Two-Headed Creature: Difference between revisions
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| Description| '''''Two-Headed Creature''''' is a pattern that | | Description| '''''Two-Headed Creature''''' is a pattern that adds a head to any creature who already has a head. If applied once, this results in a creature that has two heads. (And yes, this can be applied twice for three-headed monsters, if desired.) This generally works best on creatures that actually HAVE a head, of course, although it certainly can be applied to any creature regardless of anatomy to provide an interesting challenge. Oozes, ghosts, and swarms with Two-Heads can provide an interesting change of pace, and as always, the referee is encouraged to be creative. | ||
Two-Headed is one of the most visually distinctive Patterns, and can be used to indicate weird 'sports' or the nefarious effects of some awful corruptive force. Entire tribes of two-headed gnolls or goblins might exist in out-of-the-way locations, or heck, there might be even entire nations of two-headed people. Weird magical alterations, the influence of some odd two-headed god, heck, there are many ways that this interesting and fun Pattern can be used in the GM's story-telling, so get out there and have fun with it! | Two-Headed is one of the most visually distinctive Patterns, and can be used to indicate weird 'sports' or the nefarious effects of some awful corruptive force. Entire tribes of two-headed gnolls or goblins might exist in out-of-the-way locations, or heck, there might be even entire nations of two-headed people. Weird magical alterations, the influence of some odd two-headed god, heck, there are many ways that this interesting and fun Pattern can be used in the GM's story-telling, so get out there and have fun with it! | ||
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| Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}} | | Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}} | ||
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<!-- SPECIAL ABILITY 1 --> | <!-- SPECIAL ABILITY 1 --> | ||
| Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}} | | Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}} | ||
| Special-Ability-1-Name| | | Special-Ability-1-Name| Double Trouble | ||
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| Special-Ability-1-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Action-Required}}} | | Special-Ability-1-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Action-Required}}} | ||
| Special-Ability-1-Action-Required| | | Special-Ability-1-Action-Required| Always On, Free Action | ||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate 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. --> | Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | ||
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| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}} | | Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}} | ||
| Special-Ability-1-Description| Two-Headed creatures gain one bonus Bite attack each round at their normal chance to-hit and damage. If they do not have a bite attack, they gain one bonus melee attack at their normal chance to-hit and damage, instead. | | Special-Ability-1-Description| Two-Headed creatures gain one free-action bonus Bite attack each round at their normal chance to-hit and damage. If they do not have a bite attack, they gain one free-action bonus melee attack at their normal chance to-hit and damage, instead. | ||
}}</onlyinclude> | }}</onlyinclude> | ||
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<!-- SPECIAL ABILITY 2 --> | <!-- SPECIAL ABILITY 2 --> | ||
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}} | | Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}} | ||
| Special-Ability-2-Name| | | Special-Ability-2-Name| Two Heads are Better than One | ||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Special-Ability-2-Action-Required| | | Special-Ability-2-Action-Required| Immediate Action 1/Enc | ||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate 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. --> | Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> |
Latest revision as of 19:18, 29 May 2022
Two-Headed Creature Pattern (+1 CR)
- Subtype: add Two-Headed to subtypes
Two-Headed Creature is a pattern that adds a head to any creature who already has a head. If applied once, this results in a creature that has two heads. (And yes, this can be applied twice for three-headed monsters, if desired.) This generally works best on creatures that actually HAVE a head, of course, although it certainly can be applied to any creature regardless of anatomy to provide an interesting challenge. Oozes, ghosts, and swarms with Two-Heads can provide an interesting change of pace, and as always, the referee is encouraged to be creative.
Two-Headed is one of the most visually distinctive Patterns, and can be used to indicate weird 'sports' or the nefarious effects of some awful corruptive force. Entire tribes of two-headed gnolls or goblins might exist in out-of-the-way locations, or heck, there might be even entire nations of two-headed people. Weird magical alterations, the influence of some odd two-headed god, heck, there are many ways that this interesting and fun Pattern can be used in the GM's story-telling, so get out there and have fun with it!
This creature looks completely normal, except it has two heads. Aside from that it seems fine, even more dangerous than usual.
General
- Init: +1 CRs greater than base creature.
- Senses:
- Perception: +3 CRs greater than base creature.
- Movement Types:
Defense
- AC: +1 CRs greater than base creature.
- Hit Points: +1 CRs greater than base creature.
- Will: +1 CRs greater than base creature.
- Special Defenses:
- Strong Against:
- Weak Against:
Offense
- Space / Reach: - / -
- To-Hits: +1 CRs greater than base creature.
- Damage: +1 CRs greater than base creature.
- Save DC's: +1 CRs greater than base creature.
Statistics
- Str: Dex: Con: Int: Wis: Cha:
- Feats:
- Skills:
- Languages: