Yunauth:GMNotes: Difference between revisions

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|type=Aberration
|type=Aberration
|senses=Darkvision 60 ft.
|senses=Darkvision 60 ft.
|move-speeds=30 ft.
|hd=5d8+15
|hd=5d8+15
|hp=37
|hp=37
|bab=+3
|bab=+3
|fort=+4
|fort=+4
|ref=+3
|ref=+4
|will=+5
|will=+5
|str=8
|str=8
|dex=14
|dex=16
|con=16
|con=16
|int=4
|int=4
Line 22: Line 23:
|cha=8
|cha=8
|init=+2
|init=+2
|ac=15
|touch-ac=13
|flatfooted-ac=12
|ac-breakdown=+3 dex, +2 natural
|def-abilities=none
|dr=none
|immunities=electricity
|treasure=special
|special-abilities='''Immunity to Electricity (Ex)''' A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.
'''Explosion (Ex)''' A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. It can choose to discontinue its attack at any point. Any creature killed by a creeper's explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this.
}}
}}

Revision as of 19:38, 13 May 2013

Creatures

Creeper

{{{appearance}}}

Creeper

CR 4

XP 1200
N Medium Aberration
Init +2; Senses Darkvision 60 ft.; Perception {{{perception}}}
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 dex, +2 natural)
hp 37 (5d8+15)
Fort +4, Ref +4, Will +5
Defensive Abilities none; DR none; Immune electricity
OFFENSE
Speed 30 ft.
Melee {{{melee-list}}}
Space {{{space}}}; Reach {{{reach}}}
Special Attacks {{{special-attacks}}}
Spell-Like Abilities {{{spell-like}}}
STATISTICS
Str 8, Dex 16, Con 16, Int 4, Wis 12, Cha 8
Base Atk +3; CMB {{{cmb}}}; CMD {{{cmd}}}
Feats {{{feats}}}
Skills {{{skills}}} Perception {{{perception}}}
ECOLOGY
Environment {{{environment}}}
Organization {{{organization}}}
Treasure special
SPECIAL ABILITIES
Immunity to Electricity (Ex) A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.

Explosion (Ex) A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. It can choose to discontinue its attack at any point. Any creature killed by a creeper's explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this.

{{{description}}}