Swollen Creature: Difference between revisions

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[[Category:Epic Path]][[Category:Monster_Templates_and_Roles]]
{{Template:Pattern
'Swollen Zombie' is an inherited template that can be added to any Zombie, hereafter referred to as the base creature.


A Swollen Zombie uses all of the base creature's statistics and abilities except as noted below.
  <!-- GENERAL ADJUSTMENTS -->


== CR ==
| Pattern-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern-Name}}}
Same as base creature +1.
| Pattern-Name| Swollen Creature
}}</onlyinclude>


== Size and Type ==
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
The Swollen Zombie's Size increases by one category.  Its Type does not change.
| CR-Adj| 1
}}</onlyinclude>


== Initiative Modifier ==
| Picture =  
The creature's initiative modifier increases by half the amount that its CR increases, round up.
| Picture-Text =  


== Senses ==
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
No changes.
| Description| '''''Swollen Creature''''' is a pattern that tremendously swells and distorts a creature, although its size and reach do not change. A Swollen Creature is bloated and distended with some kind of wretched internal malady.  Their forms are swollen and soft-looking, their joints and organs loose and slippery under their skin.  They seem as dangerous as ever, nearly unaffected by their terrible deformation, able to move capably and attack furiously.  Most horribly, when they are mercifully killed, their bodies erupt in a fountain of vile, wet, tissue, energy, or fluids.  


== Armor Class ==
Swollen can be used to display a parasitic infection, the effects of some awful disease, or the effects of some terrible poison. Perhaps they are filled with writhing worms, or biting vermin. Perhaps they are poured full to the brim with liquid evil, or some vile offal. Maybe they are gorged on rotted flesh, or have drunk their fill of some terrible offal.  
Swollen Zombies gain +2 AC. This is granted by adding to the base creatures natural armor bonus.


== Hit Dice ==
Cultists of some grotesque Slime God may receive this pattern as a 'reward', or maybe staring into the dark depths of the Well of Worlds has poured astral silver into their flesh until they are ready to erupt. The possibilities are nearly endless, although they are almost always awful.
No changes.
}}</onlyinclude>


== Defensive Ability ==
| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}}
Aside from what is written above and below, a Swollen Zombie gains no special defensive abilities.
| Short-Desc| This creature is horribly bloated, although it seems even more dangerous than ever. It looks like it might even... burst.
}}</onlyinclude>


== Speed ==
| Change-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Type}}}
A Swollen Zombie's base speed improves by ten feet in all movement categories it has.
| Change-Type|
}}</onlyinclude>


== Melee Attacks ==
| Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}}
A Swollen Zombie retains all the base creature's attacks, and its weapon and armor proficiencies. These attacks retain the same primary or secondary status they had for the base creature.  A Swollen Zombie adds 1d6 of negative energy damage to all its melee attacks.
| Add-Subtype| Swollen
}}</onlyinclude>


== Damage ==
| Change-Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Alignment}}}
The base damage of all attacks does not change.
| Change-Alignment|
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
}}</onlyinclude>


== Space and Reach ==
  <!-- ABILITY SCORES -->
A Swollen Zombie increases by one size category, usually from Medium to Large, and it adds 5 feet to its reach with all melee attacks.
  <!-- Except for INT, these stat changes are cosmetic and do not affect other numbers
      Just put in the number you want to ADD to the existing monster's stats          -->


== Offensive Ability ==
| STR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|STR-Adj}}}
Aside from the changes above and below, no offensive abilities.
| STR-Adj|
}}</onlyinclude>


== Ability Scores ==
| DEX-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|DEX-Adj}}}
No changes.
| DEX-Adj|
}}</onlyinclude>


== Base Attack Bonus ==
| CON-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CON-Adj}}}
A Swollen Zombie adds +2 to-hit with all melee attacks.
| CON-Adj|
}}</onlyinclude>


== Maneuver Offense and Maneuver Defense ==
| INT-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|INT-Adj}}}
No changes.
| INT-Adj|
}}</onlyinclude>


== Feats ==
| WIS-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|WIS-Adj}}}
No changes.
| WIS-Adj|
}}</onlyinclude>


== Skills ==
| CHA-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CHA-Adj}}}
No changes.
| CHA-Adj|
}}</onlyinclude>
 
 
  <!-- NUMERICS -->
  <!-- These values adjust the BASE CR of the monster (not the adjusted CR).
      They should be how the pattern "pays" for the benefits provided in the non-numerics section -->
 
| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}}
| Initiative-Adj| 1
}}</onlyinclude>
 
| Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}}
| Ambush-Chance-Nudge| 1
  <!-- VALUES: a whole number, applied to their chance on a d20; negative numbers are better ambushers,
      positive numbers are worse ambushers.  Value should usually be between -3 and 3.            -->
}}</onlyinclude>
 
| Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}}
| Skill-Perception-Adj| 1
}}</onlyinclude>
 
| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}}
| Hit-Points-Adj| 2
}}</onlyinclude>
 
| Fort-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Fort-Adj}}}
| Fort-Adj|
}}</onlyinclude>
 
| Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}}
| Refl-Adj|
}}</onlyinclude>
 
| Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}}
| Will-Adj| 2
}}</onlyinclude>
 
| To-Hit-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|To-Hit-Adj}}}
| To-Hit-Adj| 1
}}</onlyinclude>
 
| Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}}
| Damage-Adj| 1
}}</onlyinclude>
 
| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}}
| Save-DC-Adj| 1
}}</onlyinclude>
 
| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}}
| AC-Adj| 1
}}</onlyinclude>
 
| Maneuver-Offense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Offense-Adj}}}
| Maneuver-Offense-Adj|
}}</onlyinclude>
 
| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}}
| Maneuver-Defense-Adj| 2
}}</onlyinclude>
 
| Increase-All-Existing-Skills=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Skills}}}
| Increase-All-Existing-Skills|
  <!-- This adjusts the value for all skills the monster already knows, without giving them new skills.
      This value is NOT added to any specific skill CR modifier; it will always prefer a specific skill
      if one is given; this is ONLY used if the monster has the skill already and the pattern does NOT
      specify a specific value for that skill.                                                        -->
}}</onlyinclude>
 
 
  <!-- SPACE / REACH  -->
 
| Size-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Size-Adj}}}
| Size-Adj|
  <!-- VALUES: a whole number between -2 to 2; this is how many size categories the base monster is changed by -->
}}</onlyinclude>
 
| Reach-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Reach-Adj}}}
| Reach-Adj|
  <!-- VALUES: a whole number between -2 to 2; this is how many SQUARES of reach the base monster gains or loses -->
}}</onlyinclude>
 
 
  <!-- SENSES -->
 
| Blind-to-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Vision}}}
| Blind-to-Vision|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
 
| Blind-to-Sound=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Sound}}}
| Blind-to-Sound|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
 
| Blind-to-Smell=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Smell}}}
| Blind-to-Smell|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
 
| Low-Light-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Low-Light-Vision}}}
| Low-Light-Vision|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
 
| Darkvision-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Darkvision-Range}}}
| Darkvision-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Heartsight-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Heartsight-Range}}}
| Heartsight-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Keen-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Hearing-Range}}}
| Keen-Hearing-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Precise-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Precise-Hearing-Range}}}
| Precise-Hearing-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Echolocation-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Echolocation-Range}}}
| Echolocation-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Scent-Range}}}
| Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Keen-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Scent-Range}}}
| Keen-Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Perfect-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Perfect-Scent-Range}}}
| Perfect-Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Airsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Airsense-Range}}}
| Airsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Blindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Blindsense-Range}}}
| Blindsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Cloudsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Cloudsense-Range}}}
| Cloudsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Lifesense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Lifesense-Range}}}
| Lifesense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Mindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Mindsense-Range}}}
| Mindsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Tremorsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Tremorsense-Range}}}
| Tremorsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Watersense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Watersense-Range}}}
| Watersense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
 
  <!-- MOVE TYPES -->
  <!-- VALUES: a number in feet (in increments of 5). If creature already has this move type,
      this value is added to their existing speed for that move type.  If they do not have the
      move type, they gain it at the listed speed.                                            -->
 
| Increase-All-Existing-Moves=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Moves}}}
| Increase-All-Existing-Moves|
}}</onlyinclude>
 
| Walk-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Walk-Speed}}}
| Walk-Speed|
}}</onlyinclude>
 
| Burrowing-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Burrowing-Speed}}}
| Burrowing-Speed|
}}</onlyinclude>
 
| Tunneling-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Tunneling-Speed}}}
| Tunneling-Speed|
}}</onlyinclude>
 
| Earth-Glide-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Earth-Glide-Speed}}}
| Earth-Glide-Speed|
}}</onlyinclude>
 
| Lesser-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Climb-Speed}}}
| Lesser-Climb-Speed|
}}</onlyinclude>
 
| Greater-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Climb-Speed}}}
| Greater-Climb-Speed|
}}</onlyinclude>
 
| Brachiating-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Brachiating-Speed}}}
| Brachiating-Speed|
}}</onlyinclude>
 
| Vaulting-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Vaulting-Speed}}}
| Vaulting-Speed|
}}</onlyinclude>
 
| Hover-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Hover-Speed}}}
| Hover-Speed|
}}</onlyinclude>
 
| Lesser-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Flight-Speed}}}
| Lesser-Flight-Speed|
}}</onlyinclude>
 
| Greater-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Flight-Speed}}}
| Greater-Flight-Speed|
}}</onlyinclude>
 
| Lesser-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Swim-Speed}}}
| Lesser-Swim-Speed|
}}</onlyinclude>
 
| Greater-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Swim-Speed}}}
| Greater-Swim-Speed|
}}</onlyinclude>
 
| Jet-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Jet-Speed}}}
| Jet-Speed|
}}</onlyinclude>
 
| Lesser-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Teleport-Speed}}}
| Lesser-Teleport-Speed|
}}</onlyinclude>
 
| Greater-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Teleport-Speed}}}
| Greater-Teleport-Speed|
}}</onlyinclude>
 
 
  <!-- SPECIAL DEFENSES -->
 
| Special-Defenses-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-1}}}
| Special-Defenses-1|
}}</onlyinclude>
 
| Special-Defenses-2=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-2}}}
| Special-Defenses-2|
}}</onlyinclude>
 
| Special-Defenses-3=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-3}}}
| Special-Defenses-3|
}}</onlyinclude>
 
 
  <!-- STRONG AGAINST -->
 
| Strong-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-1}}}
| Strong-Against-1|
}}</onlyinclude>
 
| Strong-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-2}}}
| Strong-Against-2|
}}</onlyinclude>
 
| Strong-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-3}}}
| Strong-Against-3|
}}</onlyinclude>
 
 
  <!-- WEAK AGAINST -->
 
| Weak-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-1}}}
| Weak-Against-1|
}}</onlyinclude>
 
| Weak-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-2}}}
| Weak-Against-2|
}}</onlyinclude>
 
| Weak-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-3}}}
| Weak-Against-3|
}}</onlyinclude>
 
 
  <!-- FEATS -->
 
| Add-Feat-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-1}}}
| Add-Feat-1|
}}</onlyinclude>
 
| Add-Feat-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-2}}}
| Add-Feat-2|
}}</onlyinclude>
 
| Add-Feat-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-3}}}
| Add-Feat-3|
}}</onlyinclude>
 
 
  <!-- SKILLS -->
  <!-- VALUES: a whole number between -6 to 6; this is the number of CRs the skill value is adjusted by -->
 
| Add-Skill-Acrobatics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Acrobatics}}}
| Add-Skill-Acrobatics|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Divinity=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Divinity}}}
| Add-Skill-Bailiwick-Divinity|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Naturalism=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Naturalism}}}
| Add-Skill-Bailiwick-Naturalism|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Reason=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Reason}}}
| Add-Skill-Bailiwick-Reason|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Spellcraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spellcraft}}}
| Add-Skill-Bailiwick-Spellcraft|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Spycraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spycraft}}}
| Add-Skill-Bailiwick-Spycraft|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Warfare=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Warfare}}}
| Add-Skill-Bailiwick-Warfare|
}}</onlyinclude>
 
| Add-Skill-Barter=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Barter}}}
| Add-Skill-Barter|
}}</onlyinclude>
 
| Add-Skill-Bluff=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bluff}}}
| Add-Skill-Bluff|
}}</onlyinclude>
 
| Add-Skill-Diplomacy=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Diplomacy}}}
| Add-Skill-Diplomacy|
}}</onlyinclude>
 
| Add-Skill-Disable-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disable-Device}}}
| Add-Skill-Disable-Device|
}}</onlyinclude>
 
| Add-Skill-Disguise=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disguise}}}
| Add-Skill-Disguise|
}}</onlyinclude>
 
| Add-Skill-Escape-Artist=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Escape-Artist}}}
| Add-Skill-Escape-Artist|
}}</onlyinclude>
 
| Add-Skill-Handle-Animal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Handle-Animal}}}
| Add-Skill-Handle-Animal|
}}</onlyinclude>
 
| Add-Skill-Heal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Heal}}}
| Add-Skill-Heal|
}}</onlyinclude>
 
| Add-Skill-Intimidate=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Intimidate}}}
| Add-Skill-Intimidate|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Arcana=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Arcana}}}
| Add-Skill-Knowledge-Arcana|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Deep-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Deep-History}}}
| Add-Skill-Knowledge-Deep-History|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Dungeoneering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Dungeoneering}}}
| Add-Skill-Knowledge-Dungeoneering|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Engineering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Engineering}}}
| Add-Skill-Knowledge-Engineering|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Geography=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Geography}}}
| Add-Skill-Knowledge-Geography|
}}</onlyinclude>
 
| Add-Skill-Knowledge-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-History}}}
| Add-Skill-Knowledge-History|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Local=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Local}}}
| Add-Skill-Knowledge-Local|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Logic=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Logic}}}
| Add-Skill-Knowledge-Logic|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Nature=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nature}}}
| Add-Skill-Knowledge-Nature|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Nobility=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nobility}}}
| Add-Skill-Knowledge-Nobility|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Planes=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Planes}}}
| Add-Skill-Knowledge-Planes|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Religion=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Religion}}}
| Add-Skill-Knowledge-Religion|
}}</onlyinclude>
 
| Add-Skill-Linguistics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Linguistics}}}
| Add-Skill-Linguistics|
}}</onlyinclude>
 
| Add-Skill-Might=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Might}}}
| Add-Skill-Might|
}}</onlyinclude>
 
| Add-Skill-Movement=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Movement}}}
| Add-Skill-Movement|
  <!-- NOTE: Monsters do not use Movement skill for initiative; they are totally separate values -->
}}</onlyinclude>
 
| Add-Skill-Perform=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Perform}}}
| Add-Skill-Perform|
}}</onlyinclude>
 
| Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}}
| Add-Skill-Piloting|
}}</onlyinclude>
 
| Add-Skill-Ride=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Ride}}}
| Add-Skill-Ride|
}}</onlyinclude>
 
| Add-Skill-Sense-Motive=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sense-Motive}}}
| Add-Skill-Sense-Motive|
}}</onlyinclude>
 
| Add-Skill-Sleight-of-Hand=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sleight-of-Hand}}}
| Add-Skill-Sleight-of-Hand|
}}</onlyinclude>
 
| Add-Skill-Stealth=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Stealth}}}
| Add-Skill-Stealth|
}}</onlyinclude>
 
| Add-Skill-Survival=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Survival}}}
| Add-Skill-Survival|
}}</onlyinclude>
 
| Add-Skill-Use-Magic-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Use-Magic-Device}}}
| Add-Skill-Use-Magic-Device|
}}</onlyinclude>
 
 
 
  <!-- LANGUAGES -->
| Add-Language-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-1}}}
| Add-Language-1|
}}</onlyinclude>
 
| Add-Language-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-2}}}
| Add-Language-2|
}}</onlyinclude>
 
| Add-Language-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-3}}}
| Add-Language-3|
}}</onlyinclude>
 
| Add-Language-4=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-4}}}
| Add-Language-4|
}}</onlyinclude>
 
 
  <!-- SPECIAL ABILITY 1 -->
| Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}}
| Special-Ability-1-Name| Gut Burst
}}</onlyinclude>
 
| Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}}
| Special-Ability-1-Type| Ex
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>
 
| Special-Ability-1-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Action-Required}}}
| Special-Ability-1-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.        -->
}}</onlyinclude>
 
| Special-Ability-1-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Concentration}}}
| Special-Ability-1-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>
 
| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}}
| Special-Ability-1-Description| When a Swollen Creature is killed or destroyed, its distended form explodes horribly, inflicting one of either {{dmg|slime}}, {{dmg|poison}}, or {{dmg|rot}} damage. The GM should choose which type when this Pattern is applied, with an eye to the creature's environment and origin, and should generally use the most common sort of damage which matches their environment and origin. 
 
Gut-Burst effects all enemy creatures within {{#expr:1+floor({{CR|5|op=div|n=5}})}} of the Swollen Creature's space. This burst inflicts {{Special-Alpha-Dmg}} points of the chosen damage type.  Affected characters may roll a Fortitude save against a DC of {{Save-DC}} to only take half damage.
}}</onlyinclude>
 
 
  <!-- SPECIAL ABILITY 2 -->
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}}
| Special-Ability-2-Name|
}}</onlyinclude>
 
| Special-Ability-2-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Type}}}
| Special-Ability-2-Type|
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>
 
| Special-Ability-2-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Action-Required}}}
| Special-Ability-2-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.         -->
}}</onlyinclude>
 
| Special-Ability-2-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Concentration}}}
| Special-Ability-2-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>
 
| Special-Ability-2-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Description}}}
| Special-Ability-2-Description|
}}</onlyinclude>
 
 
  <!-- SPECIAL ABILITY 3 -->
| Special-Ability-3-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Name}}}
| Special-Ability-3-Name|
}}</onlyinclude>
 
| Special-Ability-3-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Type}}}
| Special-Ability-3-Type|
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>
 
| Special-Ability-3-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Action-Required}}}
| Special-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.        -->
}}</onlyinclude>
 
| Special-Ability-3-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Concentration}}}
| Special-Ability-3-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>
 
| Special-Ability-3-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Description}}}
| Special-Ability-3-Description|
}}</onlyinclude>
 
}}

Latest revision as of 19:10, 29 May 2022

Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Swollen Creature Pattern (+1 CR)

Subtype: add Swollen to subtypes


Swollen Creature is a pattern that tremendously swells and distorts a creature, although its size and reach do not change. A Swollen Creature is bloated and distended with some kind of wretched internal malady. Their forms are swollen and soft-looking, their joints and organs loose and slippery under their skin. They seem as dangerous as ever, nearly unaffected by their terrible deformation, able to move capably and attack furiously. Most horribly, when they are mercifully killed, their bodies erupt in a fountain of vile, wet, tissue, energy, or fluids.

Swollen can be used to display a parasitic infection, the effects of some awful disease, or the effects of some terrible poison. Perhaps they are filled with writhing worms, or biting vermin. Perhaps they are poured full to the brim with liquid evil, or some vile offal. Maybe they are gorged on rotted flesh, or have drunk their fill of some terrible offal.

Cultists of some grotesque Slime God may receive this pattern as a 'reward', or maybe staring into the dark depths of the Well of Worlds has poured astral silver into their flesh until they are ready to erupt. The possibilities are nearly endless, although they are almost always awful.

This creature is horribly bloated, although it seems even more dangerous than ever. It looks like it might even... burst.

General

Init: +1 CRs greater than base creature.
Ambush Chance: +1 (worse at ambushes)
Senses:
Perception: +1 CRs greater than base creature.
Movement Types:

Defense

AC: +1 CRs greater than base creature.
Maneuver Defense: +2 CRs greater than base creature.
Hit Points: +2 CRs greater than base creature.
Will: +2 CRs greater than base creature.
Special Defenses:
Strong Against:
Weak Against:

Offense

Space / Reach: - / -
To-Hits: +1 CRs greater than base creature.
Damage: +1 CRs greater than base creature.
Save DC's: +1 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int:     Wis:     Cha:
Feats:
Skills:
Languages:

Special Abilities

Gut Burst (Ex; Swollen Creature Pattern)

When a Swollen Creature is killed or destroyed, its distended form explodes horribly, inflicting one of either slime (physical, common), poison (physical, uncommon), or rot (physical, rare) damage. The GM should choose which type when this Pattern is applied, with an eye to the creature's environment and origin, and should generally use the most common sort of damage which matches their environment and origin. Gut-Burst effects all enemy creatures within 2 of the Swollen Creature's space. This burst inflicts 1d6 points of the chosen damage type. Affected characters may roll a Fortitude save against a DC of 14 to only take half damage.