Verbose Blueprint: Difference between revisions

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<pre>
<pre>
{{Template:Monster
{{Template:Monster
<!-- Version 2.14 -->
<!-- Version 3.02 -->


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
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   }}</onlyinclude>
   }}</onlyinclude>


| MonsterName =  
| Min-CR =  
| Max-CR =
  <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine.
        Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->


| Image =  
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName |
  }}</onlyinclude>
 
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image |
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
  }}</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, Henchman, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>
   }}</onlyinclude>
  <!-- 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 -->


| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes |  
| Associated-Role-Notes |  
   <!-- Use to associate one role to another, inserting link to associated monster, or leave blank -->
   <!-- Use to associate one role to another, inserting link to associated monster, or leave blank
  <!-- Example: "[[Dragon, Common Red|Common Red Dragon]]"                                         -->
        Example: "[[Common Red Dragon]]"                                                           -->
   }}</onlyinclude>
   }}</onlyinclude>


| Description =  
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
 
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
 
 
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description |
  }}</onlyinclude>


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


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


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
        If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
        If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
        Only one entry in this field. If multiple options exist, choose the most important/appropriate one.
  <!-- Add any secondary subtypes into the notes field below. -->
        Add any secondary subtypes into the notes field below.
  <!-- Otherwise leave blank.  -->
        Otherwise leave blank.  -->
   }}</onlyinclude>
   }}</onlyinclude>


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| NudgeBasicLoreValue =  
| NudgeBasicLoreValue =  
   <!-- 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 -->


| NudgeFullLoreValue =  
| NudgeFullLoreValue =  
   <!-- 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 -->


| Lore-Notes =  
| Lore-Notes =  
   <!-- Notes related to the monster's lore check can be put here -->
   <!-- Notes related to the monster's lore check can be put here
  <!-- Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->
        Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->




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| Nudge-Ambush-Chance =  
| Nudge-Ambush-Chance =  
   <!-- 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
  <!-- Default value is 10+ on a d20 -->
        NOTE: minuses improve the chance for ambushes, and pluses make ambushes LESS likely.
        Default value is 10+ on a d20 -->


| Ambush-Chance-Notes =  
| Ambush-Chance-Notes =  
   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->


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


| Senses = [[Standard Senses]]
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
        or leave blank if the monster doesn't possess the sense in question.             -->
  <!--   [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
| Sense-Darkvision-Range =
  <!--   [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
| Sense-Heartsight-Range =
  <!--   [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
| Sense-Keen-Hearing-Range =
  <!--   [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
| Sense-Precise-Hearing-Range =
  <!--   [[Tremorsense]], [[Blindsense]], [[Lifesense]], [[Mindsense]]                    -->
| 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 =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =


| NudgePerception =  
| NudgePerception =  
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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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| Hide-Role-Strong-Against-1 =  
| Hide-Role-Strong-Against-1 =  
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->
   <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->


| Hide-Type-Strong-Against-1 =  
| Hide-Type-Strong-Against-1 =  
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| Hide-Type-Strong-Against-5 =  
| Hide-Type-Strong-Against-5 =  
| Hide-Type-Strong-Against-6 =  
| Hide-Type-Strong-Against-6 =  
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->
   <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->


| Hide-Subtype-Strong-Against-1 =  
| Hide-Subtype-Strong-Against-1 =  
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| Hide-Subtype-Strong-Against-5 =  
| Hide-Subtype-Strong-Against-5 =  
| Hide-Subtype-Strong-Against-6 =  
| Hide-Subtype-Strong-Against-6 =  
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
   <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


| WeakAgainst =  
| WeakAgainst =  
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| Hide-Type-Weak-Against-1 =  
| Hide-Type-Weak-Against-1 =  
| Hide-Subtype-Weak-Against-1 =  
| Hide-Subtype-Weak-Against-1 =  
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
 
  <!-- MOVE TYPES -->
  <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
        if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed =
| Move-Type-Burrowing-Speed =
| Move-Type-Tunneling-Speed =
| 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 =
| 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 =
 
 


| MoveTypes = [[Walk]] 30 ft.
  <!-- List the move type and distance (in feet). (E.g. [[Lesser Climb]] 40 ft.) -->
  <!--  [[Vaulting]]                                          -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


| 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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| MeleeOrNatural = Natural
| MeleeOrNatural = Natural
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->




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| PriAtkName =  
| PriAtkName =  
   <!-- 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") -->
| Pri-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) -->


| PriAtkNotes =  
| PriAtkNotes =  
   <!-- 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)") -->


| PriAtkNotes-FullAtkOnly =  
| PriAtkNotes-FullAtkOnly =  
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| Override-Pri-Atk--Std-Atk-Qty =  
| Override-Pri-Atk--Std-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
  <!-- 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    -->


| Override-Pri-Atk--Full-Atk-Qty =  
| Override-Pri-Atk--Full-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
  <!-- 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    -->


| Override-Pri-Atk--Std-Atk-Damage--Notes =  
| Override-Pri-Atk--Std-Atk-Damage--Notes =  
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack       -->
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
        If not blank, this attack will do no damage, and instead list this value                            -->


| Override-Pri-Atk--Full-Atk-Damage--Notes =  
| Override-Pri-Atk--Full-Atk-Damage--Notes =  
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack           -->
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
        If not blank, this attack will do no damage, and instead list 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 -->


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


| Nudge-Pri-Atk-Crit-Range =  
| Nudge-Pri-Atk-Crit-Range =  
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
        Default is 19-20 for melee, and 20 for natural                                            -->




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| SecAtkName =  
| SecAtkName =  
   <!-- 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 -->
| Sec-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) -->


| SecAtkNotes =  
| SecAtkNotes =  
   <!-- 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)") -->


| SecAtkNotes-FullAtkOnly =  
| SecAtkNotes-FullAtkOnly =  
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| Override-Sec-Atk--Std-Atk-Qty =  
| Override-Sec-Atk--Std-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
  <!-- 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    -->


| Override-Sec-Atk--Full-Atk-Qty =  
| Override-Sec-Atk--Full-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
  <!-- 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    -->


| Override-Sec-Atk--Std-Atk-Damage--Notes =  
| Override-Sec-Atk--Std-Atk-Damage--Notes =  
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack       -->
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
        If not blank, this attack will do no damage, and instead list this value                            -->


| Override-Sec-Atk--Full-Atk-Damage--Notes =  
| Override-Sec-Atk--Full-Atk-Damage--Notes =  
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack           -->
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
        If not blank, this attack will do no damage, and instead list 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 -->


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


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
        Default is 19-20 for melee, and 20 for natural                                            -->




Line 296: Line 377:
| 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 =  
Line 304: Line 388:


| Override-Ter-Atk--Std-Atk-Qty =  
| Override-Ter-Atk--Std-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
  <!-- 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    -->


| Override-Ter-Atk--Full-Atk-Qty =  
| Override-Ter-Atk--Full-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
  <!-- 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    -->


| Override-Ter-Atk--Std-Atk-Damage--Notes =  
| Override-Ter-Atk--Std-Atk-Damage--Notes =  
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack       -->
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
        If not blank, this attack will do no damage, and instead list this value                            -->


| Override-Ter-Atk--Full-Atk-Damage--Notes =  
| Override-Ter-Atk--Full-Atk-Damage--Notes =  
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack           -->
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
        If not blank, this attack will do no damage, and instead list 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 =  
Line 329: Line 413:


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


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


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
        Default is 19-20 for melee, and 20 for natural                                            -->




Line 344: Line 428:
| 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 352: Line 439:


| Override-Qua-Atk--Std-Atk-Qty =  
| Override-Qua-Atk--Std-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
  <!-- 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    -->


| Override-Qua-Atk--Full-Atk-Qty =  
| Override-Qua-Atk--Full-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)     -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
  <!-- 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    -->


| Override-Qua-Atk--Std-Atk-Damage--Notes =  
| Override-Qua-Atk--Std-Atk-Damage--Notes =  
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack       -->
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
        If not blank, this attack will do no damage, and instead list this value                            -->


| Override-Qua-Atk--Full-Atk-Damage--Notes =  
| Override-Qua-Atk--Full-Atk-Damage--Notes =  
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack           -->
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
        If not blank, this attack will do no damage, and instead list this value                            -->


| QuaAtkVSTouchAC =  
| Qua-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) -->


| 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 377: Line 464:


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


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


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
        Default is 19-20 for melee, and 20 for natural                                            -->




Line 401: Line 488:
| 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 -->
| Ranged-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) -->


| RangedAtkNotes =  
| RangedAtkNotes =  
   <!-- 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)") -->


| RangedAtkNotes-FullAtkOnly =  
| RangedAtkNotes-FullAtkOnly =  
Line 409: Line 499:


| Override-Ranged-Atk--Std-Atk-Qty =  
| Override-Ranged-Atk--Std-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack)
  <!-- 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            -->


| Override-Ranged-Atk--Full-Atk-Qty =  
| Override-Ranged-Atk--Full-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)     -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)
  <!-- 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            -->


| Override-Ranged-Atk--Std-Atk-Damage--Notes =  
| Override-Ranged-Atk--Std-Atk-Damage--Notes =  
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack       -->
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
        If not blank, this attack will do no damage, and instead list this value                            -->


| Override-Ranged-Atk--Full-Atk-Damage--Notes =  
| Override-Ranged-Atk--Full-Atk-Damage--Notes =  
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack           -->
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
  <!-- If not blank, this attack will do no damage, and instead list this value                            -->
        If not blank, this attack will do no damage, and instead list this value                            -->


| RangedAtkVSTouchAC =  
| Ranged-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) -->


| 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 434: Line 524:


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


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


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
        Default is 19-20 for melee, and 20 for natural                                            -->




Line 473: Line 563:


| Override-Siege-Atk-Qty =  
| Override-Siege-Atk-Qty =  
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)   -->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)
  <!-- 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    -->


| SiegeAtkIncrement =  
| SiegeAtkIncrement =  
Line 486: Line 576:


| 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 -->






<!--  ABILITY SCORES  -->
<!--  ABILITY SCORES  -->
<!--  Values: Numbers only!  If the monster doesn't have an INT or CON score, just put "0" (without the quotes) -->
| Str =  
| Str =  
| Dex =  
| Dex =  
Line 539: Line 630:
<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


  <!--  AVAILABLE 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}}
  Each of these variables can be modified with up to four parameters, all optional:
      Parameter 1, unnamed, adds or subtracts from the CR.
            Example: {{Ranged-Dmg|-2}} subtracts 2 to the CR before returning the value.
      Parameter 2, "n", modifies the base number directly.
            Example: {{Ranged-Dmg|n=-2}} subtracts 2 from the final value.
      Parameter 3, "op" lets you change the operand affecting variable 2.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg|n=2|op=mult}} doubles the damage.


<!--  ROLE-BASED SPECIAL ABILITIES -->
      Parameter 4, "d", modifies which die size the damage uses.
            This variable only applies to the damage variables.
            Values: d=4, d=6, d=8, d=10, d=12. Note lack of caps. 
            Example: {{Ranged-Dmg|d=10}} returns damage in form of d10's.        -->


| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder2 =
   <!--   POISON / DISEASE FORMAT
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


| HideRoleReminder3 =  
{{Malady
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| HideRoleReminder4 =
  Name        the name of the poison or disease or other malady. Example: Spider Venom
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
  Intensity    choose one: Tainted, Poisoned, Blighted, Infected, Diseased, Plagued. No linking brackets necessary.
  Save-Type    choose one: Fort, Refl, Will
   Save-Mod    Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
  Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
  Effect      list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} points of {{dmg|poison}} damage per interval.
  Fruition    list fruition. Examples: victim becomes [[Wobbly]]; victim dies; victim falls [[Prone]] and is [[Helpless]], etc.
  F-Duration  list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.


-->




Line 562: Line 692:
| Ability-1-Type =  
| Ability-1-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-1-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-1-Concentration =  
| Ability-1-Concentration =  
Line 568: Line 702:
| Ability-1-Description =  
| Ability-1-Description =  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below
   <!-- Replace any to-hit, damage or save DC numbers with variables:
        Available Variables:  
        {{To-Hit}}                  To-Hit
        {{Touch-Attack}}            Touch To-Hit
        {{Save-DC}}                  Save DC
        {{Hit-Points}}              Hit Points
        {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{Hit-Dice}}                Hit Dice
        {{Maneuver-Offense}}        Maneuver Offense
        {{Maneuver-Defense}}        Maneuver Defense
        {{CR}}                      CR


        {{Easy-Skill-DC}}           Easy Skill DC
  {{To-Hit}}               {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
        {{Average-Skill-DC}}         Average Skill DC
  {{Touch-Attack}}          {{Skill-DC|Average}}       {{Special-Swift-Dmg}}
        {{Challenging-Skill-DC}}     Challenging Skill DC
  {{Save-DC}}              {{Skill-DC|Challenging}}   {{Special-Alpha-Dmg}}
        {{Hard-Skill-DC}}           Hard Skill DC
  {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
         {{Impossible-Skill-DC}}     Impossible Skill DC
  {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
 
  {{Hit-Dice}}                                         {{Primary-Dmg}}
        {{Special-Standard-Dmg}}     Special Attack - standard damage
  {{Maneuver-Offense}}                                 {{Secondary-Dmg}}
        {{Special-Swift-Dmg}}       Special Attack - swift damage
  {{Maneuver-Defense}}                                 {{Tertiary-Dmg}}
        {{Special-Alpha-Dmg}}       Special Attack - alpha damage
  {{CR}}                                               {{Quaternary-Dmg}}
        {{Ability-Dmg}}             Ability Damage
                                                        {{Ranged-Dmg}}
        {{Siege-Dmg}}               Siege Damage
        {{Primary-Dmg}}             Primary melee damage
        {{Secondary-Dmg}}           Secondary melee damage
        {{Tertiary-Dmg}}             Tertiary melee damage
        {{Quaternary-Dmg}}           Quaternary melee damage
        {{Ranged-Dmg}}               Ranged damage
 
      Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.
 
      POISON / DISEASE FORMAT
 
::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -


  POISON / DISEASE FORMAT


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


-->
-->
Line 625: Line 735:
| Ability-2-Type =  
| Ability-2-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-2-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-2-Concentration =  
| Ability-2-Concentration =  
Line 631: Line 745:
| Ability-2-Description =  
| Ability-2-Description =  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below
   <!-- Replace any to-hit, damage or save DC numbers with variables:
        Available Variables:  
        {{To-Hit}}                  To-Hit
        {{Touch-Attack}}            Touch To-Hit
        {{Save-DC}}                  Save DC
        {{Hit-Points}}              Hit Points
        {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{Hit-Dice}}                Hit Dice
        {{Maneuver-Offense}}        Maneuver Offense
        {{Maneuver-Defense}}        Maneuver Defense
        {{CR}}                      CR
 
        {{Easy-Skill-DC}}            Easy Skill DC
        {{Average-Skill-DC}}        Average Skill DC
        {{Challenging-Skill-DC}}    Challenging Skill DC
        {{Hard-Skill-DC}}            Hard Skill DC
        {{Impossible-Skill-DC}}      Impossible Skill DC
 
        {{Special-Standard-Dmg}}    Special Attack - standard damage
        {{Special-Swift-Dmg}}        Special Attack - swift damage
        {{Special-Alpha-Dmg}}        Special Attack - alpha damage
        {{Ability-Dmg}}              Ability Damage
        {{Siege-Dmg}}                Siege Damage
        {{Primary-Dmg}}              Primary melee damage
        {{Secondary-Dmg}}            Secondary melee damage
        {{Tertiary-Dmg}}            Tertiary melee damage
        {{Quaternary-Dmg}}          Quaternary melee damage
        {{Ranged-Dmg}}              Ranged damage
 
      Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.
 
      POISON / DISEASE FORMAT


::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -
  {{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 =
}}


-->
-->
Line 688: Line 778:
| Ability-3-Type =  
| Ability-3-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-3-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-3-Concentration =  
| Ability-3-Concentration =  
Line 694: Line 788:
| Ability-3-Description =  
| Ability-3-Description =  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below
   <!-- Replace any to-hit, damage or save DC numbers with variables:
        Available Variables:  
        {{To-Hit}}                  To-Hit
        {{Touch-Attack}}            Touch To-Hit
        {{Save-DC}}                  Save DC
        {{Hit-Points}}              Hit Points
        {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{Hit-Dice}}                Hit Dice
        {{Maneuver-Offense}}        Maneuver Offense
        {{Maneuver-Defense}}        Maneuver Defense
        {{CR}}                      CR


        {{Easy-Skill-DC}}           Easy Skill DC
  {{To-Hit}}               {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
        {{Average-Skill-DC}}         Average Skill DC
  {{Touch-Attack}}          {{Skill-DC|Average}}       {{Special-Swift-Dmg}}
        {{Challenging-Skill-DC}}     Challenging Skill DC
  {{Save-DC}}              {{Skill-DC|Challenging}}   {{Special-Alpha-Dmg}}
        {{Hard-Skill-DC}}           Hard Skill DC
  {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
         {{Impossible-Skill-DC}}     Impossible Skill DC
  {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
 
  {{Hit-Dice}}                                         {{Primary-Dmg}}
        {{Special-Standard-Dmg}}     Special Attack - standard damage
  {{Maneuver-Offense}}                                 {{Secondary-Dmg}}
        {{Special-Swift-Dmg}}       Special Attack - swift damage
  {{Maneuver-Defense}}                                 {{Tertiary-Dmg}}
        {{Special-Alpha-Dmg}}       Special Attack - alpha damage
  {{CR}}                                               {{Quaternary-Dmg}}
        {{Ability-Dmg}}             Ability Damage
                                                        {{Ranged-Dmg}}
        {{Siege-Dmg}}               Siege Damage
        {{Primary-Dmg}}             Primary melee damage
        {{Secondary-Dmg}}           Secondary melee damage
        {{Tertiary-Dmg}}             Tertiary melee damage
        {{Quaternary-Dmg}}           Quaternary melee damage
        {{Ranged-Dmg}}               Ranged damage
 
      Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.
 
      POISON / DISEASE FORMAT
 
::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -


  POISON / DISEASE FORMAT


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


-->
-->
Line 751: Line 821:
| Ability-4-Type =  
| Ability-4-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-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-4-Concentration =  
| Ability-4-Concentration =  
Line 757: Line 831:
| Ability-4-Description =  
| Ability-4-Description =  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below
   <!-- Replace any to-hit, damage or save DC numbers with variables:
        Available Variables:  
        {{To-Hit}}                  To-Hit
        {{Touch-Attack}}            Touch To-Hit
        {{Save-DC}}                  Save DC
        {{Hit-Points}}              Hit Points
        {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{Hit-Dice}}                Hit Dice
        {{Maneuver-Offense}}        Maneuver Offense
        {{Maneuver-Defense}}        Maneuver Defense
        {{CR}}                      CR
 
        {{Easy-Skill-DC}}            Easy Skill DC
        {{Average-Skill-DC}}        Average Skill DC
        {{Challenging-Skill-DC}}    Challenging Skill DC
        {{Hard-Skill-DC}}            Hard Skill DC
        {{Impossible-Skill-DC}}      Impossible Skill DC
 
        {{Special-Standard-Dmg}}    Special Attack - standard damage
        {{Special-Swift-Dmg}}        Special Attack - swift damage
        {{Special-Alpha-Dmg}}        Special Attack - alpha damage
        {{Ability-Dmg}}              Ability Damage
        {{Siege-Dmg}}                Siege Damage
        {{Primary-Dmg}}              Primary melee damage
        {{Secondary-Dmg}}            Secondary melee damage
        {{Tertiary-Dmg}}            Tertiary melee damage
        {{Quaternary-Dmg}}          Quaternary melee damage
        {{Ranged-Dmg}}              Ranged damage
 
      Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.
 
      POISON / DISEASE FORMAT


::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -
  {{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 =
}}


-->
-->
Line 814: Line 864:
| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
Line 820: Line 874:
| Ability-5-Description =  
| Ability-5-Description =  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below
   <!-- Replace any to-hit, damage or save DC numbers with variables:
        Available Variables:  
        {{To-Hit}}                  To-Hit
        {{Touch-Attack}}            Touch To-Hit
        {{Save-DC}}                  Save DC
        {{Hit-Points}}              Hit Points
        {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{Hit-Dice}}                Hit Dice
        {{Maneuver-Offense}}        Maneuver Offense
        {{Maneuver-Defense}}        Maneuver Defense
        {{CR}}                      CR


        {{Easy-Skill-DC}}           Easy Skill DC
  {{To-Hit}}               {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
        {{Average-Skill-DC}}         Average Skill DC
  {{Touch-Attack}}          {{Skill-DC|Average}}       {{Special-Swift-Dmg}}
        {{Challenging-Skill-DC}}     Challenging Skill DC
  {{Save-DC}}              {{Skill-DC|Challenging}}   {{Special-Alpha-Dmg}}
        {{Hard-Skill-DC}}           Hard Skill DC
  {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
         {{Impossible-Skill-DC}}     Impossible Skill DC
  {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
 
  {{Hit-Dice}}                                         {{Primary-Dmg}}
        {{Special-Standard-Dmg}}     Special Attack - standard damage
  {{Maneuver-Offense}}                                 {{Secondary-Dmg}}
        {{Special-Swift-Dmg}}       Special Attack - swift damage
  {{Maneuver-Defense}}                                 {{Tertiary-Dmg}}
        {{Special-Alpha-Dmg}}       Special Attack - alpha damage
  {{CR}}                                               {{Quaternary-Dmg}}
        {{Ability-Dmg}}             Ability Damage
                                                        {{Ranged-Dmg}}
        {{Siege-Dmg}}               Siege Damage
        {{Primary-Dmg}}             Primary melee damage
        {{Secondary-Dmg}}           Secondary melee damage
        {{Tertiary-Dmg}}             Tertiary melee damage
        {{Quaternary-Dmg}}           Quaternary melee damage
        {{Ranged-Dmg}}               Ranged damage
 
      Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.
 
      POISON / DISEASE FORMAT
 
::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -


  POISON / DISEASE FORMAT


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


-->
-->
Line 877: Line 907:
| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
Line 883: Line 917:
| Ability-6-Description =  
| Ability-6-Description =  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below
   <!-- Replace any to-hit, damage or save DC numbers with variables:
        Available Variables:  
        {{To-Hit}}                  To-Hit
        {{Touch-Attack}}            Touch To-Hit
        {{Save-DC}}                  Save DC
        {{Hit-Points}}              Hit Points
        {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{Hit-Dice}}                Hit Dice
        {{Maneuver-Offense}}        Maneuver Offense
        {{Maneuver-Defense}}        Maneuver Defense
        {{CR}}                      CR
 
        {{Easy-Skill-DC}}            Easy Skill DC
        {{Average-Skill-DC}}        Average Skill DC
        {{Challenging-Skill-DC}}    Challenging Skill DC
        {{Hard-Skill-DC}}            Hard Skill DC
        {{Impossible-Skill-DC}}      Impossible Skill DC
 
        {{Special-Standard-Dmg}}    Special Attack - standard damage
        {{Special-Swift-Dmg}}        Special Attack - swift damage
        {{Special-Alpha-Dmg}}        Special Attack - alpha damage
        {{Ability-Dmg}}              Ability Damage
        {{Siege-Dmg}}                Siege Damage
        {{Primary-Dmg}}              Primary melee damage
        {{Secondary-Dmg}}            Secondary melee damage
        {{Tertiary-Dmg}}            Tertiary melee damage
        {{Quaternary-Dmg}}          Quaternary melee damage
        {{Ranged-Dmg}}              Ranged damage
 
      Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.


       POISON / DISEASE FORMAT
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
 
  {{Touch-Attack}}          {{Skill-DC|Average}}       {{Special-Swift-Dmg}}
::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -
  {{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 =
}}


-->
-->
Line 940: Line 950:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 946: Line 960:
| Ability-7-Description =  
| Ability-7-Description =  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below
   <!-- Replace any to-hit, damage or save DC numbers with variables:
        Available Variables:  
        {{To-Hit}}                  To-Hit
        {{Touch-Attack}}            Touch To-Hit
        {{Save-DC}}                  Save DC
        {{Hit-Points}}              Hit Points
        {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{Hit-Dice}}                Hit Dice
        {{Maneuver-Offense}}        Maneuver Offense
        {{Maneuver-Defense}}        Maneuver Defense
        {{CR}}                      CR
 
        {{Easy-Skill-DC}}            Easy Skill DC
        {{Average-Skill-DC}}        Average Skill DC
        {{Challenging-Skill-DC}}    Challenging Skill DC
        {{Hard-Skill-DC}}            Hard Skill DC
        {{Impossible-Skill-DC}}      Impossible Skill DC


        {{Special-Standard-Dmg}}     Special Attack - standard damage
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
        {{Special-Swift-Dmg}}       Special Attack - swift damage
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
        {{Special-Alpha-Dmg}}       Special Attack - alpha damage
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
        {{Ability-Dmg}}             Ability Damage
  {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
        {{Siege-Dmg}}               Siege Damage
  {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
        {{Primary-Dmg}}             Primary melee damage
  {{Hit-Dice}}                                         {{Primary-Dmg}}
        {{Secondary-Dmg}}           Secondary melee damage
  {{Maneuver-Offense}}                                 {{Secondary-Dmg}}
        {{Tertiary-Dmg}}             Tertiary melee damage
  {{Maneuver-Defense}}                                 {{Tertiary-Dmg}}
        {{Quaternary-Dmg}}           Quaternary melee damage
  {{CR}}                                               {{Quaternary-Dmg}}
        {{Ranged-Dmg}}               Ranged damage
                                                        {{Ranged-Dmg}}
 
      Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.
 
      POISON / DISEASE FORMAT
 
::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -


  POISON / DISEASE FORMAT


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


-->
-->
Line 1,003: Line 993:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 1,009: Line 1,003:
| Ability-8-Description =  
| Ability-8-Description =  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below
   <!-- Replace any to-hit, damage or save DC numbers with variables:
        Available Variables:  
        {{To-Hit}}                  To-Hit
        {{Touch-Attack}}            Touch To-Hit
        {{Save-DC}}                  Save DC
        {{Hit-Points}}              Hit Points
        {{Bloodied-Hit-Points}}      Bloodied (Half) Hit Points
        {{Hit-Dice}}                Hit Dice
        {{Maneuver-Offense}}        Maneuver Offense
        {{Maneuver-Defense}}        Maneuver Defense
        {{CR}}                      CR
 
        {{Easy-Skill-DC}}            Easy Skill DC
        {{Average-Skill-DC}}        Average Skill DC
        {{Challenging-Skill-DC}}    Challenging Skill DC
        {{Hard-Skill-DC}}            Hard Skill DC
        {{Impossible-Skill-DC}}      Impossible Skill DC
 
        {{Special-Standard-Dmg}}    Special Attack - standard damage
        {{Special-Swift-Dmg}}        Special Attack - swift damage
        {{Special-Alpha-Dmg}}        Special Attack - alpha damage
        {{Ability-Dmg}}              Ability Damage
        {{Siege-Dmg}}                Siege Damage
        {{Primary-Dmg}}              Primary melee damage
        {{Secondary-Dmg}}            Secondary melee damage
        {{Tertiary-Dmg}}            Tertiary melee damage
        {{Quaternary-Dmg}}          Quaternary melee damage
        {{Ranged-Dmg}}              Ranged damage
 
      Each of these variables can be modified with up to four variables.
        Variable 1 modifies CR.
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.
 
      POISON / DISEASE FORMAT


::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -
  {{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 =
}}


-->
-->
Line 1,066: Line 1,036:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 1,072: Line 1,046:
| Ability-9-Description =  
| Ability-9-Description =  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below
   <!-- Replace any to-hit, damage or save DC numbers with variables:
         Available Variables:  
 
         {{To-Hit}}                   To-Hit
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
        {{Touch-Attack}}             Touch To-Hit
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
         {{Save-DC}}                 Save DC
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
        {{Hit-Points}}               Hit Points
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
         {{Bloodied-Hit-Points}}     Bloodied (Half) Hit Points
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
        {{Hit-Dice}}                Hit Dice
  {{Hit-Dice}}                                          {{Primary-Dmg}}
        {{Maneuver-Offense}}        Maneuver Offense
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
        {{Maneuver-Defense}}        Maneuver Defense
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
        {{CR}}                       CR
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
 
| Role-Only--Replace-Rez-Power--Name =
 
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Rez-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
 
| Role-Only--Add-Killer-Power--Name =
 
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->
 
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
         auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Killer-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}               {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
 
| Role-Only--Replace-Leader-Power--Name =
 
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Leader-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}         {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
 
| Role-Only--Replace-Legend-Power--Name =
 
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Legend-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}         {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}           {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
 
| Role-Only--Replace-Minion-Power--Name =
 
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
         auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Minion-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}           {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                         {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
 
| Role-Only--Replace-Shooter-Power--Name =
 
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Shooter-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                 {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
 
| Role-Only--Add-Skirmisher-Power--Name =
 
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->
 
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Skirmisher-Power--Description =
 
    <!-- Replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                 {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
 
| Role-Only--Replace-Sneak-Power--Name =
 
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->
 
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Sneak-Power--Description =
 
    <!-- 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


        {{Easy-Skill-DC}}            Easy Skill DC
{{Malady
        {{Average-Skill-DC}}        Average Skill DC
| Name =
        {{Challenging-Skill-DC}}    Challenging Skill DC
| Intensity =
        {{Hard-Skill-DC}}            Hard Skill DC
| Save-Type =
        {{Impossible-Skill-DC}}     Impossible Skill DC
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


        {{Special-Standard-Dmg}}    Special Attack - standard damage
-->
        {{Special-Swift-Dmg}}       Special Attack - swift damage
<!--   REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
         {{Special-Alpha-Dmg}}        Special Attack - alpha damage
       SWARM ROLE ONLY
         {{Ability-Dmg}}              Ability Damage
         This section lets you write a custom power that will only display if this monster
         {{Siege-Dmg}}                Siege Damage
         is given the "Swarm" role. It replaces the default "Personal Space Issues" power
         {{Primary-Dmg}}              Primary melee damage
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         {{Secondary-Dmg}}            Secondary melee damage
         the Distracted condition when they damage a foe (or it grants an area of affect
         {{Tertiary-Dmg}}            Tertiary melee damage
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         {{Quaternary-Dmg}}          Quaternary melee damage
         Issues" or "Darken the Sky" power to appear when this monster is designated as a
        {{Ranged-Dmg}}              Ranged damage
         "Swarm" role.                                                                      -->


      Each of these variables can be modified with up to four variables.
| Role-Only--Replace-Swarm-Power--Name =
        Variable 1 modifies CR.
            Example: {{Ranged-Dmg|+2}} adds 2 to the CR before returning the value.
        Variable 2 modifies the base number directly.
            Example: {{Ranged-Dmg||+2}} adds 2 to the value directly.
        Variable 3 lets you change the operand.
            Values: mult, div, or leave blank (defaults to addition).
            Example: {{Ranged-Dmg||2|Mult}} doubles the damage.
        Variable 4 modifies which die size the damage uses.
            Values: d4, d6, d8, d10, d12. Note lack of caps. 
            Example: {{Ranged-Dmg||||d10}} returns damage in form of d10's.


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


::: '''Spider Venom''' (Injury vector; [[Tainted]] intensity)
| Role-Only--Replace-Swarm-Power--Action-Required =
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -
        Start of Encounter, Auto Upon Death, etc.                                          -->


| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{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 =
}}


-->
-->
Line 1,136: Line 1,536:


<!--  TREASURE AND XP  -->
<!--  TREASURE AND XP  -->
| Nudge-Treasure =
  <!-- Multiplies this value against normal treasure value.  1 will do nothing. 1.25 increases value by 25%.
      If zero, will display "This creature does not award any treasure", and removes remnant tables.        -->


| TreasureNotes =  
| TreasureNotes =  
| Nudge-XP =
  <!-- Multiplies this value against normal XP value.  1 will do nothing. 1.25 increases value by 25%.
      If zero, will display "This creature does not award XP".                                              -->


| XPNotes =  
| XPNotes =  

Latest revision as of 19:01, 10 September 2022

{{Template:Monster
<!-- Version 3.02 -->

| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>

| Min-CR = 
| Max-CR = 
   <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine. 
        Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->

| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName | 
   }}</onlyinclude>

| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | 
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
   }}</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 | 
   <!-- 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 -->

| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes | 
   <!-- Use to associate one role to another, inserting link to associated monster, or leave blank
        Example: "[[Common Red Dragon]]"                                                            -->
   }}</onlyinclude>

| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 | 
   <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
   }}</onlyinclude>

| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 | 
   <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
   }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | 
   }}</onlyinclude>

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

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

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

| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | 
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
        If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
        If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
        Only one entry in this field. If multiple options exist, choose the most important/appropriate one.
        Add any secondary subtypes into the notes field below.
        Otherwise leave blank.  -->
   }}</onlyinclude>

| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 | 
   }}</onlyinclude>

| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
| Subtype3 | 
   }}</onlyinclude>

| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 | 
   }}</onlyinclude>

| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 | 
   }}</onlyinclude>


| NudgeBasicLoreValue = 
   <!-- 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 -->

| NudgeFullLoreValue = 
   <!-- 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 -->

| Lore-Notes = 
   <!-- Notes related to the monster's lore check can be put here
        Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->


| NudgeInit = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->

| Nudge-Ambush-Chance = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4
        NOTE: minuses improve the chance for ambushes, and pluses make ambushes LESS likely.
        Default value is 10+ on a d20 -->

| Ambush-Chance-Notes = 
   <!-- Put any comments about ambush preferences here, or leave blank -->

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

   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only), 
        or leave blank if the monster doesn't possess the sense in question.             -->
| Sense-Darkvision-Range = 
| 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 = 

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

| NudgePerception = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->

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

| NudgeHitPoints = 
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


<!--   SAVING THROWS   -->

| Fort = S
| Refl = 
| Will = 
   <!-- Values: S (for Strong save), leave blank for Weak save
         * Most monsters have 1 strong save and 2 weak saves
         * Heavies, Tanks, Threats and Villains have 2 strong saves
         * Dragons have 3 strong saves                               -->

| NudgeFort = 
| NudgeRefl = 
| NudgeWill = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                   -->

| SpecialDefenses = 
   <!-- Put any DR or ER values here -->

| StrongAgainst = 
   <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (½ damage):'''''
           '''''Immune (no effect):'''''                                                                   -->

| Hide-Role-Strong-Against-1 = 
   <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->

| Hide-Type-Strong-Against-1 = 
| Hide-Type-Strong-Against-2 = 
| Hide-Type-Strong-Against-3 = 
| Hide-Type-Strong-Against-4 = 
| Hide-Type-Strong-Against-5 = 
| Hide-Type-Strong-Against-6 = 
   <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->

| Hide-Subtype-Strong-Against-1 = 
| Hide-Subtype-Strong-Against-2 = 
| Hide-Subtype-Strong-Against-3 = 
| Hide-Subtype-Strong-Against-4 = 
| Hide-Subtype-Strong-Against-5 = 
| Hide-Subtype-Strong-Against-6 = 
   <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->

| WeakAgainst = 
   <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
           '''''Vulnerable (1.5x damage):'''''
           '''''Defenseless (2x damage):'''''                                                              -->

| Hide-Type-Weak-Against-1 = 
| Hide-Subtype-Weak-Against-1 = 
   <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->

   <!-- MOVE TYPES -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below; 
        if they don't have that movement type, leave it blank                     -->
| Move-Type-Walk-Speed = 
| Move-Type-Burrowing-Speed = 
| Move-Type-Tunneling-Speed = 
| 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 = 
| 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 = 
   <!-- 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 role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
        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 = 
   <!-- 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 role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->



<!--  GENERAL ATTACK INFORMATION  -->

| MeleeOrNatural = Natural
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->



<!--  PRIMARY ATTACK INFORMATION  -->

| PriAtkName = 
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->

| Pri-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) -->

| PriAtkNotes = 
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->

| PriAtkNotes-FullAtkOnly = 
   <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->

| Override-Pri-Atk--Std-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Pri-Atk--Full-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Pri-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Pri-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->

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

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

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

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

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

| Nudge-Pri-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                             -->



<!--  SECONDARY ATTACK INFORMATION  -->

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

| Sec-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) -->

| SecAtkNotes = 
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->

| SecAtkNotes-FullAtkOnly = 
   <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->

| Override-Sec-Atk--Std-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Sec-Atk--Full-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Sec-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Sec-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->

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

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

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

| NudgeSecDamage = 
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->

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

| Nudge-Sec-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                             -->



<!--  TERTIARY ATTACK INFORMATION  -->

| TerAtkName = 
   <!-- 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 = 
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->

| TerAtkNotes-FullAtkOnly = 
   <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->

| Override-Ter-Atk--Std-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Ter-Atk--Full-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Ter-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Ter-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->

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

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

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

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

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

| Nudge-Ter-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                             -->



<!--  QUATERNARY ATTACK INFORMATION  -->

| QuaAtkName = 
   <!-- 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 = 
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->

| QuaAtkNotes-FullAtkOnly = 
   <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->

| Override-Qua-Atk--Std-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Qua-Atk--Full-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| Override-Qua-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Qua-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Qua-Atk-Is-Touch = 
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->

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

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

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

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

| Nudge-Qua-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                             -->



<!--  RANGED ATTACK INFORMATION  -->

| RangedAtkName = 
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->

| HasRangedFullAttack = 
   <!-- Values: Y (for yes), or leave blank (for no) -->

| RangedAtkIncrementDistance = 
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->

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

| Ranged-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) -->

| RangedAtkNotes = 
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->

| RangedAtkNotes-FullAtkOnly = 
   <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->

| Override-Ranged-Atk--Std-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->

| Override-Ranged-Atk--Full-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->

| Override-Ranged-Atk--Std-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for standard attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Override-Ranged-Atk--Full-Atk-Damage--Notes = 
   <!-- Insert text or numbers to completely replace damage (including crit data) for full attack
        If not blank, this attack will do no damage, and instead list this value                            -->

| Ranged-Atk-Is-Touch = 
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->

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

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

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

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

| Nudge-Ranged-Atk-Crit-Range = 
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes).
        Default is 19-20 for melee, and 20 for natural                                             -->



<!--  COMBAT MANEUVERS  -->

| Nudge-Maneuver-Offense = 
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->

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

| Nudge-Maneuver-Defense = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->

| Maneuver-Defense-Notes = 
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->



<!--  SIEGE DAMAGE INFORMATION  -->

| SiegeDmgCapable = 
   <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->

| SiegeAtkName = 
   <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->

| SiegeAtkNotes = 
   <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->

| Override-Siege-Atk-Qty = 
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)
        if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->

| SiegeAtkIncrement = 
   <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->

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

| Nudge-Siege-Maneuver-Offense = 
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->

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



<!--   ABILITY SCORES   -->
<!--   Values: Numbers only!  If the monster doesn't have an INT or CON score, just put "0" (without the quotes) -->
| Str = 
| Dex = 
| Con = 
| Int = 
| Wis = 
| Cha = 


<!--   FEATS   -->

| Feat1 = 
| Feat2 = 
| Feat3 = 
| Feat4 = 
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->


<!--   SKILLS   -->

| Skill1 = 
| Skill2 = 
| Skill3 = 
| Skill4 = 
| Skill5 = 

| NudgeSkill1 = 
| NudgeSkill2 = 
| NudgeSkill3 = 
| NudgeSkill4 = 
| NudgeSkill5 = 
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->

| Skill1Notes = 
| Skill2Notes = 
| Skill3Notes = 
| Skill4Notes = 
| Skill5Notes = 
   <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->


<!--   LANGUAGES   -->

| Languages = 
   <!-- Comma-separated list -->


<!--   SPECIAL ABILITIES   -->

   <!--   AVAILABLE 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}}

   Each of these variables can be modified with up to four parameters, all optional:

       Parameter 1, unnamed, adds or subtracts from the CR. 
             Example: {{Ranged-Dmg|-2}} subtracts 2 to the CR before returning the value.

       Parameter 2, "n", modifies the base number directly. 
             Example: {{Ranged-Dmg|n=-2}} subtracts 2 from the final value.

       Parameter 3, "op" lets you change the operand affecting variable 2. 
             Values: mult, div, or leave blank (defaults to addition). 
             Example: {{Ranged-Dmg|n=2|op=mult}} doubles the damage.

       Parameter 4, "d", modifies which die size the damage uses. 
             This variable only applies to the damage variables.
             Values: d=4, d=6, d=8, d=10, d=12. Note lack of caps.  
             Example: {{Ranged-Dmg|d=10}} returns damage in form of d10's.        -->


   <!--   POISON / DISEASE FORMAT 

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

   Name         the name of the poison or disease or other malady. Example: Spider Venom
   Intensity    choose one: Tainted, Poisoned, Blighted, Infected, Diseased, Plagued. No linking brackets necessary.
   Save-Type    choose one: Fort, Refl, Will
   Save-Mod     Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
   Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
   Effect       list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} points of {{dmg|poison}} damage per interval.
   Fruition     list fruition. Examples: victim becomes [[Wobbly]]; victim dies; victim falls [[Prone]] and is [[Helpless]], etc.
   F-Duration   list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.

-->


<!--   SPECIAL ABILITY 1   -->

| Ability-1-Name = 

| Ability-1-Type = 
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->

| Ability-1-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-1-Concentration = 
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->

| Ability-1-Description = 

   <!-- 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 2   -->

| Ability-2-Name = 

| Ability-2-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

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

| Ability-2-Description = 

   <!-- 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 3   -->

| Ability-3-Name = 

| Ability-3-Type = 
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->

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

| Ability-3-Description = 

   <!-- 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 4   -->

| Ability-4-Name = 

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

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

| Ability-4-Description = 

   <!-- 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 5   -->

| Ability-5-Name = 

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

| Ability-5-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Ability-5-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-5-Description = 

   <!-- 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 6   -->

| Ability-6-Name = 

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

| Ability-6-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Ability-6-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-6-Description = 

   <!-- 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 7   -->

| Ability-7-Name = 

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

| Ability-7-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Ability-7-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-7-Description = 

   <!-- 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"-->

| Ability-8-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Ability-8-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-8-Description = 

   <!-- 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 9   -->

| Ability-9-Name = 

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

| Ability-9-Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Ability-9-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-9-Description = 

   <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

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

-->
<!--   REPLACE RESURRECTION POWER
       HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
         This section lets you write a custom resurrection power for Heavies, Tanks, 
         Threats, and Villains, replacing the rez power that they get by default.
         This ability will only appear if this monster is designated as a Heavy, Tank
         Threat, or Villain role.  All other times, it will be invisible.                    -->

| Role-Only--Replace-Rez-Power--Name = 

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

| Role-Only--Replace-Rez-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Role-Only--Replace-Rez-Power--Concentration = 
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will 
         auto-detect Combat Casting and include it                                           -->

| Role-Only--Replace-Rez-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

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

-->
<!--   ADD KILLER ONLY POWER
       KILLER ROLE ONLY
         This section lets you write a custom power that will only display if this
         monster is given the "Killer" role.  Any other time, this ability will be invisible. 
         It does not replace any of the default powers that killers normally get.            -->

| Role-Only--Add-Killer-Power--Name = 

| Role-Only--Add-Killer-Power--Type = 
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->

| Role-Only--Add-Killer-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Role-Only--Add-Killer-Power--Concentration = 
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will 
         auto-detect Combat Casting and include it                                           -->

| Role-Only--Add-Killer-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

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

-->
<!--   REPLACE "SHOUTED COMMAND" POWER
       LEADER ROLE ONLY
         This section lets you write a custom power that will only display if this monster
         is given the "Leader" role. It replaces the default "Shouted Command" power, which
         lets Leaders give an ally a Standard Action once per round as a Free Action.
         Leave this blank if you want the "Shouted Command" power to appear when this monster
         is designated as a "Leader" role.                                                   -->

| Role-Only--Replace-Leader-Power--Name = 

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

| Role-Only--Replace-Leader-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Role-Only--Replace-Leader-Power--Concentration = 
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will 
         auto-detect Combat Casting and include it                                           -->

| Role-Only--Replace-Leader-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

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

-->
<!--   REPLACE "LASH OUT" POWER
       LEGEND ROLE ONLY
         This section lets you write a custom power that will only display if this monster
         is given the "Legend" role. It replaces the default "Lash Out" power, which
         grants Legends a bonus attack action each round, but only against a fresh target.
         Leave this blank if you want the "Lash Out" power to appear when this monster
         is designated as a "Legend" role.                                                   -->

| Role-Only--Replace-Legend-Power--Name = 

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

| Role-Only--Replace-Legend-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Role-Only--Replace-Legend-Power--Concentration = 
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will 
         auto-detect Combat Casting and include it                                           -->

| Role-Only--Replace-Legend-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

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

-->
<!--   REPLACE "PACKED LIKE SARDINES" POWER
       MINION ROLE ONLY
         This section lets you write a custom power that will only display if this monster
         is given the "Minion" role. It replaces the default "Packed Like Sardines" power, 
         which allows minions to squeeze into the same space with another minion without 
         penalty. Leave this blank if you want the "Packed Like Sardines" power to appear 
         when this monster is designated as a "Minion" role.                                 -->

| Role-Only--Replace-Minion-Power--Name = 

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

| Role-Only--Replace-Minion-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Role-Only--Replace-Minion-Power--Concentration = 
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will 
         auto-detect Combat Casting and include it                                           -->

| Role-Only--Replace-Minion-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

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

-->
<!--   REPLACE "DEADSHOT" POWER
       SHOOTER ROLE ONLY
         This section lets you write a custom power that will only display if this monster
         is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
         shooters to use any of their other special abilities at range, even if they are 
         normally melee only.  Leave this blank if you want the "Deadshot" power to appear 
         when this monster is designated as a "Shooter" role.                                -->

| Role-Only--Replace-Shooter-Power--Name = 

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

| Role-Only--Replace-Shooter-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Role-Only--Replace-Shooter-Power--Concentration = 
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will 
         auto-detect Combat Casting and include it                                           -->

| Role-Only--Replace-Shooter-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

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

-->
<!--   ADD SKIRMISHER ONLY POWER
       SKIRMISHER ROLE ONLY
         This section lets you write a custom power that will only display if this
         monster is given the "Skirmisher" role.  Any other time, this ability will be 
         invisible. It does not replace any of the default powers that skirmishers 
         normally get.                                                                       -->

| Role-Only--Add-Skirmisher-Power--Name = 

| Role-Only--Add-Skirmisher-Power--Type = 
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->

| Role-Only--Add-Skirmisher-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Role-Only--Add-Skirmisher-Power--Concentration = 
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will 
         auto-detect Combat Casting and include it                                           -->

| Role-Only--Add-Skirmisher-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

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

-->
<!--   REPLACE "FLASH BOMB!" POWER
       SNEAK ROLE ONLY
         This section lets you write a custom power that will only display if this monster
         is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
         sneaks to initiate a stealth stance even while observed (hide in plain sight).
         Leave this blank if you want the "Flash Bomb!" power to appear when this monster
         is designated as a "Sneak" role.                                                    -->

| Role-Only--Replace-Sneak-Power--Name = 

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

| Role-Only--Replace-Sneak-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->

| Role-Only--Replace-Sneak-Power--Concentration = 
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will 
         auto-detect Combat Casting and include it                                           -->

| Role-Only--Replace-Sneak-Power--Description = 

    <!-- Replace any to-hit, damage or save DC numbers with variables:

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}     {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
   {{CR}}                                                {{Quaternary-Dmg}}
                                                         {{Ranged-Dmg}}

   POISON / DISEASE FORMAT 

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

-->
<!--   REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
       SWARM ROLE ONLY
         This section lets you write a custom power that will only display if this monster
         is given the "Swarm" role. It replaces the default "Personal Space Issues" power 
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         the Distracted condition when they damage a foe (or it grants an area of affect 
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         Issues" or "Darken the Sky" power to appear when this monster is designated as a 
         "Swarm" role.                                                                       -->

| Role-Only--Replace-Swarm-Power--Name = 

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

| Role-Only--Replace-Swarm-Power--Action-Required = 
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, 
         Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At 
         Start of Encounter, Auto Upon Death, etc.                                           -->

| Role-Only--Replace-Swarm-Power--Concentration = 
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will 
         auto-detect Combat Casting and include it                                           -->

| Role-Only--Replace-Swarm-Power--Description = 

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

   {{To-Hit}}                {{Skill-DC|Easy}}           {{Special-Standard-Dmg}}
   {{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   -->

| CombatTactics = 



<!--   OUT OF COMBAT   -->

| OutOfCombat = 



<!--   TREASURE AND XP   -->

| Nudge-Treasure = 
  <!-- Multiplies this value against normal treasure value.  1 will do nothing. 1.25 increases value by 25%.
       If zero, will display "This creature does not award any treasure", and removes remnant tables.         -->

| TreasureNotes = 

| Nudge-XP = 
  <!-- Multiplies this value against normal XP value.  1 will do nothing. 1.25 increases value by 25%.
       If zero, will display "This creature does not award XP".                                               -->

| XPNotes = 


}}