Verbose Blueprint: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 87: Line 87:
   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->


| Sense-1 = Standard Senses
| Senses = [[Standard Senses]],
   <!-- List the sense type:
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
          Standard Senses, Blind to Vision, Blind to Sound, Blind to Smell
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell -->
          Low-Light Vision, Darkvision, Heartsight
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
          Keen Hearing, Precise Hearing, Echolocation
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
          Scent, Keen Scent, Perfect Scent
   <!--   [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
          Tremorsense, Blindsense, Lifesense, Mindsense                                      -->
   <!--   [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->
 
| Sense-1-Range =
   <!-- List the distance of the sight, in feet. Just the number. E.g. "30" (no quotes).
        'Standard Senses,' 'Low-Light Vision,' and all the 'Blind to X' senses have no range. -->
 
| Sense-1-Notes =
   <!-- List any restrictions or other notes about the sense. E.g. "only while underwater"    -->
 
| Sense-2 =
| Sense-2-Range =
| Sense-2-Notes =
 
| Sense-3 =
| Sense-3-Range =
| Sense-3-Notes =
 
| Sense-4 =
| Sense-4-Range =
| Sense-4-Notes =
 
| Sense-5 =
| Sense-5-Range =
| Sense-5-Notes =
 
| Sense-6 =
| Sense-6-Range =
| Sense-6-Notes =


| NudgePerception =  
| NudgePerception =  
Line 191: Line 164:
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| Move-Type-1 = Walk
| MoveTypes = [[Walk]] 30 ft.,
   <!-- List the move type:
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
          Burrowing, Tunneling, Earth Glide
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
          Lesser Climb, Greater Climb, Brachiating, Vaulting
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
          Hover, Lesser Flight, Greater Flight
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
          Lesser Swim, Greater Swim, Jet
   <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
          Lesser Teleport, Greater Teleport                                                              -->
   <!--   [[Lesser Teleport]], [[Greater Teleport]]            -->
 
| Move-Type-1-Distance = 30
   <!-- List the speed of the move type, in feet. Just the number. E.g. "30" (no quotes).                -->
 
| Move-Type-1-Notes =
   <!-- List any restrictions or other notes about the move type. E.g. "Only in the forest"              -->
 
| Move-Type-2 =
| Move-Type-2-Distance =
| Move-Type-2-Notes =
 
| Move-Type-3 =
| Move-Type-3-Distance =
| Move-Type-3-Notes =
 
| Move-Type-4 =
| Move-Type-4-Distance =
| Move-Type-4-Notes =
 
| Move-Type-5 =
| Move-Type-5-Distance =
| Move-Type-5-Notes =
 
| Move-Type-6 =
| Move-Type-6-Distance =
| Move-Type-6-Notes =


| NudgeSpace =  
| NudgeSpace =  
Line 605: Line 552:
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


<!--  AVAILABLE VARIABLES
  {{To-Hit}}                {{Easy-Skill-DC}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Challenging-Skill-DC}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Hard-Skill-DC}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Impossible-Skill-DC}}    {{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. Vvalues: 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}} non-lethal damage per interval.
  Fruition    list fruition. Examples: all non-lethal damage becomes lethal; 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 619: Line 621:
| 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
   <!-- Insert colons ":" before each paragraph after first; 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}}                {{Easy-Skill-DC}}          {{Special-Standard-Dmg}}
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
    {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
    {{Save-DC}}              {{Challenging-Skill-DC}}   {{Special-Alpha-Dmg}}
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -
    {{Hit-Points}}            {{Hard-Skill-DC}}          {{Ability-Dmg}}
    {{Bloodied-Hit-Points}}  {{Impossible-Skill-DC}}    {{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 682: Line 660:
| 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
   <!-- Insert colons ":" before each paragraph after first; 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}}               {{Easy-Skill-DC}}           {{Special-Standard-Dmg}}
        {{Average-Skill-DC}}         Average Skill DC
    {{Touch-Attack}}          {{Average-Skill-DC}}       {{Special-Swift-Dmg}}
        {{Challenging-Skill-DC}}     Challenging Skill DC
    {{Save-DC}}              {{Challenging-Skill-DC}}   {{Special-Alpha-Dmg}}
        {{Hard-Skill-DC}}           Hard Skill DC
    {{Hit-Points}}            {{Hard-Skill-DC}}           {{Ability-Dmg}}
         {{Impossible-Skill-DC}}     Impossible Skill DC
    {{Bloodied-Hit-Points}}   {{Impossible-Skill-DC}}     {{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 745: Line 699:
| 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
   <!-- Insert colons ":" before each paragraph after first; 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}}                {{Easy-Skill-DC}}          {{Special-Standard-Dmg}}
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
    {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
    {{Save-DC}}              {{Challenging-Skill-DC}}   {{Special-Alpha-Dmg}}
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -
    {{Hit-Points}}            {{Hard-Skill-DC}}          {{Ability-Dmg}}
    {{Bloodied-Hit-Points}}  {{Impossible-Skill-DC}}    {{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 808: Line 738:
| 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
   <!-- Insert colons ":" before each paragraph after first; 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}}                {{Easy-Skill-DC}}          {{Special-Standard-Dmg}}
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
    {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
    {{Save-DC}}              {{Challenging-Skill-DC}}   {{Special-Alpha-Dmg}}
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -
    {{Hit-Points}}            {{Hard-Skill-DC}}          {{Ability-Dmg}}
    {{Bloodied-Hit-Points}}  {{Impossible-Skill-DC}}    {{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 871: Line 777:
| 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
   <!-- Insert colons ":" before each paragraph after first; 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}}                {{Easy-Skill-DC}}          {{Special-Standard-Dmg}}
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
    {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
    {{Save-DC}}              {{Challenging-Skill-DC}}   {{Special-Alpha-Dmg}}
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -
    {{Hit-Points}}            {{Hard-Skill-DC}}          {{Ability-Dmg}}
    {{Bloodied-Hit-Points}}  {{Impossible-Skill-DC}}    {{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 934: Line 816:
| 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
   <!-- Insert colons ":" before each paragraph after first; 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}}               {{Easy-Skill-DC}}           {{Special-Standard-Dmg}}
        {{Average-Skill-DC}}         Average Skill DC
    {{Touch-Attack}}          {{Average-Skill-DC}}       {{Special-Swift-Dmg}}
        {{Challenging-Skill-DC}}     Challenging Skill DC
    {{Save-DC}}              {{Challenging-Skill-DC}}   {{Special-Alpha-Dmg}}
        {{Hard-Skill-DC}}           Hard Skill DC
    {{Hit-Points}}            {{Hard-Skill-DC}}           {{Ability-Dmg}}
         {{Impossible-Skill-DC}}     Impossible Skill DC
    {{Bloodied-Hit-Points}}   {{Impossible-Skill-DC}}     {{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 997: Line 855:
| 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
   <!-- Insert colons ":" before each paragraph after first; 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}}                {{Easy-Skill-DC}}          {{Special-Standard-Dmg}}
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
    {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
    {{Save-DC}}              {{Challenging-Skill-DC}}   {{Special-Alpha-Dmg}}
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -
    {{Hit-Points}}            {{Hard-Skill-DC}}          {{Ability-Dmg}}
    {{Bloodied-Hit-Points}}  {{Impossible-Skill-DC}}    {{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 1,060: Line 894:
| 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
   <!-- Insert colons ":" before each paragraph after first; 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}}               {{Easy-Skill-DC}}           {{Special-Standard-Dmg}}
        {{Average-Skill-DC}}         Average Skill DC
    {{Touch-Attack}}          {{Average-Skill-DC}}       {{Special-Swift-Dmg}}
        {{Challenging-Skill-DC}}     Challenging Skill DC
    {{Save-DC}}              {{Challenging-Skill-DC}}   {{Special-Alpha-Dmg}}
        {{Hard-Skill-DC}}           Hard Skill DC
    {{Hit-Points}}            {{Hard-Skill-DC}}           {{Ability-Dmg}}
         {{Impossible-Skill-DC}}     Impossible Skill DC
    {{Bloodied-Hit-Points}}   {{Impossible-Skill-DC}}     {{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 1,123: Line 933:
| 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
   <!-- Insert colons ":" before each paragraph after first; 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}}                {{Easy-Skill-DC}}          {{Special-Standard-Dmg}}
::: '''''Save:''''' Fort DC {{#var:Save-DC}}; '''''Frequency:''''' 1/rounds for 3 rounds
    {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
::: '''''Effect:''''' {{#var:Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{#var:Standard-Dmg}} non-lethal damage per interval
    {{Save-DC}}              {{Challenging-Skill-DC}}   {{Special-Alpha-Dmg}}
::: '''''Fruition:''''' -; '''''Fruition Duration:''''' -
    {{Hit-Points}}            {{Hard-Skill-DC}}          {{Ability-Dmg}}
    {{Bloodied-Hit-Points}}  {{Impossible-Skill-DC}}    {{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 =
}}


-->
-->

Revision as of 15:06, 13 December 2017

{{Template:Monster2
<!-- Version 3.00 -->

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

| MonsterName = 

| Image = 
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->

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

| 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>

| Description = 

| Alignment = 
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->

| Size = 
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->

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

| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|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 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 -->
   <!-- Default value is 10+ on a d20 -->

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

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

| 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 -->

| 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 -->

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

| MoveTypes = [[Walk]] 30 ft., 
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!--   [[Burrowing]], [[Tunneling]], [[Earth Glide]]         -->
   <!--   [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
   <!--   [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
   <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
   <!--   [[Lesser Teleport]], [[Greater Teleport]]             -->

| 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 type or subtype is "Swarm", the space will default to 10 ft.
        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) -->

| 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 type or subtype is "Swarm", the reach will default to 0 ft.
        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) -->



<!--  GENERAL ATTACK INFORMATION  -->

| MeleeOrNatural = Natural
   <!-- 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) -->



<!--  PRIMARY ATTACK INFORMATION  -->

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

| PriAtkNotes = 
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->

| 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                            -->

| PriAtkVSTouchAC = 
   <!-- If to-hit goes against touch AC; 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" or "swarm") -->

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

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

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

| 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 -->

| SecAtkNotes = 
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->

| 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                            -->

| SecAtkVSTouchAC = 
   <!-- If to-hit goes against touch AC; 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" or "swarm") -->

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

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

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

| 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 -->

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

| 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                            -->

| TerAtkVSTouchAC = 
   <!-- If to-hit goes against touch AC; 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" or "swarm") -->

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

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

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

| 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 -->

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

| 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                            -->

| QuaAtkVSTouchAC = 
   <!-- If to-hit goes against touch AC; 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" or "swarm") -->

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

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

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

| 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 -->

| RangedAtkNotes = 
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->

| 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                            -->

| RangedAtkVSTouchAC = 
   <!-- If to-hit goes against touch AC; 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" or "swarm") -->

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

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

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

| 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: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->



<!--   ABILITY SCORES   -->
| 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   -->


<!--   ROLE-BASED SPECIAL ABILITIES -->

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

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

| HideRoleReminder3 = 
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->

| HideRoleReminder4 = 
   <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


<!--   AVAILABLE VARIABLES

   {{To-Hit}}                {{Easy-Skill-DC}}           {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
   {{Save-DC}}               {{Challenging-Skill-DC}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Hard-Skill-DC}}           {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}   {{Impossible-Skill-DC}}     {{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. Vvalues: 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}} non-lethal damage per interval.
   Fruition     list fruition. Examples: all non-lethal damage becomes lethal; 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-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 = 

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

     {{To-Hit}}                {{Easy-Skill-DC}}           {{Special-Standard-Dmg}}
     {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
     {{Save-DC}}               {{Challenging-Skill-DC}}    {{Special-Alpha-Dmg}}
     {{Hit-Points}}            {{Hard-Skill-DC}}           {{Ability-Dmg}}
     {{Bloodied-Hit-Points}}   {{Impossible-Skill-DC}}     {{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-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-2-Description = 

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

     {{To-Hit}}                {{Easy-Skill-DC}}           {{Special-Standard-Dmg}}
     {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
     {{Save-DC}}               {{Challenging-Skill-DC}}    {{Special-Alpha-Dmg}}
     {{Hit-Points}}            {{Hard-Skill-DC}}           {{Ability-Dmg}}
     {{Bloodied-Hit-Points}}   {{Impossible-Skill-DC}}     {{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-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-3-Description = 

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

     {{To-Hit}}                {{Easy-Skill-DC}}           {{Special-Standard-Dmg}}
     {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
     {{Save-DC}}               {{Challenging-Skill-DC}}    {{Special-Alpha-Dmg}}
     {{Hit-Points}}            {{Hard-Skill-DC}}           {{Ability-Dmg}}
     {{Bloodied-Hit-Points}}   {{Impossible-Skill-DC}}     {{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-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-4-Description = 

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

     {{To-Hit}}                {{Easy-Skill-DC}}           {{Special-Standard-Dmg}}
     {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
     {{Save-DC}}               {{Challenging-Skill-DC}}    {{Special-Alpha-Dmg}}
     {{Hit-Points}}            {{Hard-Skill-DC}}           {{Ability-Dmg}}
     {{Bloodied-Hit-Points}}   {{Impossible-Skill-DC}}     {{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-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-5-Description = 

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

     {{To-Hit}}                {{Easy-Skill-DC}}           {{Special-Standard-Dmg}}
     {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
     {{Save-DC}}               {{Challenging-Skill-DC}}    {{Special-Alpha-Dmg}}
     {{Hit-Points}}            {{Hard-Skill-DC}}           {{Ability-Dmg}}
     {{Bloodied-Hit-Points}}   {{Impossible-Skill-DC}}     {{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-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-6-Description = 

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

     {{To-Hit}}                {{Easy-Skill-DC}}           {{Special-Standard-Dmg}}
     {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
     {{Save-DC}}               {{Challenging-Skill-DC}}    {{Special-Alpha-Dmg}}
     {{Hit-Points}}            {{Hard-Skill-DC}}           {{Ability-Dmg}}
     {{Bloodied-Hit-Points}}   {{Impossible-Skill-DC}}     {{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-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-7-Description = 

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

     {{To-Hit}}                {{Easy-Skill-DC}}           {{Special-Standard-Dmg}}
     {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
     {{Save-DC}}               {{Challenging-Skill-DC}}    {{Special-Alpha-Dmg}}
     {{Hit-Points}}            {{Hard-Skill-DC}}           {{Ability-Dmg}}
     {{Bloodied-Hit-Points}}   {{Impossible-Skill-DC}}     {{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-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-8-Description = 

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

     {{To-Hit}}                {{Easy-Skill-DC}}           {{Special-Standard-Dmg}}
     {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
     {{Save-DC}}               {{Challenging-Skill-DC}}    {{Special-Alpha-Dmg}}
     {{Hit-Points}}            {{Hard-Skill-DC}}           {{Ability-Dmg}}
     {{Bloodied-Hit-Points}}   {{Impossible-Skill-DC}}     {{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-Concentration = 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->

| Ability-9-Description = 

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

     {{To-Hit}}                {{Easy-Skill-DC}}           {{Special-Standard-Dmg}}
     {{Touch-Attack}}          {{Average-Skill-DC}}        {{Special-Swift-Dmg}}
     {{Save-DC}}               {{Challenging-Skill-DC}}    {{Special-Alpha-Dmg}}
     {{Hit-Points}}            {{Hard-Skill-DC}}           {{Ability-Dmg}}
     {{Bloodied-Hit-Points}}   {{Impossible-Skill-DC}}     {{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   -->

| TreasureNotes = 

| XPNotes = 


}}