Thunder Drake: Difference between revisions

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m (Text replacement - "| NudgePerception" to " <!-- SENSES --> <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) --> | Sense-Has-Standard-Senses = Y | Sense-Is-Blind-to-Vision = | Sense-Is-Blind-to-S...)
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 10
| CR | 18
   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 9
| Max-CR = 40


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
 
   }}</onlyinclude>
   }}</onlyinclude>


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| Restrict-Role-No-Role =  
| Restrict-Role-No-Role =  
| Restrict-Role-Heavy =  
| Restrict-Role-Heavy =  
| Restrict-Role-Henchman =
| Restrict-Role-Killer =  
| Restrict-Role-Killer =  
| Restrict-Role-Leader =  
| Restrict-Role-Leader =  
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
| Restrict-Role-Villain =  
| Restrict-Role-Villain =  
   <!-- Values: Y or leave blank -->
   <!-- Values: Y or leave blank -->
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Drakes are reptilian beasts that compete in the wild against wolves, bears, and other modest predators. They are omnivores when required (although they prefer meat) and their slow, efficient metabolisms mean an amazing number of them can live in a given area.
| Description | Drakes are reptilian beasts that compete in the wild against wolves, bears, and other modest predators. They are omnivores when required (although they prefer meat) and their slow, efficient metabolisms mean an amazing number of them can live in a given area.


:Thunder Drakes are the largest and most dangerous sorts of common drakes. They are large, frightening creatures, liberally equipped with teeth and claws just like all drakes, but by far their most potent weapon is their terrible howling roar.  Thunder Drakes are among the most dangerous natural predators you will find in most lands, assuming you discount the far more terrible Dragons.
Thunder Drakes are the largest and most dangerous sorts of common drakes. They are large, frightening creatures, liberally equipped with teeth and claws just like all drakes, but by far their most potent weapon is their terrible howling roar.  Thunder Drakes are among the most dangerous natural predators you will find in most lands, assuming you discount the far more terrible Dragons.
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Magical Beast
| Type | Magical Beast
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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| NudgeInit =  
| NudgeInit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 =1|2 = 1|3 = 1|4 = 2|5 = 2|6 = 3|7 = 4|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->


| Senses = [[Standard Senses]], [[Low-Light Vision]] 60 ft., [[Keen Scent]]
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


   <!-- SENSES -->
   <!-- SENSES -->
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
| Sense-Has-Standard-Senses = Y
| Sense-Is-Blind-to-Vision =  
| Sense-Is-Blind-to-Vision =  
| Sense-Is-Blind-to-Sound =  
| Sense-Is-Blind-to-Sound =  
| Sense-Is-Blind-to-Smell =  
| Sense-Is-Blind-to-Smell =  
| Sense-Has-Low-Light-Vision =  
| Sense-Has-Low-Light-Vision = Y


   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
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| Sense-Heartsight-Range =  
| Sense-Heartsight-Range =  
| Sense-Keen-Hearing-Range =  
| Sense-Keen-Hearing-Range =  
| Sense-Precise-Hearing-Range =  
| Sense-Precise-Hearing-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 =30|2 = 40|3 = 60|4 = 60|5 = 80|6 = 100|7 = 120|8 = 150}}
| Sense-Echolocation-Range =  
| Sense-Echolocation-Range =  
| Sense-Scent-Range =  
| Sense-Scent-Range =  
| Sense-Keen-Scent-Range =  
| Sense-Keen-Scent-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 =30|2 = 40|3 = 60|4 = 60|5 = 80|6 = 100|7 = 120|8 = 150}}
| Sense-Perfect-Scent-Range =  
| Sense-Perfect-Scent-Range =  
| Sense-Tremorsense-Range =  
| Sense-Airsense-Range =  
| Sense-Blindsense-Range =  
| Sense-Blindsense-Range =  
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =  
| Sense-Lifesense-Range =  
| Sense-Mindsense-Range =  
| Sense-Mindsense-Range =  
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =




| NudgePerception =  
| NudgePerception = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 =1|2 = 1|3 = 1|4 = 2|5 = 2|6 = 3|7 = 4|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 =1|2 = 1|3 = 1|4 = 2|5 = 2|6 = 3|7 = 4|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeHitPoints =  
| NudgeHitPoints =  
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         * Dragons have 3 strong saves                              -->
         * Dragons have 3 strong saves                              -->


| NudgeFort =  
| NudgeFort = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 =1|2 = 1|3 = 1|4 = 2|5 = 2|6 = 3|7 = 4|8 = 4}}
| NudgeRefl =  
| NudgeRefl = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 =1|2 = 1|3 = 1|4 = 2|5 = 2|6 = 3|7 = 4|8 = 4}}
| NudgeWill =  
| NudgeWill = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 =1|2 = 1|3 = 1|4 = 2|5 = 2|6 = 3|7 = 4|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 50 ft., [[Lesser Swim]] 30 ft.
  <!-- MOVE TYPES -->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
  <!--   [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
        if they don't have that movement type, leave it blank                    -->
  <!--   [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
| Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 =30|2 = 40|3 = 60|4 = 60|5 = 80|6 = 100|7 = 120|8 = 150}}
  <!--   [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
| Move-Type-Burrowing-Speed =
  <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
| Move-Type-Tunneling-Speed =
  <!--   [[Lesser Teleport]], [[Greater Teleport]]            -->
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 =30|2 = 40|3 = 60|4 = 60|5 = 80|6 = 100|7 = 120|8 = 150}}
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 =30|2 = 40|3 = 60|4 = 60|5 = 80|6 = 100|7 = 120|8 = 150}}
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 


| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| NudgePriDamage =  
| NudgePriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-PriDamage =  
| NudgeFullAtk-PriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Pri-Atk-Crit-Range =  
| Nudge-Pri-Atk-Crit-Range =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 = 1|2 = 1|3 = 2|4 = 3|5 = 3|6 = 4|7 = 4|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSecDamage =  
| NudgeSecDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 = 1|2 = 1|3 = 2|4 = 3|5 = 3|6 = 4|7 = 4|8 = 4}}
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-SecDamage =  
| NudgeFullAtk-SecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-TerDamage =  
| NudgeFullAtk-TerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-QuaDamage =  
| NudgeFullAtk-QuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-RangedDamage =  
| NudgeFullAtk-RangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
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<!--  COMBAT MANEUVERS  -->
<!--  COMBAT MANEUVERS  -->


| Nudge-Maneuver-Offense = +1
| Nudge-Maneuver-Offense = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 =1|2 = 1|3 = 1|4 = 2|5 = 2|6 = 3|7 = 4|8 = 4}}
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


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   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->


| Nudge-Maneuver-Defense =  
| Nudge-Maneuver-Defense = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1|1 =1|2 = 1|3 = 1|4 = 2|5 = 2|6 = 3|7 = 4|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




Line 563: Line 589:
<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 586: Line 598:
| Ability-1-Type = Su, Aura
| Ability-1-Type = Su, Aura
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Automatic after movement
  <!-- 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.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
Line 625: Line 641:
| Ability-2-Type = Su
| Ability-2-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Standard Action
  <!-- 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.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = As a standard action, a Thunder Drake may emit a powerful Thunderous Roar.  This affects a 6x6 square area adjacent to their space, and does {{Special-Standard-Dmg}} points of {{dmg|sonic}} damage.  Targets may make a Fort save, versus DC {{Save-DC}}, for half damage.
| Ability-2-Description = As a standard action, a Thunder Drake may emit a powerful Thunderous Roar.  This affects a 6x6 square area adjacent to their space, and does {{Special-Standard-Dmg}} points of {{dmg|sonic}} damage to enemy creatures in that area.  Targets may make a Fort save, versus DC {{Save-DC}}, for half damage. In addition, this load roar is very likely to alert allies of the Thunder Drakes that they are in a fight. All creatures within 1500 feet of the Thunder Drake gain a +10 on perception checks to notice the drake is in a combat, and those within 150 feet do not take range penalties on the check.  




Line 665: Line 685:
| Ability-3-Type = Ex
| Ability-3-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Automatic
  <!-- 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.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = Any time a Thunder Drake is within 2 squares of a creature it considers an ally, the Thunder Drake adds {{CR|-2}} points of precision damage to whatever attack it is using.  This adds damage to their Bite, Claw and Thunderous Roar, and inflicts the same damage type as the attack it is augmenting (as precision damage).  This ability cannot stack with itself, regardless of how many allies are nearby.
| Ability-3-Description = Any time a Thunder Drake is within 2 squares of a creature it considers an ally, the Thunder Drake adds {{Hit-Dice}} points of precision damage to whatever attack it is using.  This adds damage to their Bite, Claw, Thunderous Roar, and Tearing Shriek attacks, and inflicts the same damage type as the attack it is augmenting (as precision damage).  This ability cannot stack with itself, regardless of how many allies are nearby.




Line 701: Line 725:
<!--  SPECIAL ABILITY 4  -->
<!--  SPECIAL ABILITY 4  -->


| Ability-4-Name =  
| Ability-4-Name = Tearing Shriek


| Ability-4-Type =  
| Ability-4-Type = Sp
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-4-Concentration =  
| Ability-4-Action-Required Standard Action
  <!-- 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.        -->
 
| Ability-4-Concentration = W
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description =  
| Ability-4-Description = As a standard action, the Thunder Drake can make a terrible shrieking whistle attack, dealing {{Special-Standard-Dmg}} points of {{dmg|sonic}} damage against targets inside a 15 foot radius (a 6x6x6 space) within 200 feet, as a ranged touch attack at {{Touch-Attack}}.  Note that much like their smaller cousins, Guard Drakes, this ability is very loud, and all creatures within 1500 feet of the Thunder Drake gain a +10 on perception checks to notice the drake is in a combat, and those within 150 feet do not take range penalties on the check.
 
Any creature damaged by this tearing shriek must also make a Fortitude save, DC {{Save-DC}}, or be [[Blind]] to hearing-based senses (deafened) until the end of their next Full Night's Rest. Note that once deafened, victims are immune to any further status effects inflicted by any Tearing Shriek attacks (but not the damage).  Because this is a spell-like ability, the drake must make a defensive casting [[Caster Check]] in order to cast it while in melee.  Because this check is so hard, the drake will avoid using this ability while in melee if at all possible.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 744: Line 774:
| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-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.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
Line 783: Line 817:
| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-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.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
Line 822: Line 860:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-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.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 861: Line 903:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-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.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 899: Line 945:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-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.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 905: Line 955:
| Ability-9-Description =  
| Ability-9-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name =
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--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.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--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.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--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.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--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.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--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.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--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.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--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.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--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.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--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.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 933: Line 1,441:
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Thunder Drakes are well aware of their Thunderous Roar, and will not hesitate to use it.  They will usually stay clustered together so that as many of them as possible gain their Pack Ferocity bonus.  They will close in using move actions until they can get their enemies in their areas of effect, and from there on they will seek to 'joust' with opponents, continually using move actions to fall back, keeping the distance open to at least fifteen feet or so.  
| CombatTactics = Thunder Drakes are well aware of their Thunderous Roar and Tearing Shriek abilities, and will not hesitate to use them.  They will usually stay clustered together so that as many of them as possible gain their Pack Ferocity bonus (which makes a pack of Shrieking Thunder Drakes extremely dangerous).  They will close in using move actions, sending their Tearing Shrieks against distant foes, until they can get their enemies in their Thunderous Roar areas of effect, and from there on they will seek to 'joust' with opponents, continually using move actions to fall back, keeping the distance open to at least fifteen feet or so. They will use their prodigious Vaulting speed whenever they can (outdoors, for example) as this is a much safer way of moving around the battlefield.
 
If they are forced into melee combat, they will accept Attacks of Opportunity to use a move action to set up flanks.  This also triggers their Intimidating presence aura, and hopefully the [[Trembling]] condition combined with the damage they have inflicted with their Thunderous Roars and Tearing Shrieks will leave their foes 'softened up' sufficiently for melee attacks to end the combat. Note that Tearing Shriek is a spell-like ability, and will require them to make a difficult check if attempted while threatened. In close quarters, they will almost always use Thunderous Roar instead of risking this roll.
 
If they find that they are having trouble hitting with melee attacks, or their foes are warded against their damage, they will not hesitate to use Thunderous Roar even in tight melee conditions, since the magical ability only affects their enemies.


:If they are forced into melee combat, they will accept Attacks of Opportunity to use a move action to set up flanks.  This also triggers their Intimidating presence aura, and hopefully the [[Trembling]] condition combined with the damage they have inflicted with their Thunderous Roars will leave their foes 'softened up' sufficiently for melee attacks to end the combat.
Thunder Drakes are proud and ferocious creatures.  Once combat is engaged, they will not seek to flee, they fight to the death.


:If they find that they are having trouble hitting with melee attacks, or their foes are warded against their damage, they will not hesitate to use Thunderous Roar even in tight melee conditions,  Thunder Drakes are not completely immune to their own Roars, but they do have a lot of resistance against it.


:Thunder Drakes are proud and ferocious creatures.  Once combat is engaged, they will not seek to flee, they fight to the death.




<!--  OUT OF COMBAT    -->


| OutOfCombat = Thunder Drakes are extremely popular among certain clans of other monsters, not least because, much like Guard Drakes, Thunder Drakes make incomparable guards and watch beasts due to their loud and distinctive roars and whistles during combat. They serve as pets, trophies, riding beasts, attack beasts, and guard beasts.  They are 'tamed' and raised by hobgoblins, gnolls, orcs, and various giant clans, such as stone giants and forest giants. But all these pale in comparison to how much the Lizardfolk adore their thunder drakes. Temple guardians, guard beasts, and pets are the preferred usage of Lizard folk for thunder drakes.


<!--  OUT OF COMBAT  -->
In the wild, thunder drakes are fairly common, although thankfully, they have a magical metabolism that means they feed rarely. They compete against owlbears, dire bears, hellhounds, dire tigers, and similar large, powerful beasts. Thunder Drakes are adaptable and can live anywhere from hot deserts to warm plains to temperate forests to tropical jungles. They prefer open terrain if possible, but adapt well to dense forest and even swamps. They can be found in flatlands, hills, and even quite rugged mountains, although they tend to stick to the valleys in such terrain.


| OutOfCombat =
Thunder Drakes prefer to make their own nests of sticks, vegetation, and found scraps. They will nest in glens and thickets, although they have been found nesting in ruins and dungeons as well. They have been found, rarely, even in abandoned and ruined places within cities, although such siting's have been, thankfully, rare so far.





Latest revision as of 19:42, 18 March 2023

Thunder Drake (CR 18)

Pure Evil - Large - Magical Beast
Lore: Know (Arcana)
37 53
Basic DC Full DC
Initiative
Initiative Icon 2.png
31
Perception:
41 +31
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
43
Man Def
Shield Icon 3.png
43
Monster Health
747 373 34
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +21
Refl: +16
Will: +16

Strong Against:

  • ER 34/Sonic (energy, common)
Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+27
Sword Icon 3.png
Man Off
+31
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Thunderous Bite +27 (4d10+28/x2)
    as crushing (physical, common)

Full Attack (Melee):

  • 1x Thunderous Bite +27 (4d10+28/x2)
    as crushing (physical, common)
  • 2x Drake Claws +29 (4d6+11/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

24
STR
14
DEX
18
CON
6
INT
14
WIS
12
CHA

Skills:

Languages: None

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)

Special Abilities

Intimidating Presence (Su, Aura) Automatic after movement

The first time any Thunder drake ends its move adjacent to an enemy, that enemy must make a Will save, DC 30 or gain the Trembling status condition. Creatures which fail this save may make a new save at the end of each of their turns to end it, at the same DC. Once a creature succeeds on this save, they may not be affected by this, or any other thunder drake's Intimidating Presence ability for 24 hours.

Thunderous Roar (Su) Standard Action

As a standard action, a Thunder Drake may emit a powerful Thunderous Roar. This affects a 6x6 square area adjacent to their space, and does 4d8+19 points of sonic (energy, common) damage to enemy creatures in that area. Targets may make a Fort save, versus DC 28, for half damage. In addition, this load roar is very likely to alert allies of the Thunder Drakes that they are in a fight. All creatures within 1500 feet of the Thunder Drake gain a +10 on perception checks to notice the drake is in a combat, and those within 150 feet do not take range penalties on the check.

Pack Ferocity (Ex) Automatic

Any time a Thunder Drake is within 2 squares of a creature it considers an ally, the Thunder Drake adds 34 points of precision damage to whatever attack it is using. This adds damage to their Bite, Claw, Thunderous Roar, and Tearing Shriek attacks, and inflicts the same damage type as the attack it is augmenting (as precision damage). This ability cannot stack with itself, regardless of how many allies are nearby.

Tearing Shriek (Sp)
  • Concentration: 1d20 + 21 vs. a DC of 33 (12 needed on the die)

As a standard action, the Thunder Drake can make a terrible shrieking whistle attack, dealing 4d8+19 points of sonic (energy, common) damage against targets inside a 15 foot radius (a 6x6x6 space) within 200 feet, as a ranged touch attack at 1d20 + 31 vs. AC (always hits on a 17+ on the die). Note that much like their smaller cousins, Guard Drakes, this ability is very loud, and all creatures within 1500 feet of the Thunder Drake gain a +10 on perception checks to notice the drake is in a combat, and those within 150 feet do not take range penalties on the check.

Any creature damaged by this tearing shriek must also make a Fortitude save, DC 28, or be Blind to hearing-based senses (deafened) until the end of their next Full Night's Rest. Note that once deafened, victims are immune to any further status effects inflicted by any Tearing Shriek attacks (but not the damage). Because this is a spell-like ability, the drake must make a defensive casting Caster Check in order to cast it while in melee. Because this check is so hard, the drake will avoid using this ability while in melee if at all possible.

Thunder Drake

Thunder Drake

Drakes are reptilian beasts that compete in the wild against wolves, bears, and other modest predators. They are omnivores when required (although they prefer meat) and their slow, efficient metabolisms mean an amazing number of them can live in a given area.

Thunder Drakes are the largest and most dangerous sorts of common drakes. They are large, frightening creatures, liberally equipped with teeth and claws just like all drakes, but by far their most potent weapon is their terrible howling roar. Thunder Drakes are among the most dangerous natural predators you will find in most lands, assuming you discount the far more terrible Dragons.

Combat Tactics

Thunder Drakes are well aware of their Thunderous Roar and Tearing Shriek abilities, and will not hesitate to use them. They will usually stay clustered together so that as many of them as possible gain their Pack Ferocity bonus (which makes a pack of Shrieking Thunder Drakes extremely dangerous). They will close in using move actions, sending their Tearing Shrieks against distant foes, until they can get their enemies in their Thunderous Roar areas of effect, and from there on they will seek to 'joust' with opponents, continually using move actions to fall back, keeping the distance open to at least fifteen feet or so. They will use their prodigious Vaulting speed whenever they can (outdoors, for example) as this is a much safer way of moving around the battlefield.

If they are forced into melee combat, they will accept Attacks of Opportunity to use a move action to set up flanks. This also triggers their Intimidating presence aura, and hopefully the Trembling condition combined with the damage they have inflicted with their Thunderous Roars and Tearing Shrieks will leave their foes 'softened up' sufficiently for melee attacks to end the combat. Note that Tearing Shriek is a spell-like ability, and will require them to make a difficult check if attempted while threatened. In close quarters, they will almost always use Thunderous Roar instead of risking this roll.

If they find that they are having trouble hitting with melee attacks, or their foes are warded against their damage, they will not hesitate to use Thunderous Roar even in tight melee conditions, since the magical ability only affects their enemies.

Thunder Drakes are proud and ferocious creatures. Once combat is engaged, they will not seek to flee, they fight to the death.

Out of Combat

Thunder Drakes are extremely popular among certain clans of other monsters, not least because, much like Guard Drakes, Thunder Drakes make incomparable guards and watch beasts due to their loud and distinctive roars and whistles during combat. They serve as pets, trophies, riding beasts, attack beasts, and guard beasts. They are 'tamed' and raised by hobgoblins, gnolls, orcs, and various giant clans, such as stone giants and forest giants. But all these pale in comparison to how much the Lizardfolk adore their thunder drakes. Temple guardians, guard beasts, and pets are the preferred usage of Lizard folk for thunder drakes.

In the wild, thunder drakes are fairly common, although thankfully, they have a magical metabolism that means they feed rarely. They compete against owlbears, dire bears, hellhounds, dire tigers, and similar large, powerful beasts. Thunder Drakes are adaptable and can live anywhere from hot deserts to warm plains to temperate forests to tropical jungles. They prefer open terrain if possible, but adapt well to dense forest and even swamps. They can be found in flatlands, hills, and even quite rugged mountains, although they tend to stick to the valleys in such terrain.

Thunder Drakes prefer to make their own nests of sticks, vegetation, and found scraps. They will nest in glens and thickets, although they have been found nesting in ruins and dungeons as well. They have been found, rarely, even in abandoned and ruined places within cities, although such siting's have been, thankfully, rare so far.

Rewards

XP: 153,600

Treasure: Sellable Goods worth 67,889 gp.

Weight: 180 lbs.     Volume: 7.2 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)