Template:Monster Role

From Epic Path
Revision as of 14:19, 9 May 2016 by Reese (talk | contribs)
Jump to navigation Jump to search

Heavy

Hit Points: 2

XP: 2

Treasure: 2

Action Points: 1

Damage Multiplier: Double

Initiative Mod: 0

Condition Immunity:

  • (Heavy Role) Immunity: Heavies are immune to the first instance of all conditions applied during an encounter.

Special Abilities:

  • (Heavy Role) Heavies are able to fight past death. When they are made dead, instead they receive half their hit points, all conditions are cleared, any expended powers are returned, and they fight on. See Heavy Role for details.

Killer

Hit Points: 2

XP: 2

Treasure: 2

Action Points: 0

Damage Multiplier: Triple

Initiative Mod: 0.33

Condition Immunity:

Special Abilities:

Leader

Hit Points: 2

XP: 2

Treasure: 2

Action Points: 0

Damage Multiplier: Single

Initiative Mod: 0

Condition Immunity:

Special Abilities:

Minion

Hit Points: 0+1

XP: 0.25

Treasure: 0.25

Action Points: 0

Damage Multiplier: Single

Initiative Mod: 0

Condition Immunity:

Special Abilities:

Shooter

Hit Points: 2

XP: 2

Treasure: 2

Action Points: 0

Damage Multiplier: Double

Initiative Mod: 0.5

Condition Immunity:

Special Abilities:

Sneak

Hit Points: 1

XP: 2

Treasure: 2

Action Points: 0

Damage Multiplier: Single

Initiative Mod: 0.5

Condition Immunity:

Special Abilities:

Tank

Hit Points: 2

XP: 2

Treasure: 2

Action Points: 0

Damage Multiplier: Single

Initiative Mod: 0

Condition Immunity:

  • (Tank Role) Immunity: Tanks are immune to all conditions applied during an encounter.

Special Abilities:

  • (Tank Role) Tanks are able to fight past death. When they are made dead, instead they receive half their hit points, all conditions are cleared, any expended powers are returned, and they fight on. See Tank Role for details.

Threat

Hit Points: 3

XP: 4

Treasure: 4

Action Points: 2

Damage Multiplier: Triple

Initiative Mod: 0

Condition Immunity:

  • (Threat Role) Immunity: Threats are immune to the first 5 instances of all conditions applied during an encounter.

Special Abilities:

  • (Threat Role) Threats are able to fight past death. When they are made dead, instead they receive half their hit points, all conditions are cleared, any expended powers are returned, and they fight on. See Threat Role for details.

Villain

Hit Points: 4

XP: 4

Treasure: 4

Action Points: 2

Damage Multiplier: Triple

Initiative Mod: 0

Condition Immunity:

  • (Villain Role) Immunity: Villains are immune to the first 8 instances of each condition, even outside of an encounter.

Special Abilities:

  • (Villain Role) Villains are not killed when they reach zero hitpoints. Instead, they summon four minions, have their hit points set to half their maximum, remove all conditions, and fight on.
  • (Villain Role) Villains live to fight another day. The second time they are reduced to zero hit points or below they mysteriously vanish in a puff of plot, to appear again later, evilly twirling their mustache. See Villain Role for details.