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{{Template:Monster <!-- Version 2.14 --> | 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 --> | Sense-1 = Standard Senses <!-- List the sense type: 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, Mindsense --> | 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 = <!-- 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)) --> | Move-Type-1 = Walk <!-- List the move type: Burrowing, Tunneling, Earth Glide Lesser Climb, Greater Climb, Brachiating, Vaulting Hover, Lesser Flight, Greater Flight Lesser Swim, Greater Swim, Jet Lesser Teleport, Greater Teleport --> | Move-Type-1-Distance = 30 <!-- List the speed of the move type, in feet. Just the number. E.g. "30" (no quotes). --> | Move-Type-1-Notes = <!-- List any restrictions or other notes about the move type. E.g. "Only in the forest" --> | Move-Type-2 = | Move-Type-2-Distance = | Move-Type-2-Notes = | Move-Type-3 = | Move-Type-3-Distance = | Move-Type-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 = <!-- 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) --> <!-- 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 below 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) ::: '''''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:''''' - --> <!-- 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 below 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) ::: '''''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:''''' - --> <!-- 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 below 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) ::: '''''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:''''' - --> <!-- 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 below 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) ::: '''''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:''''' - --> <!-- 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 below 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) ::: '''''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:''''' - --> <!-- 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 below 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) ::: '''''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:''''' - --> <!-- 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 below 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) ::: '''''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:''''' - --> <!-- 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 below 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) ::: '''''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:''''' - --> <!-- 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 below 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) ::: '''''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:''''' - --> <!-- COMBAT TACTICS --> | CombatTactics = <!-- OUT OF COMBAT --> | OutOfCombat = <!-- TREASURE AND XP --> | TreasureNotes = | XPNotes = }}