Vampire Strigoi: Difference between revisions

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m (Text replacement - "| Move-Type-1 = Walk <!-- List the move type: Burrowing, Tunneling, Earth Glide Lesser Climb, Greater Climb, Brachiating, Vaulting Hover, Lesser Flight, Greater Flight Lesser Swim, Greater Swim, Jet Lesser Teleport, Greater Teleport --> | Move-Type-1-Distance = 30 <!-- List the speed of the move type, in feet. Just the number. E.g. "30" (no quotes). --> | Move-Type-1-Notes = <!-- List any restrictions or other notes about the move type. E.g. "Only in the forest" --> | Move-Type-2 = | Move-Type-2-Distance = | Move-Type-2-Notes = | Move-Type-3 = | Move-Type-3-Distance = | Move-Type)
m (Text replacement - "| Min-CR = 15" to "| Min-CR = 14")
 
(84 intermediate revisions by 2 users not shown)
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 15
| CR | 17
   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>


| MonsterName = Vampire Strigoi
| Min-CR = 14
| Max-CR = 22


| Image = Vampire_Strigoi_1.png
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
| MonsterName | Vampire Strigoi
  }}</onlyinclude>
 
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Vampire_Strigoi_1.png
   <!-- Value: file name and extension only   -->
  }}</onlyinclude>
 
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption |
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>


| 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>
 
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role =
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion =
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher =
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- 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>
   }}</onlyinclude>


| Description = Vampires are one of the great nations of Undeath. Vampires are [[Undead_Traits | Emptied Undead]], meaning they have been cored out of life.  Unlike most of the Emptied, they do not noticeably decay, although during battle their disgusting nature is amply evident in the mess they leave behind. Vampires are the greatest representatives of the Corrupting Undead, those undead who seek the preservation and continuation of life, so that they may corrupt it into ever more Undeath.  As a result, the motivations of Vampires are more complex than the Destroying Undead or the Eaters. 


:Vampires like people. They like the trappings of civilization, they like the happy whirl of social life, they enjoy the company of others, both undead and living alike.  Vampires want to make more Vampires, it is an erotic part of their existence that they would be greatly diminished by losing.
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Vampires are one of the great nations of Undeath. Vampires are [[Undead_Traits | Emptied Undead]], meaning they have been cored out of life.  Unlike most of the Emptied, they do not noticeably decay, although during battle their disgusting nature is amply evident in the mess they leave behind. Vampires are the greatest representatives of the Corrupting Undead, those undead who seek the preservation and continuation of life, so that they may corrupt it into ever more UndeathAs a result, the motivations of Vampires are more complex than the Destroying Undead or the Eaters.  


:Vampires get along well with most other Undead, even though relations often involve the Vampires using their domination abilities or simply persuading the other Undead to be patient. It is not unusual for Vampires to be encountered with powerful Skeletons, Wights, Death Knights, Liches, and other mighty Undead, even including the Lost Ones, who make terrifying allies indeed.
Vampires like people. They like the trappings of civilization, they like the happy whirl of social life, they enjoy the company of others, both undead and living alike. Vampires want to make more Vampires, it is an erotic part of their existence that they would be greatly diminished by losing.


:On top of this, Vampires are unique among Undeath in that they create living allies, their Vampiric Thralls.  The existence of Vampiric Thralls makes finding a Vampire nest immeasurably more difficult, because Vampire Thralls are alive. Thralls are mortals who admire and envy the Vampires for their abilities, and whom the Vampires have fed their blood to. Vampire Blood can create new Vampires, or, in lesser doses, a living human becomes addicted to it, as if it were strong drink, or some horrifyingly strong opiate.
Vampires get along well with most other Undead, even though relations often involve the Vampires using their domination abilities or simply persuading the other Undead to be patient. It is not unusual for Vampires to be encountered with powerful Skeletons, Wights, Death Knights, Liches, and other mighty Undead, even including the Lost Ones, who make terrifying allies indeed.


:Vampire thralls are the first rank of Vampire culture, the eternally obedient and awfully empowered servants whom the Vampires use to interact with the daytime world. But to a Vampire, the faithful Thralls are just servants and fighters, meat to be sacrificed and used up as required. No, most Vampires are far more occupied with the byzantine machinations of Vampiric Society, a dark carousel of midnight parties and dalliances in dark corners, plots and plans and schemes all woven together into a fascinating skein complex enough to keep even an immortal monster entertained.
On top of this, Vampires are unique among Undeath in that they create living allies, their Vampiric Thralls. The existence of Vampiric Thralls makes finding a Vampire nest immeasurably more difficult, because Vampire Thralls are alive. Thralls are mortals who admire and envy the Vampires for their abilities, and whom the Vampires have fed their blood to. Vampire Blood can create new Vampires, or, in lesser doses, a living human becomes addicted to it, as if it were strong drink, or some horrifyingly strong opiate.


:Vampire Strigoi are the least of the mature vampires, the ones that can claim the mantle of the great old monster with some credence. That said, Strigoi can be newly created by a mighty enough Sire or Dam, but they are generally Bruxa's that have played at the Dark Dalliance for a century or so and have gained allies and enemies among their fellow vampires.  Strigoi are more ridden by The Hunger than Bruxa's, and their increasing need for prey makes them both more aggressive in their hunts and more interested in the world of the living. As a result, Strigoi's are often well-known figures among humans, with estates and businesses catering to the underside of the economy.  Strigoi's use many allies and thralls, and there may be many of them in a nest, their shared interests and hungers leading them to unite in their corruption of the surrounding society.
Vampire thralls are the first rank of Vampire culture, the eternally obedient and awfully empowered servants whom the Vampires use to interact with the daytime world. But to a Vampire, the faithful Thralls are just servants and fighters, meat to be sacrificed and used up as required. No, most Vampires are far more occupied with the byzantine machinations of Vampiric Society, a dark carousel of midnight parties and dalliances in dark corners, plots and plans and schemes all woven together into a fascinating skein complex enough to keep even an immortal monster entertained.


:Like Nosferatu, Strigoi's have started to gain the attention of the Great Old Monsters, and it is not unheard of for much more powerful Vampires to take umbrage at the destruction of a Strigoi nest.
Vampire Strigoi are the least of the mature vampires, the ones that can claim the mantle of the great old monster with some credence.  That said, Strigoi can be newly created by a mighty enough Sire or Dam, but they are generally Bruxa's that have played at the Dark Dalliance for a century or so and have gained allies and enemies among their fellow vampires.  Strigoi are more ridden by The Hunger than Bruxa's, and their increasing need for prey makes them both more aggressive in their hunts and more interested in the world of the living.  As a result, Strigoi's are often well-known figures among humans, with estates and businesses catering to the underside of the economy.  Strigoi's use many allies and thralls, and there may be many of them in a nest, their shared interests and hungers leading them to unite in their corruption of the surrounding society.


Like Nosferatu, Strigoi's have started to gain the attention of the Great Old Monsters, and it is not unheard of for much more powerful Vampires to take umbrage at the destruction of a Strigoi nest.


  }}</onlyinclude>


| Alignment = Neutral Evil
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
| Alignment | Pure Evil
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
  }}</onlyinclude>


| Size = Medium
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Medium
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>


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


| NudgeBasicLoreValue = -2
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue| -2
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- 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 -->
}}</onlyinclude>


| NudgeFullLoreValue = +3
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeFullLoreValue| +3
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- 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 -->
}}</onlyinclude>


| NudgeInit = +3
| NudgeInit = +3
   <!-- 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 -->


| Senses = [[Standard Senses]], [[Darkvision]], 120 ft.
   <!-- SENSES -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
   <!--   [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
| Sense-Is-Blind-to-Vision =
  <!--   [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
| Sense-Is-Blind-to-Sound =  
  <!--   [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
| Sense-Is-Blind-to-Smell =  
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
| Sense-Has-Low-Light-Vision =  
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->
 
| Sense-1 =  
| Sense-1-Range =
| Sense-1-Notes =  
 
| Sense-2 =
| Sense-2-Range =
| Sense-2-Notes =  


| Sense-3 =  
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
| Sense-3-Range =  
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-3-Notes =  
| Sense-Darkvision-Range = 120
| Sense-Heartsight-Range =  
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =  


| Sense-4 =
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Sense-4-Range =
| Senses-Custom-Text =  
| Sense-4-Notes =  


| Sense-5 =
| Sense-5-Range =
| Sense-5-Notes =
| Sense-6 =
| Sense-6-Range =
| Sense-6-Notes =


| NudgePerception = +3
| NudgePerception = +3
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| NudgeAC =  
| NudgeAC =  
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeFFAC =
   <!-- 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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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


| WeakAgainst = Vampires take 10 points of non-resistable energy damage any time they end their turn in a square subject to daylight.  This applies once per round in combat, or ten times per minute outside of combat.  This weakness does NOT increase or decrease the damage a vampire takes from specific undead-damaging effects and attacks
| WeakAgainst = Vampires take 10 points of non-resistable energy damage any time they end their turn in a square subject to [[daylight]].  This applies once per round in combat, or ten times per minute outside of combat.  This weakness does NOT increase or decrease the damage a vampire takes from specific undead-damaging effects and attacks
:* Healed by negative energy.
:* Healed by {{dmg|negative}} energy.
   <!-- Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added -->
   <!-- Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added -->


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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]] 60 ft., [[Lesser Flight]] 60 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 = 60
  <!--   [[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 =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed = 60
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed =
| 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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   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| PriAtkNotes = plus [[Bleed]] {{#var:Special3-CR}}
| Pri-Atk-Dmg-Type = piercing
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| PriAtkNotes = '''plus:''' [[Bleed|Bleed {{CR}}]]
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| PriAtkNotes-FullAtkOnly =  
| PriAtkNotes-FullAtkOnly =  
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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| PriAtkVSTouchAC =  
| Pri-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| 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 -->




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   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->


| SecAtkNotes =
| Sec-Atk-Dmg-Type = slashing
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| SecAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SecAtkVSTouchAC =  
| Sec-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| 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 =  
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| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- 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 -->




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| TerAtkName =  
| TerAtkName =  
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
| Ter-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| TerAtkNotes =  
| TerAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| TerAtkNotes-FullAtkOnly =  
| TerAtkNotes-FullAtkOnly =  
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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| TerAtkVSTouchAC =  
| Ter-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| 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 -->




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| QuaAtkName =  
| QuaAtkName =  
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
| Qua-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| QuaAtkNotes =  
| QuaAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| QuaAtkNotes-FullAtkOnly =  
| QuaAtkNotes-FullAtkOnly =  
Line 330: Line 398:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| QuaAtkVSTouchAC =  
| Qua-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| 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 =  
Line 340: Line 408:


| 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 -->




Line 346: Line 414:
<!--  RANGED ATTACK INFORMATION  -->
<!--  RANGED ATTACK INFORMATION  -->


| RangedAtkName = None
| RangedAtkName =  
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->


Line 355: Line 423:
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


| RangedAtkNumberOfIncrements =  
| RangedAtkNumberOfIncrements =
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| RangedAtkNotes = but see Mesmerizing Gaze
| Ranged-Atk-Dmg-Type =
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| RangedAtkNotes =  
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| RangedAtkNotes-FullAtkOnly =  
| RangedAtkNotes-FullAtkOnly =  
Line 372: Line 443:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


| RangedAtkVSTouchAC =  
| Ranged-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| 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 =  
Line 382: Line 453:


| 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 -->




Line 421: Line 492:


| 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 428: Line 499:
| Str = 24
| Str = 24
| Dex = 21
| Dex = 21
| Con = -
| Con = 0
| Int = 17
| Int = 17
| Wis = 20
| Wis = 20
Line 474: Line 545:
<!--  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 497: Line 554:
| Ability-1-Type = Su
| Ability-1-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-1-Action-Required = Swift Action 1/Rnd
  <!-- 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 503: Line 564:
| Ability-1-Description = A Vampire's gaze is powerfully, dangerously, soporific. If a Vampire is allowed to gaze on a victim without interruption, they will be driven into a nightmare-ridden sleep, or simply knocked unconscious by the force of the fiend's will.   
| Ability-1-Description = A Vampire's gaze is powerfully, dangerously, soporific. If a Vampire is allowed to gaze on a victim without interruption, they will be driven into a nightmare-ridden sleep, or simply knocked unconscious by the force of the fiend's will.   


:Once per round, as a swift action, Vampires may pour their charismatic essence into their piercing gaze and attempt to lull a mortal creature within 100 feet into sleep.  The Vampire chooses a target to which it has line of sight and line of effect and forces them to roll a Will save versus a DC of {{#var:Special1SaveDC}}.  If they fail the save they are [[Asleep]] until they are awakened.  If they make the save, they are [[Drowsy]] until the end of their next round and take {{#var:Special1SwiftDmg}} points of non-lethal Psychic damage.
Once per round as a swift action, Vampires may pour their charismatic essence into their piercing gaze and attempt to lull a mortal creature within 100 feet into sleep.  The Vampire chooses a target to which it has line of sight and line of effect and forces them to roll a Will save, DC {{Save-DC}}.  If they fail the save they are [[Asleep]] until they are awakened.  If they make the save, they are [[Drowsy]] until the end of their next round and take {{Special-Swift-Dmg}} points of {{dmg|psychic}} damage.
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
 
   <!-- Available Variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
        {{#var:Special1ToHit}}          To-Hit
 
         {{#var:Special1TouchAttack}}     Touch To-Hit
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
        {{#var:Special1SaveDC}}         Save DC
  {{Touch-Attack}}         {{Skill-DC|Average}}       {{Special-Swift-Dmg}}
        {{#var:Special1StandardDmg}}     Std Damage
  {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
        {{#var:Special1SwiftDmg}}       Swift Damage
  {{Hit-Points}}           {{Skill-DC|Hard}}           {{Ability-Dmg}}
        {{#var:Special1AlphaDmg}}       Alpha Damage
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
        {{#var:Special1-Ability-Dmg}}    Stat Damage
  {{Hit-Dice}}                                         {{Primary-Dmg}}
        {{#var:Special1-Hit-Points}}    Hit Points
  {{Maneuver-Offense}}                                 {{Secondary-Dmg}}
        {{#var:Special1-Hit-Dice}}       Hit Dice
  {{Maneuver-Defense}}                                 {{Tertiary-Dmg}}
        {{#var:Special1-Maneuver-Offense}}       Maneuver Offense
  {{CR}}                                               {{Quaternary-Dmg}}
        {{#var:Special1-Maneuver-Defense}}       Maneuver Defense
                                                        {{Ranged-Dmg}}
        {{#var:Easy-Skill-DC}}
 
        {{#var:Average-Skill-DC}}
  POISON / DISEASE FORMAT
        {{#var:Challenging-Skill-DC}}
 
        {{#var:Hard-Skill-DC}}
{{Malady
        {{#var:Impossible-Skill-DC}}
| Name =
    -->
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->


| NudgeAbility1ToHit =  
| NudgeAbility1ToHit =  
Line 534: Line 604:


| NudgeAbility1StandardDamage = +1
| NudgeAbility1StandardDamage = +1
   <!-- 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 -->


| NudgeAbility1SwiftDamage =  
| NudgeAbility1SwiftDamage =  
   <!-- 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 -->


| NudgeAbility1AlphaDamage =  
| NudgeAbility1AlphaDamage =  
   <!-- 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 -->


| NudgeAbility1-AbilityDamage =  
| NudgeAbility1-AbilityDamage =  
Line 565: Line 635:
| 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 = 1/Rnd, Automatic after attack upon Bleeding target
  <!-- 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 = Once per round, if a Vampire makes a successful Bite attack against a foe which already is suffering from a Bleed condition, they may cause a Spray of Blood to erupt from the space of the victim as a free action.  This is a fifteen foot cone (a 3x3 square) which must be adjacent to the space of the victim.  Enemies of the Vampire which are in the area of effect take {{#var:Special2StandardDmg}} of physical slashing damage and suffer from the [[Blind]] condition until the end of the encounter. Victims may make a Fortitude save against a DC of {{#var:Special2SaveDC}} to reduce the damage by half and negate the Blind condition.
| Ability-2-Description = Once per round, if a Vampire makes a successful Bite attack against a foe which already is suffering from a Bleed condition, they may cause a Spray of Blood to erupt from the space of the victim as a free action.  This is a 15-foot cone (a 3x3 square) which must be adjacent to the space of the victim.  Enemies of the Vampire which are in the area of effect take {{Special-Standard-Dmg}} of {{dmg|slashing}} damage and suffer from the [[Blind]] condition until the end of the encounter. Victims may make a Fortitude save, DC {{Save-DC}}, to reduce the damage by half and negate the Blind condition.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility2ToHit =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2TouchAttack =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{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}}


| NudgeAbility2SaveDC =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility2StandardDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility2SwiftDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 3  -->


| NudgeAbility2AlphaDamage =  
| Ability-3-Name = Vampire's Hiss
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Ability-3-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility2-AbilityDamage =  
| Ability-3-Action-Required = Standard Action
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!-- 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.         -->


| NudgeAbility2-HitPoints =  
| Ability-3-Concentration =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility2-HitDice =  
| Ability-3-Description = Once per round as a standard action, a Vampire may pour its hunger for life into an ear-shredding vampire's hiss.  This affects targets in a 15-foot cone adjacent to the Vampire's space.  All enemy creatures in the area of effect take {{Special-Standard-Dmg|2}} points of {{dmg|sonic}} damage, and may make a Fort save, DC {{Save-DC}}, for half damage. If used to attack an object (such as a mirror), the Vampire may make one [[Sunder]] check on a single object in the area of affect using its Maneuver Offense of {{Maneuver-Offense}}.
  <!-- ADDER: use any positive or negative number, or leave blank. -->


| NudgeAbility2-ManeuverOffense =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{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 =
}}


<!--  SPECIAL ABILITY 3   -->
-->
<!--  SPECIAL ABILITY 4   -->


| Ability-3-Name = Vampire's Hiss
| Ability-4-Name = Cloak of Shadows


| Ability-3-Type = Ex
| Ability-4-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-3-Concentration =  
| Ability-4-Action-Required = Swift Action 1/Rnd
  <!-- 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 =  
   <!--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 = Once per round as a standard action, a Vampire may pour its hunger for life into an ear-shredding vampire's hiss.  This affects targets in a fifteen foot cone adjacent to the Vampire's spaceAll enemy creatures in the area of effect take {{#var:Special3StandardDmg}} points of sonic damage, and may make a Fort save for half damageIf used to attack an object (such as a mirror), the Vampire may make one Sunder on a single object in the area of affect using its Maneuver Offense of {{#var:Special3-Maneuver-Offense}}.
| Ability-4-Description = Once per round as a swift action, a Vampire may cause a flickering, shifting skein of shadows to surround themselves or one ally within fifty feetThe creature affected by Cloak of Shadows gains [[partial concealment]] (automatically miss on a natural result of a 6 or less on the d20)Cloak of Shadows lasts until the beginning of the Vampire's next turn.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility3ToHit =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3TouchAttack =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{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}}


| NudgeAbility3SaveDC =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility3StandardDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility3SwiftDamage = vhi
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 5  -->


| NudgeAbility3AlphaDamage =
| Ability-5-Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3-AbilityDamage =  
| Ability-5-Type =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility3-HitPoints =  
| Ability-5-Action-Required =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!-- 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.         -->


| NudgeAbility3-HitDice =  
| Ability-5-Concentration =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility3-ManeuverOffense =  
| Ability-5-Description =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


| NudgeAbility3-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{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 =
}}


<!--  SPECIAL ABILITY 4   -->
-->
<!--  SPECIAL ABILITY 6   -->


| Ability-4-Name = Cloak of Shadows
| Ability-6-Name =  


| Ability-4-Type = Su
| 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-4-Concentration =  
| 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 =  
   <!--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 = Once per round as a swift action, a Vampire may cause a flickering, shifting skein of shadows to surround themselves or one ally within fifty feet.  The creature affected by Cloak of Shadows gains partial concealment, IE, a twenty percent miss chance.  Cloak of Shadows lasts until the beginning of the Vampires next turn.
| Ability-6-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility4ToHit =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{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}}


| NudgeAbility4TouchAttack =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4SaveDC =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility4StandardDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 7  -->


| NudgeAbility4SwiftDamage =
| Ability-7-Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4AlphaDamage =  
| Ability-7-Type =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility4-AbilityDamage =  
| Ability-7-Action-Required =
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
  <!-- 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 =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-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 =
}}
 
-->
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility4-HitPoints =  
| Ability-8-Action-Required =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!-- 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.         -->


| NudgeAbility4-HitDice =  
| Ability-8-Concentration =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility4-ManeuverOffense =  
| Ability-8-Description =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


| NudgeAbility4-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{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 =
}}


<!--  SPECIAL ABILITY 5   -->
-->
<!--  SPECIAL ABILITY 9   -->


| Ability-5-Name = Immortality
| Ability-9-Name =  


| Ability-5-Type = Su
| 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-5-Concentration =  
| 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 =  
   <!--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-5-Description = Vampires cannot be killed by normal means.  If a Vampire is reduced below zero hitpoints, it will lie in moldering ruin until the next night.  It will then rise with a single hitpoint and go hunting to feed. To destroy a Vampire, you must kill it and expose it to sunlight the next day.  Alternatively, you can place a stake through the heart of a Vampire and it will not be destroyed, but it will not rise as long as the stake remains. Lastly, if you decapitate a Vampire or burn it's body completely, it will not rise in that case either.
| Ability-9-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
 
   <!--Available Variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
        {{#var:Special5ToHit}}          To-Hit
 
         {{#var:Special5TouchAttack}}     Touch To-Hit
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
        {{#var:Special5SaveDC}}         Save DC
  {{Touch-Attack}}         {{Skill-DC|Average}}       {{Special-Swift-Dmg}}
        {{#var:Special5StandardDmg}}     Std Damage
  {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
        {{#var:Special5SwiftDmg}}       Swift Damage
  {{Hit-Points}}           {{Skill-DC|Hard}}           {{Ability-Dmg}}
        {{#var:Special5AlphaDmg}}       Alpha Damage
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
        {{#var:Special5-Ability-Dmg}}    Stat Damage
  {{Hit-Dice}}                                         {{Primary-Dmg}}
        {{#var:Special5-Hit-Points}}    Hit Points
  {{Maneuver-Offense}}                                 {{Secondary-Dmg}}
        {{#var:Special5-Hit-Dice}}       Hit Dice
  {{Maneuver-Defense}}                                 {{Tertiary-Dmg}}
        {{#var:Special5-Maneuver-Offense}}       Maneuver Offense
  {{CR}}                                                {{Quaternary-Dmg}}
        {{#var:Special5-Maneuver-Defense}}       Maneuver Defense
                                                        {{Ranged-Dmg}}
        {{#var:Easy-Skill-DC}}
 
        {{#var:Average-Skill-DC}}
  POISON / DISEASE FORMAT
        {{#var:Challenging-Skill-DC}}
 
        {{#var:Hard-Skill-DC}}
{{Malady
         {{#var:Impossible-Skill-DC}}
| 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"    -->


| NudgeAbility5ToHit =  
| Role-Only--Replace-Rez-Power--Action-Required =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- 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.         -->


| NudgeAbility5TouchAttack =  
| Role-Only--Replace-Rez-Power--Concentration =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility5SaveDC =
| Role-Only--Replace-Rez-Power--Description =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility5StandardDamage =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
        or save DC numbers with variables:


| NudgeAbility5SwiftDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  {{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}}


| NudgeAbility5AlphaDamage =
   POISON / DISEASE FORMAT
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5-AbilityDamage =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| 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 =


| NudgeAbility5-HitPoints =  
| Role-Only--Add-Killer-Power--Type =  
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility5-HitDice =  
| Role-Only--Add-Killer-Power--Action-Required =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- 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.         -->


| NudgeAbility5-ManeuverOffense =  
| Role-Only--Add-Killer-Power--Concentration =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility5-ManeuverDefense =
| Role-Only--Add-Killer-Power--Description =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


    <!-- 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}}


<!--  SPECIAL ABILITY 6  -->
  POISON / DISEASE FORMAT


| Ability-6-Name =  
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =  
}}


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


| Ability-6-Concentration =
| Role-Only--Replace-Leader-Power--Name =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-6-Description =
| Role-Only--Replace-Leader-Power--Type =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"   -->
  <!--Available Variables:  
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}   Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility6ToHit =  
| Role-Only--Replace-Leader-Power--Action-Required =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- 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.         -->


| NudgeAbility6TouchAttack =  
| Role-Only--Replace-Leader-Power--Concentration =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility6SaveDC =
| Role-Only--Replace-Leader-Power--Description =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility6StandardDamage =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
        or save DC numbers with variables:


| NudgeAbility6SwiftDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  {{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}}


| NudgeAbility6AlphaDamage =
   POISON / DISEASE FORMAT
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6-AbilityDamage =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility6-HitPoints =
-->
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
<!--   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.                                                   -->


| NudgeAbility6-HitDice =
| Role-Only--Replace-Legend-Power--Name =
  <!-- ADDER: use any positive or negative number, or leave blank. -->


| NudgeAbility6-ManeuverOffense =  
| Role-Only--Replace-Legend-Power--Type =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility6-ManeuverDefense =  
| Role-Only--Replace-Legend-Power--Action-Required =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- 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 =


<!--   SPECIAL ABILITY 7  -->
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


| Ability-7-Name =
  {{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}}


| Ability-7-Type =
   POISON / DISEASE FORMAT
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-7-Concentration =  
{{Malady
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Name =
| Intensity =
| Save-Type =
| Save-Mod =  
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| Ability-7-Description =
-->
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
<!--   REPLACE "PACKED LIKE SARDINES" POWER
  <!--Available Variables:
       MINION ROLE ONLY
        {{#var:Special7ToHit}}          To-Hit
         This section lets you write a custom power that will only display if this monster
        {{#var:Special7TouchAttack}}    Touch To-Hit
         is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        {{#var:Special7SaveDC}}          Save DC
         which allows minions to squeeze into the same space with another minion without
        {{#var:Special7StandardDmg}}    Std Damage
         penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        {{#var:Special7SwiftDmg}}       Swift Damage
         when this monster is designated as a "Minion" role.                                -->
         {{#var:Special7AlphaDmg}}        Alpha Damage
         {{#var:Special7-Ability-Dmg}}    Stat Damage
         {{#var:Special7-Hit-Points}}    Hit Points
         {{#var:Special7-Hit-Dice}}      Hit Dice
         {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility7ToHit =
| Role-Only--Replace-Minion-Power--Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7TouchAttack =  
| Role-Only--Replace-Minion-Power--Type =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility7SaveDC =  
| Role-Only--Replace-Minion-Power--Action-Required =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!-- 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.         -->


| NudgeAbility7StandardDamage =  
| Role-Only--Replace-Minion-Power--Concentration =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility7SwiftDamage =
| Role-Only--Replace-Minion-Power--Description =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7AlphaDamage =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
        or save DC numbers with variables:


| NudgeAbility7-AbilityDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
  {{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}}


| NudgeAbility7-HitPoints =
   POISON / DISEASE FORMAT
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility7-HitDice =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility7-ManeuverOffense =
-->
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   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.                               -->


| NudgeAbility7-ManeuverDefense =
| Role-Only--Replace-Shooter-Power--Name =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| 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.        -->


<!--   SPECIAL ABILITY 8  -->
| 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                                          -->


| Ability-8-Name =  
| Role-Only--Replace-Shooter-Power--Description =  


| Ability-8-Type =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
        or save DC numbers with variables:


| Ability-8-Concentration =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
  {{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}}


| Ability-8-Description =
   POISON / DISEASE FORMAT
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility8ToHit =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility8TouchAttack =
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   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.                                                                       -->


| NudgeAbility8SaveDC =
| Role-Only--Add-Skirmisher-Power--Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility8StandardDamage =  
| Role-Only--Add-Skirmisher-Power--Type =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility8SwiftDamage =  
| Role-Only--Add-Skirmisher-Power--Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- 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.        -->


| NudgeAbility8AlphaDamage =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility8-AbilityDamage =
| Role-Only--Add-Skirmisher-Power--Description =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->


| NudgeAbility8-HitPoints =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
        or save DC numbers with variables:


| NudgeAbility8-HitDice =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. -->
  {{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}}


| NudgeAbility8-ManeuverOffense =
   POISON / DISEASE FORMAT
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8-ManeuverDefense =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| 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 =


<!--   SPECIAL ABILITY 9  -->
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Ability-9-Name =  
| 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.        -->


| Ability-9-Type =  
| Role-Only--Replace-Sneak-Power--Concentration =  
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-9-Concentration =
| Role-Only--Replace-Sneak-Power--Description =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-9-Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
        or save DC numbers with variables:
  <!--Available Variables:  
        {{#var:Special9ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility9ToHit =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{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}}


| NudgeAbility9TouchAttack =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9SaveDC =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility9StandardDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   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.                                                                      -->


| NudgeAbility9SwiftDamage =
| Role-Only--Replace-Swarm-Power--Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9AlphaDamage =  
| Role-Only--Replace-Swarm-Power--Type =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility9-AbilityDamage =  
| Role-Only--Replace-Swarm-Power--Action-Required =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!-- 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.                                           -->


| NudgeAbility9-HitPoints =  
| Role-Only--Replace-Swarm-Power--Concentration =  
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility9-HitDice =
| Role-Only--Replace-Swarm-Power--Description =
  <!-- ADDER: use any positive or negative number, or leave blank. -->


| NudgeAbility9-ManeuverOffense =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
        or save DC numbers with variables:


| NudgeAbility9-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{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 =
}}


-->
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = As a result of their widely varied personalities, Vampires can and do have many different styles of combat.  Strigoi lack the ability to summon swarms of bats, so unless they have an ally who can do such things for them, Strigoi move quickly and decisively into combat, targeting any spellcasters or ranged attackers first and often with their Mesmerizing Gaze.
| CombatTactics = As a result of their widely varied personalities, Vampires can and do have many different styles of combat.  Strigoi lack the ability to summon swarms of bats, so unless they have an ally who can do such things for them, Strigoi move quickly and decisively into combat, targeting any spellcasters or ranged attackers first and often with their Mesmerizing Gaze.


:Strigoi dive right in and go to full attacks, fighting alongside any Thralls, sure the thralls will work their hearts out to protect them as much as possible.  In almost all cases, Strigoi wil fight in pairs, looking for one to inflict a Bleed so the other can use their nasty Spray of Blood ability.  Similarly, in a melee, Strigoi will seek to target clusters of enemies, looking to hurt and [[Blind]] as many as possible.
Strigoi dive right in and go to full attacks, fighting alongside any Thralls, sure the thralls will work their hearts out to protect them as much as possible.  In almost all cases, Strigoi will fight in pairs, looking for one to inflict a Bleed so the other can use their nasty Spray of Blood ability.  Similarly, in a melee, Strigoi will seek to target clusters of enemies, looking to hurt and [[Blind]] as many as possible.


:Some of the Strigoi will use Mesmerizing Gaze every round, and some will use Cloak of Shadows, but they will be clever about it, mesmerizing high damage spellcasters and ranged attackers, while then forcing them to combat cast if at all possible. Strigoi in high-risk situations will get Cloaked, so the miss chance has a chance to save them.
Some of the Strigoi will use Mesmerizing Gaze every round, and some will use Cloak of Shadows, but they will be clever about it, mesmerizing high damage spellcasters and ranged attackers, while then forcing them to combat cast if at all possible. Strigoi in high-risk situations will get Cloaked, so the miss chance has a chance to save them.


:If there are Thralls around, and the Vampire does not feel threatened, they may use their Cloak of Shadows on the thrall.  More likely, if a fellow vampire is in peril, they will Cloak each other.  
If there are Thralls around, and the Vampire does not feel threatened, they may use their Cloak of Shadows on the thrall.  More likely, if a fellow vampire is in peril, they will Cloak each other.  


:Vampires are well aware of the power of their inflicted bleeds to stunt the healing effects of divine casters, and will be sure to hit as many people as possible with their bites, both for the [[Bleed]] effects and to enable Spray of Blood. If they see that their foes are countering their Bleeds quickly, they will shift to using Vampire's Hiss on clusters of foes, and try to overlap them to take enemies down.
Vampires are well aware of the power of their inflicted bleeds to stunt the healing effects of divine casters, and will be sure to hit as many people as possible with their bites, both for the [[Bleed]] effects and to enable Spray of Blood. If they see that their foes are countering their Bleeds quickly, they will shift to using Vampire's Hiss on clusters of foes, and try to overlap them to take enemies down.


:Once a fight begins vampires want to win, quickly and easily.  If a fight turns nasty, they will usually run away without hesitation, abandoning any Thralls without a second thought.  To flee, Vampires will usually use their considerable flight to break around a corner and then evade into the heavens.
Once a fight begins vampires want to win, quickly and easily.  If a fight turns nasty, they will usually run away without hesitation, abandoning any Thralls without a second thought.  To flee, Vampires will usually use their considerable flight to break around a corner and then evade into the heavens.


:NOTE: It should go without saying that Vampires, due to their weakness to daylight, avoid the sun like death.  Vampires are indeed creatures of the night.
NOTE: It should go without saying that Vampires, due to their weakness to daylight, avoid the sun like death.  Vampires are indeed creatures of the night.








<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Strigoi are ridden by The Hunger, and can sometimes seem like addicts looking for their next victim.  They tend to like Thralls, and will keep plenty around to feed their growing ego.  Strigoi are also frequently recruited by stronger Vampires, the real monsters, and are often doing errands and favors for such mysterious beings, in addition to their own byzantine plottings.
| OutOfCombat = Strigoi are ridden by The Hunger, and can sometimes seem like addicts looking for their next victim.  They tend to like Thralls, and will keep plenty around to feed their growing ego.  Strigoi are also frequently recruited by stronger Vampires, the real monsters, and are often doing errands and favors for such mysterious beings, in addition to their own byzantine plottings.


:Needless to say, wiping out a nest of Strigoi is likely to attract attention, both good and ill, from stronger vampires.  if a band of heroes has arisen that can exterminate a Strigoi, then that is both a threat, and an opportunity.  Raising a Strigoi from a commoner can take centuries, but a strong-enough mortal can be made into a Strigoi, or even mightier Dweller in the Darkness, in a night's work.
Needless to say, wiping out a nest of Strigoi is likely to attract attention, both good and ill, from stronger vampires.  if a band of heroes has arisen that can exterminate a Strigoi, then that is both a threat, and an opportunity.  Raising a Strigoi from a commoner can take centuries, but a strong-enough mortal can be made into a Strigoi, or even mightier Dweller in the Darkness, in a night's work.
 
That is a prize worth considering.  Wiping out a nest of Strigoi might get you targeted for extermination...or placed on the menu.
 
 
{{UndeadImmortality
 
| Time = Vampire
  <!-- Values: Millennia, Century, Decade, Year, Moon, Week, Day, Vampire -->
 
| Condition = Vampire
  <!-- Values: Behead, Standard, Phylactery, Cult, Momento, Vampire, Ghostly -->


:That is a prize worth considering.  Wiping out a nest of Strigoi might get you targeted for extermination...or placed on the menu.
}}





Latest revision as of 09:31, 3 May 2022

Vampire Strigoi (CR 17)

Pure Evil - Medium - Undead
Lore: Know (Religion)
32 52
Basic DC Full DC
Initiative
Initiative Icon 2.png
31
Perception:
41 +31
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
40
Man Def
Shield Icon 3.png
40
Monster Health
611 305 32
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +14
Refl: +14
Will: +19

Strong Against:

Weak Against:

  • Vampires take 10 points of non-resistable energy damage any time they end their turn in a square subject to daylight. This applies once per round in combat, or ten times per minute outside of combat. This weakness does NOT increase or decrease the damage a vampire takes from specific undead-damaging effects and attacks
  • Healed by negative (energy, uncommon) energy.

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+25
Sword Icon 3.png
Man Off
+28
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

Full Attack (Melee):

  • 1x Vampire's Bite +25 (4d10+24/x2)
    as piercing (physical, common)
    plus: Bleed 17
  • 2x Elegant Claws +25 (4d6+9/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

24
STR
21
DEX
CON
17
INT
20
WIS
22
CHA

Skills:

Languages: Necril, Common, Thanic

Feats:

  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Mesmerizing Gaze (Su) Swift Action 1/Rnd

A Vampire's gaze is powerfully, dangerously, soporific. If a Vampire is allowed to gaze on a victim without interruption, they will be driven into a nightmare-ridden sleep, or simply knocked unconscious by the force of the fiend's will.

Once per round as a swift action, Vampires may pour their charismatic essence into their piercing gaze and attempt to lull a mortal creature within 100 feet into sleep. The Vampire chooses a target to which it has line of sight and line of effect and forces them to roll a Will save, DC 27. If they fail the save they are Asleep until they are awakened. If they make the save, they are Drowsy until the end of their next round and take 4d6+10 points of psychic (energy, uncommon) damage.

Spray of Blood (Su) 1/Rnd, Automatic after attack upon Bleeding target

Once per round, if a Vampire makes a successful Bite attack against a foe which already is suffering from a Bleed condition, they may cause a Spray of Blood to erupt from the space of the victim as a free action. This is a 15-foot cone (a 3x3 square) which must be adjacent to the space of the victim. Enemies of the Vampire which are in the area of effect take 4d8+17 of slashing (physical, common) damage and suffer from the Blind condition until the end of the encounter. Victims may make a Fortitude save, DC 27, to reduce the damage by half and negate the Blind condition.

Vampire's Hiss (Ex) Standard Action

Once per round as a standard action, a Vampire may pour its hunger for life into an ear-shredding vampire's hiss. This affects targets in a 15-foot cone adjacent to the Vampire's space. All enemy creatures in the area of effect take 4d8+22 points of sonic (energy, common) damage, and may make a Fort save, DC 27, for half damage. If used to attack an object (such as a mirror), the Vampire may make one Sunder check on a single object in the area of affect using its Maneuver Offense of 28.

Cloak of Shadows (Su) Swift Action 1/Rnd

Once per round as a swift action, a Vampire may cause a flickering, shifting skein of shadows to surround themselves or one ally within fifty feet. The creature affected by Cloak of Shadows gains partial concealment (automatically miss on a natural result of a 6 or less on the d20). Cloak of Shadows lasts until the beginning of the Vampire's next turn.

Vampire Strigoi

Vampire Strigoi

Vampires are one of the great nations of Undeath. Vampires are Emptied Undead, meaning they have been cored out of life. Unlike most of the Emptied, they do not noticeably decay, although during battle their disgusting nature is amply evident in the mess they leave behind. Vampires are the greatest representatives of the Corrupting Undead, those undead who seek the preservation and continuation of life, so that they may corrupt it into ever more Undeath. As a result, the motivations of Vampires are more complex than the Destroying Undead or the Eaters.

Vampires like people. They like the trappings of civilization, they like the happy whirl of social life, they enjoy the company of others, both undead and living alike. Vampires want to make more Vampires, it is an erotic part of their existence that they would be greatly diminished by losing.

Vampires get along well with most other Undead, even though relations often involve the Vampires using their domination abilities or simply persuading the other Undead to be patient. It is not unusual for Vampires to be encountered with powerful Skeletons, Wights, Death Knights, Liches, and other mighty Undead, even including the Lost Ones, who make terrifying allies indeed.

On top of this, Vampires are unique among Undeath in that they create living allies, their Vampiric Thralls. The existence of Vampiric Thralls makes finding a Vampire nest immeasurably more difficult, because Vampire Thralls are alive. Thralls are mortals who admire and envy the Vampires for their abilities, and whom the Vampires have fed their blood to. Vampire Blood can create new Vampires, or, in lesser doses, a living human becomes addicted to it, as if it were strong drink, or some horrifyingly strong opiate.

Vampire thralls are the first rank of Vampire culture, the eternally obedient and awfully empowered servants whom the Vampires use to interact with the daytime world. But to a Vampire, the faithful Thralls are just servants and fighters, meat to be sacrificed and used up as required. No, most Vampires are far more occupied with the byzantine machinations of Vampiric Society, a dark carousel of midnight parties and dalliances in dark corners, plots and plans and schemes all woven together into a fascinating skein complex enough to keep even an immortal monster entertained.

Vampire Strigoi are the least of the mature vampires, the ones that can claim the mantle of the great old monster with some credence. That said, Strigoi can be newly created by a mighty enough Sire or Dam, but they are generally Bruxa's that have played at the Dark Dalliance for a century or so and have gained allies and enemies among their fellow vampires. Strigoi are more ridden by The Hunger than Bruxa's, and their increasing need for prey makes them both more aggressive in their hunts and more interested in the world of the living. As a result, Strigoi's are often well-known figures among humans, with estates and businesses catering to the underside of the economy. Strigoi's use many allies and thralls, and there may be many of them in a nest, their shared interests and hungers leading them to unite in their corruption of the surrounding society.

Like Nosferatu, Strigoi's have started to gain the attention of the Great Old Monsters, and it is not unheard of for much more powerful Vampires to take umbrage at the destruction of a Strigoi nest.

Combat Tactics

As a result of their widely varied personalities, Vampires can and do have many different styles of combat. Strigoi lack the ability to summon swarms of bats, so unless they have an ally who can do such things for them, Strigoi move quickly and decisively into combat, targeting any spellcasters or ranged attackers first and often with their Mesmerizing Gaze.

Strigoi dive right in and go to full attacks, fighting alongside any Thralls, sure the thralls will work their hearts out to protect them as much as possible. In almost all cases, Strigoi will fight in pairs, looking for one to inflict a Bleed so the other can use their nasty Spray of Blood ability. Similarly, in a melee, Strigoi will seek to target clusters of enemies, looking to hurt and Blind as many as possible.

Some of the Strigoi will use Mesmerizing Gaze every round, and some will use Cloak of Shadows, but they will be clever about it, mesmerizing high damage spellcasters and ranged attackers, while then forcing them to combat cast if at all possible. Strigoi in high-risk situations will get Cloaked, so the miss chance has a chance to save them.

If there are Thralls around, and the Vampire does not feel threatened, they may use their Cloak of Shadows on the thrall. More likely, if a fellow vampire is in peril, they will Cloak each other.

Vampires are well aware of the power of their inflicted bleeds to stunt the healing effects of divine casters, and will be sure to hit as many people as possible with their bites, both for the Bleed effects and to enable Spray of Blood. If they see that their foes are countering their Bleeds quickly, they will shift to using Vampire's Hiss on clusters of foes, and try to overlap them to take enemies down.

Once a fight begins vampires want to win, quickly and easily. If a fight turns nasty, they will usually run away without hesitation, abandoning any Thralls without a second thought. To flee, Vampires will usually use their considerable flight to break around a corner and then evade into the heavens.

NOTE: It should go without saying that Vampires, due to their weakness to daylight, avoid the sun like death. Vampires are indeed creatures of the night.

Out of Combat

Strigoi are ridden by The Hunger, and can sometimes seem like addicts looking for their next victim. They tend to like Thralls, and will keep plenty around to feed their growing ego. Strigoi are also frequently recruited by stronger Vampires, the real monsters, and are often doing errands and favors for such mysterious beings, in addition to their own byzantine plottings.

Needless to say, wiping out a nest of Strigoi is likely to attract attention, both good and ill, from stronger vampires. if a band of heroes has arisen that can exterminate a Strigoi, then that is both a threat, and an opportunity. Raising a Strigoi from a commoner can take centuries, but a strong-enough mortal can be made into a Strigoi, or even mightier Dweller in the Darkness, in a night's work.

That is a prize worth considering. Wiping out a nest of Strigoi might get you targeted for extermination...or placed on the menu.


Immortality
Many undead creatures, such as this one, cannot be killed by normal means. If the creature is reduced to zero or fewer hit points, it will lie in moldering ruin only until the following night. It will then rise with a single hit point and go hunting to feed. To destroy a creature such as this, you must defeat it and then expose its body to daylight (natural or magical). Alternatively, you can place a stake through its heart — while this will not destroy it, the creature will be unable to revive itself as long as the stake remains in place. Lastly, if you decapitate the creature or burn its body completely, it will be permanently slain.

Rewards

XP: 102,400

Treasure: Sellable Goods worth 51,444 gp.

Weight: 170 lbs.     Volume: 6.8 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)