Summoned Monster CR 26

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Summoned Monster CR26 (CR 26)

Neutral - Medium -
Lore: Know (Local)
50 63
Basic DC Full DC
Initiative
Initiative Icon 2.png
44
Perception:
54 +44
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
53
Man Def
Shield Icon 3.png
56
Monster Health
2,163 1,081 51
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +29
Refl: +24
Will: +24

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+36
Sword Icon 3.png
Man Off
+44
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Summoned Strike +36 (6d8+40/19-20 x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 3x Summoned Strike +36 (6d8+40/19-20 x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Summoned Ranged Strike +36 (6d8+40/19-20 x2)
    as piercing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

  • 3x Summoned Ranged Strike +36 (6d8+40/19-20 x2)
    as piercing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Siege Damage: Not siege capable

Statistics

24
STR
24
DEX
24
CON
24
INT
24
WIS
24
CHA

Skills:

Languages: Common, one language the summoner possesses, typicaly does not speak

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 in return. A Summoned Monster may trade down its single Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster can take move actions.

A Summoned Monster may take a Five 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 ranged or melee attack which never provokes attacks of opportunity, unless the Summoner asks it to. (The exact details of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creatures appearance.) Summoned Strike can be used at a maximum distance of 150 feet.

Summoned Strike affects a single enemy creature, and does points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of to take half damage.
Summoned Monster CR26

Summoned Monster CR26

A Summoned Monster is the ally creature created, or summoned, or coerced, into existence when a Summon Monster Spell, and all related abilities, are used. A Summoned Monster can have nearly any appearance, as the summoning creature is allowed to define what 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. Other 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 bings, inky blots of smoky darkness, gold-plated statues, animated chairs, and any of a thousand other forms.
In general, the player and the referee should decide together what the summoned creature appears as. 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 writeup 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, no matter their appearance, behave the same.

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 used Summoned Strike against a nearby enemy of their summoner and take a five foot step each round to close the distance to a foe, or 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. They do not have useful information to impart as they typically do not speak, and only exist to aid their summoner in battle.

Rewards

XP: 2,460,000

Treasure: Sellable Goods worth 475,417 gp.

Weight: 260 lbs.     Volume: 10.4 cu. ft.

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 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)