR 14: Difference between revisions

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Revision as of 00:03, 31 July 2019

Summoned Monster (CR 14)

Neutral - Medium - Outsider
Lore: Know (Planes)
26 39
Basic DC Full DC
Initiative
Initiative Icon 2.png
23
Perception:
33 +23
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
36
Man Def
Shield Icon 3.png
35
Monster Health
382 191 27
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +16
Refl: +11
Will: +11

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+21
Sword Icon 3.png
Man Off
+23
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Slam +21 (3d8+13/19-20 x2)
    as bludgeoning (physical, common)

Full Attack (Melee):

  • 3x Slam +21 (3d8+13/19-20 x2)
    as bludgeoning (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

14
STR
14
DEX
14
CON
14
INT
14
WIS
14
CHA

Skills:

Languages: Able to understand, but not speak, one language the summoner knows at the Native fluency.

Feats:

Special Abilities

Obedient (Ex)

A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually take move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.
A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.
Summoned Strike (Ex)

Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 24 to take half damage.
Be sure to stand in the right place....

Summoned Monster

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.
In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

XP: This creature does not award any experience points (XP) when defeated.

Treasure: This creature does not award any treasure when defeated.