Template:Monster Role

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Heavy

Description: This monster appears tough and experienced, ready and able to fight hard.

Hit Points: 2

XP and Treasure: 2

Action Points: 1

Damage Multiplier: Double

Initiative Mod: -2

Condition Immunity:

  • (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.

Reversal of Fortune (Ex; Heavy Role) Auto Upon Death
The first time in an encounter that a Heavy is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Heavy becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.

At the beginning of its next turn, any conditions the Heavy is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum ( hit points). Furthermore, the Heavy may immediately Slide up to 8 squares (40 feet) as a free action, after which its immunity to damage expires. As forced movement, this Slide does not provoke attacks of opportunity, but even if it did, the Heavy is immune to all damage and effects until after the slide is completed. It must perform this Slide before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to Slide first.

The Heavy is killed for good the second time its hit points are reduced to zero or less.




Killer

Description: This lean, murderous monster seems fanatical about killing everything it can catch.

Hit Points: 2

XP and Treasure: 2

Action Points: 2

Damage Multiplier: Triple

Initiative Mod: 4

Condition Immunity:


Swift As Death (Ex; Killer Role) Always On
Killers increase their speed by +30 feet with all movement types they possess (this is already included in the numbers listed in the Movement Types section, above).



Leader

Description: This monster carries a palpable air of authority. When it speaks, others listen.

Hit Points: 2

XP and Treasure: 2

Action Points: 2

Damage Multiplier: Single

Initiative Mod: 2

Condition Immunity:

  • (Leader Role) Immunity (partial 1): Leaders are immune to the first condition applied to them during an encounter. If a second condition is applied to a leader, 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.

Shouted Command (Ex; Leader Role) Free Action 1/Rnd
Once per round as a free action, a Leader may grant any one ally within the sound of their voice (30 feet) a free standard action to be used immediately. This ability can normally only be used once per round, but the leader may spend an action point to activate it a second time if they wish.

Inspirational Leadership (Ex; Leader Role) Always On
Leaders give all allies a +3 morale bonus to all of their attack, damage, skill rolls, combat maneuver checks, combat maneuver damage, and any Save DC's their allies have for special abilities that allow a saving throw. This buff ends immediately when the leader is killed. This buff does not affect the leader, though if another leader is present, the leader gains this buff from the other leader. Morale bonuses do not stack; instead only the highest available bonus may be used. Note that minions treat this as a buff, gaining their own benefit instead of the listed benefit.

Keep Your Friends Close (Ex; Leader Role) Immediate Action
Once per round as an immediate action, the leader may apply all of the damage of a single attack just made against them to a single ally within 30 feet of their space, instead. The leader takes no damage from the attack, and any secondary effects of the attack (such as status conditions) are resolved against the allied creature instead. This ability may never be used more than once per round. If the leader has no allies within 30 feet, they cannot use this ability.


Legend

Description: This monster has an air of deadly nobility about it, as if it is somehow greater than everything around it.

Hit Points: 4

XP and Treasure: 5

Action Points: 7

Damage Multiplier: Triple

Initiative Mod: 3

Condition Immunity:

  • (Legend Role) Immunity (partial 7): Legends are immune to the first seven conditions applied to them during an encounter. If an eighth condition is applied to a legend, 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.

Lash Out (Ex; Legend Role) Free Action 1/Rnd
During each of their turns, Legends gain one bonus Attack Action at their full attack value, but this bonus attack can only be made against a creature they have not already performed an attack or maneuver against since the start of their current turn, and by using this attack, the Legend can no longer target this creature with any of their other attacks or maneuvers until the end of their current turn. If no valid target is within their melee reach, the Legend can use a ranged attack to perform this bonus attack instead. If the Legend performs a double move during their turn, they gain two bonus attack actions, but each of these attacks must be against creatures they have not yet, and will not this turn, target with any other attacks or maneuvers.

Invigorating Bloodthirst (Ex; Legend Role) Auto At Start of Encounter
At the start of any encounter, even during an encounter with a surprise round, Legends gain a number of temporary hit points equal to their Bloodied Hit Points value ( hit points). This ability can never be used more than once per encounter.

Juggernaut's Path (Ex; Legend Role) Free Action
Legends can force-move any non-Legend creature out of the path of their movement as a free action during their movement. This does not provoke attacks of opportunity. There is no strict limit to how far a creature can be pushed with this ability, but it is always the least number of squares required to move the creature out of the Legend's path (in the event that there are multiple paths of the same number of squares, the Legend chooses which path the pushed creature takes). This ability cannot be reduced by forced movement resistance in any way. The legend can decide the final space of the creature pushed, but that space must be unblocked and unoccupied (though it can be hazardous). As all forced movement, creatures can elect to fall prone to end it.


Minion

Description: This monster seems completely uncaring about its survival, as long as it carries out the goals of its masters.

Hit Points: 0+1

XP and Treasure: 0.25

Action Points: 0

Damage Multiplier: Half

Initiative Mod: 1

Condition Immunity:

Packed Like Sardines (Ex; Minion Role) Always On
Minions are able to fight effectively in close quarters with one another. As a result, up to two minions may occupy the same space without penalty as long as they are both the same size.

Buffs and Heals (Ex; Minion Role) Always On
Minions never gain temp hit points or healing, although both count as a buff. If a minion receives any buff, at all, it gains a +2 untyped bonus to their Armor Class and a +2 untyped bonus on all saving throws. This is instead of the normal effects of the buff. Buffs on minions never stack. The duration of any buff is equal to the normal duration of the buff. Any buff on a Minion is treated as a Condition, and can be overwritten by any other condition in the rare case where applying that condition doesn't kill the minion.

One Hit Point (Ex; Minion Role) Always On
Minions only have 1 hit point, but it is special. Killing a minion requires either the attacker to succeed on a to-hit roll, or the minion to fail on a saving throw roll. Even then, if the minion is able to successfully mitigate all of the damage with its defenses (such as DR or ER), they live anyway. Minions NEVER take damage from misses or from a successful saving throw against a spell or effect, even of that spell or effect would normally deal partial damage on a successful save.

Always-hit spells (which have no to-hit roll, and no save, such as Magic Missile or the Fog spells) are counted as spells which allow a save. If the save is failed, the minion dies. If the save is successful, the minion lives. Unless the spell or effect specifies otherwise, the saving throw is resolved against the minion's strongest save.

Note that making a caster level check to overcome a Minion's SR (if any) is NOT counted as a successful roll against a minion and can never kill it.


Shooter

Description: This monster likes to stand back and attack from range... and is very good at it.

Hit Points: 2

XP and Treasure: 2

Action Points: 1

Damage Multiplier: Double

Initiative Mod: 5

Condition Immunity:

Deadshot (Ex; Shooter Role) Always On
Shooters may use any of their listed special attacks as though they have a range increment of 30 feet, with a maximum range of 150 feet. If an ability already has a listed range which is greater than this, use that range instead.

Unblinking Accuracy (Ex; Shooter Role) Always On
Shooters never take penalties for firing into melee. In addition, Shooters never suffer penalties on their attack rolls due to range, though they are still limited by the maximum range of their attack.



Skirmisher

Description: While apparently weaker than its compatriots, this monster seems faster and more alert.

Hit Points: 0.5

XP and Treasure: 0.5

Action Points: 0

Damage Multiplier: Half

Initiative Mod: 4

Condition Immunity:


Swift As Death (Ex; Skirmisher Role) Always On
Skirmishers increase their speed by +30 feet with all movement types they possess (this is already included in the numbers listed in the Movement Types section, above).



Sneak

Description: This monster skulks and creeps, but is even more dangerous because of their sly skill.

Hit Points: 1

XP and Treasure: 2

Action Points: 1

Damage Multiplier: Single

Initiative Mod: 4

Condition Immunity:

Flash Bomb! (Ex; Sneak Role) Immediate Action
Once per encounter, a Sneak may initiate stealth even if they are being observed. This is an immediate action if used outside their turn, or a swift action if used during their turn. When they do so, they may slide up to 2 squares (10 feet), if they wish, as part of the same action.

This ability cannot be used to prevent an attack that has already been declared against them, but it can be used prior to such a declaration.

Unseen Assassin (Ex; Sneak Role) Always On
Sneaks always have the Stealth skill with a value 5 higher than their "all other skills" value (this is already included in the numbers listed in the Skills section, above).

Backstab (Ex; Sneak Role) Always On
Sneaks gain +2 to hit and add a +1d6 bonus to their damage (as precision damage) when they make an attack against a target that is unaware of them, or a target they are flanking. The bonus to-hit is in addition to any bonus they may receive for flanking, or any AC penalty the target may be suffering for being flat-footed, etc.


Swarm

Description: There are many of these creatures, but they act as one.

Hit Points: 2

XP and Treasure: 2

Action Points: 0

Damage Multiplier: Single

Initiative Mod: -2

Condition Immunity:

  • (Swarm Role) Hardened (½ damage): slashing (physical, common), piercing (physical, common)
  • (Swarm Role) Immune (no effect): Critical Hits and Flanking
  • (Swarm Role) Immune (no effect): Any attack that targets Maneuver Defense
  • (Swarm Role) Immune (no effect): Any spell that targets a specific number of creatures, except mind-affecting spells (if this creature has an Int score).

Darken the Sky (Ex; Swarm Role) Standard Action
As a standard action, the horde hurls a volley of projectiles into a 20' cubic area (4x4x4 squares) within 60 feet of their space. Creatures within the affected area must make a reflex save, DC 14, or take 1d4 points of bludgeoning (physical, common) damage from the savage strikes of this deadly rain. Those who succeed on the save take only half damage.

Sum of the Parts (Ex; Swarm Role) Always On
Swarms, troops, and hordes follow the squeezing rules based on their component creature size, NOT the size of the swarm, troop, or horde as a whole. This means these groups of creatures can easily move through doorways that are sized appropriately to their component creature sizes. They can even stop in such spaces without suffering squeezing penalties. In such cases, the swarm's shape is unaffected, except that its space excludes any blocked spaces. That is, its space doesn't deform into a non-square shape, it's just treated as not occupying any blocked spaces within its space. This means it cannot threaten through blocked spaces, since it isn't technically occupying them.

Multiple swarms, troops, and hordes can share the same squares without squeezing or movement penalties. They can move through, and even stop on top of (or within) the spaces of other swarms, troops, or hordes.

Swarms, troops, and hordes can also move over, through, and into spaces occupied by enemy creatures without provoking attacks of opportunity, even if they pass through or leave a threatened square. Furthermore, creatures inside the space of a swarm, troop, or horde are treated as flanked while they remain in that space (though this doesn't usually matter much, since swarms, troops, and hordes automatically hit with their attacks).

Finally, a maximum of two swarms, troops, or hordes can attack a single given creature in a round, even if more than two swarms, troops, or hordes are threatening that creature. There simply isn't enough surface area of the enemy creature for more attacks to be inflicted.



Tank

Description: This monster looks solid and unstoppable, with a pugnacious attitude that broadcasts an air of cruelty.

Hit Points: 2

XP and Treasure: 2

Action Points: 1

Damage Multiplier: Single

Initiative Mod: -3

Condition Immunity:

  • (Tank Role) Immunity (no effect): Tanks are immune to all effects which are not damage, except those they choose to allow to affect them. Attacks which deal damage and include a secondary effect (such as forced movement or a debuff) can only inflict the damage. (Abilities which specifically state they bypass the condition immunity of roles, such as a Prowler's Encroaching Jolt, also bypass this immunity.)

Defy Death (Ex; Tank Role) Auto Upon Death
The first time in an encounter that a Tank is reduced to zero or fewer hit points, it is not killed. Instead, it gains immunity to all damage and effects until the beginning of its next turn, and its hit points are set to half its normal maximum ( hit points). The Tank remains standing throughout all of this, and its ability to take actions (e.g. making attacks of opportunity or using its Dangerous to Ignore special ability) is not hampered in any way during this period of immunity. Despite suffering no obvious in-game effects, the Tank will still use this opportunity to gloat and taunt its enemies as it stands unbroken against their assault. It is obvious to anyone who successfully hits the tank during this period of immunity that the Tank is suffering no damage from their attacks.

At the beginning of its next turn, the Tank may immediately slide up to 10 feet (2 squares) as forced movement which does not provoke attacks of opportunity, and then perform a Pull on up to 4 creatures it can perceive, sliding them up to 5 squares closer to itself. Each square of this forced movement must bring each targeted creature closer to the tank (movement into squares that are the same distance as the current space or further away from the current space is not permitted). Since this is forced movement, it does not provoke attacks of opportunity, and the target creature(s) may fall voluntarily prone in order to halt the movement at any point, if they wish. Once the Pull is resolved, the Tank's immunity to damage expires, and it can perform its turn as normal. The Tank's immunity to damage expires at the start of its turn even if it elects not to slide itself or pull any creatures with this ability.

The Tank is killed for good the second time its hit points are reduced to zero or less.

Dangerous to Ignore (Ex; Tank Role) Immediate Action
Once per round, when a creature within 15 feet of the Tank performs an attack against anyone who isn't the Tank, or fails to include the Tank in the attack, the Tank may, as an Immediate Action, Slide up to two squares (10 feet) and perform a bonus attack against that creature. This bonus attack is resolved before the target creature resolves their own attack. If the creature is still alive after the Tank finishes, the target can resolve their attack as normal.

Invigorating Bloodthirst (Ex; Tank Role) Auto At Start of Encounter
At the start of any encounter, even during an encounter with a surprise round, Tanks gain a number of temporary hit points equal to their Bloodied Hit Points value ( hit points). This ability can never be used more than once per encounter.

Agitation (Ex; Tank Role) Free Action 1/Rnd
Up to once per round as a free action, the Tank can target a creature within 40 feet to which they have both line of sight and line of effect, and Pull that creature up to 5 squares closer to the Tank. Each square of this forced movement must bring the creature closer to the tank (movement into squares that are the same distance as the current space or further away from the current space is not permitted). Since this is forced movement, it does not provoke attacks of opportunity, and the target creature may fall voluntarily prone in order to halt the movement at any point, if they wish.

In addition, if the target is an enemy creature, it gains the Vexed condition until the start of the Tank's next turn. If the target creature is an ally of the Tank, using Agitation on them removes any status condition they are currently affected by, and doing so does not cause a synergy to trigger.

Threat

Description: This deadly monster looks able to win a battle all by itself, but has inspired others to aid it.

Hit Points: 3

XP and Treasure: 4

Action Points: 3

Damage Multiplier: Triple

Initiative Mod: 2

Condition Immunity:

  • (Threat Role) Immunity (partial 5): Threats are immune to the first five conditions applied to them during an encounter. If a sixth condition is applied to a threat, 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.

Unstoppable Killer (Ex; Threat Role) Auto Upon Death
The first time in an encounter that a Threat is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Threat becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.

At the beginning of its next turn, any conditions the Threat is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum ( hit points). Furthermore, all enemy creatures within 2 squares (10 feet) of the Threat are immediately Pushed up to 4 squares (20 feet) away from the Threat, and suffer 1d6 points of bludgeoning (physical, common) damage. Affected creatures may make a Fortitude save versus a DC of 14 to reduce this damage by half, and reduce the push to 2 squares (10 feet). After this attack resolved, the Threat can slide up to 5 squares (25 feet) to a space adjacent to an enemy creature. All of this occurs as a free action at the start of its turn, and once it is resolved, the Threat's immunity to damage expires. It must perform this attack before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to perform the attack.

The Threat is killed for good the second time its hit points are reduced to zero or less.




Villain

Description: This monster causes terrible things to happen. It is deadly on its own, but it also has an army of dedicated followers.

Hit Points: 4

XP and Treasure: 4

Action Points: 5

Damage Multiplier: Triple

Initiative Mod: 1

Condition Immunity:

  • (Villain Role) Immunity (partial 7): Villains are immune to the first seven conditions applied to them during an encounter. If an eighth condition is applied to a villain, 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.

Two Steps Ahead (Ex; Villain Role) Auto Upon Death
The first time in an encounter that a Villain is reduced to zero or fewer hit points, three things immediately happen, granting a rare glimpse at this foe's true cunning:
  • Instead of dying, the villain is revealed to have been one of its minions in disguise THE ENTIRE TIME! To make things even worse, this minion dies in a massive explosion, dealing 1d6 points of fire (energy, common) to all enemy creatures within a 4 square radius (20 feet) of the villain's space. Affected creatures may make a Reflex save vs. a DC of 14 for half damage. (GMs may change this damage type to any other common Energy or Physical damage type, if it would be more thematically appropriate for the Villain in question.)
  • Immediately after the explosion is resolved, four minions are spawned, or enough to bring the total up to eight, whichever is less (as per the rules of Surrounded By Idiots).
  • The villain is removed from the encounter until the start of its next turn, immune to all damage and effects, and it cannot be targeted by any skills, talents, or abilities until then.

At the start of the Villain's next turn, the villain can appear either in any space that has at least partial cover from all enemy creatures (e.g., around a nearby corner), or in a space where one of its minions currently stands. If the latter option is chosen, the minion is killed to make room for its master. At that time, any conditions the Villain was suffering under are immediately cleared, all accumulated efforts to pierce its condition immunity are removed, and its hit points are set to half its normal maximum ( hit points). Once this has occurred, the Villain's immunity to damage expires, and it may perform its turn as normal.

The Villain is killed for good the second time its hit points are reduced to zero or less.

Surrounded By Idiots (Ex; Villain Role) Free Action 1/Rnd
Up to once per round as a free action during their turn, a Villain may summon four minions, placing them in any unblocked space the Villain can perceive, as long as the space is large enough for the minion to occupy without squeezing. Any time this special ability is used and the total number of summoned minions present would exceed eight, it only summons enough minions to bring the total to eight. Of course, any minion that is killed reduces the number of minions present...

Keep Your Friends Close (Ex; Villain Role) Immediate Action
Once per round as an immediate action, the Villain may apply all of the damage of a single attack just made against them to a single ally within 30 feet of their space, instead. The Villain takes no damage from the attack, and any secondary effects of the attack (such as status conditions) are resolved against the allied creature instead. This ability may never be used more than once per round. If the Villain has no allies within 30 feet, they cannot use this ability.

Alpha Assault (Ex; Villain Role) Always On
A Villain may expend up to two action points in the same round.