Template:Monster Role

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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:

  • (Killer Role) Killers move twice as fast as a normal creature for their CR. See Killer Role for details.

Leader

Hit Points: 2

XP: 2

Treasure: 2

Action Points: 0

Damage Multiplier: Single

Initiative Mod: 0

Condition Immunity:

Special Abilities:

  • (Leader Role) Leader attacks perform free Bull Rush attempts once per round.
  • (Leader Role) Leaders can give one ally a standard action, once per round, as an immediate action.
  • (Leader Role) Leaders give all allied monsters and creatures +2 to hit and damage per five hit dice of that monster. Minions use their normal hit die rating, even though they only have one hit point. Round up. This buff ends when the leader mob is killed.
  • (Leader Role) Leaders buff all minions, so they take two hits to kill. If the minions then get another buff from a non-leader, they take three hits to kill. This benefit immediately goes away if the leader dies. See Leader Role for details.

Minion

Hit Points: 0+1

XP: 0.25

Treasure: 0.25

Action Points: 0

Damage Multiplier: Single

Initiative Mod: 0

Condition Immunity:

Special Abilities:

  • (Minion Role) Minions never gain temp hit points or healing, although both count as a buff. If a minion receives any buff, at all, it requires two hits to kill it, not one. This is in addition to the normal, non-hit point, effects of the buff.
  • (Minion Role) Minions are able to squeeze with no penalties. You can pack them into the battlefield like sardines. See Minion Role for details.
One Hit Point (Ex)
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 their 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.
Autohit spells (no to-hit roll, no save, such as Magic Missile, Fireball or the Fog spells) are are counted as attacks which automatically miss. However, a minion which successfully mitigates four attacks because of misses, successful saves, or ridiculous defenses, still dies after four such misses. As a result, three magic missiles have no effect, but the fourth one always kills a minion. This works for all 'no-die-roll' automatic damage, so a minion hanging out in an Acid Fog cloud is fine until the fourth round, when it dies. However, making a caster level check to overcome a Minion's SR is NOT counted as a successful roll against a minion.

Shooter

Hit Points: 2

XP: 2

Treasure: 2

Action Points: 0

Damage Multiplier: Double

Initiative Mod: 0.5

Condition Immunity:

Special Abilities:

  • (Shooter Role) Shooters may make all their attacks with a range increment of thirty.
  • (Shooter Role) Shooters that already had a ranged attack may use that ranged attack with no range penalties.
  • (Shooter Role) Shooters never take penalties for firing into melee. See Shooter Role for details.

Sneak

Hit Points: 1

XP: 2

Treasure: 2

Action Points: 0

Damage Multiplier: Single

Initiative Mod: 0.5

Condition Immunity:

Special Abilities:

  • (Sneak Role) Sneaks always have the Stealth skill, with a nudge value of +8 added to the normal skill value for their CR.
  • (Sneak Role) Sneaks may initiate stealth even if they are being observed, once per encounter. This is an immediate reaction if used outside their turn, or a swift action if used during their turn.
  • (Sneak Role) Sneaks add their CR to all attacks, both to-hit and damage, when they make that attack against a target who is unaware of them. See Sneak Role for details.

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 add all damage they deal out to their own hit point total, up to their maximum.
  • (Tank Role) Tanks may make a bonus attack against any character they can reach who does not include them in an attack. There is no limit to the number of these attacks they may make. Damage they deal with these attacks heals them as well.
  • (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 may summon four minions a round, every round as a free action. They may not use this action if they have eight or more minions in play already.
  • (Villain Role) Villains may make all their attacks with a range increment of thirty.
  • (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.