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=+ | |ref=+4 | ||
|will=+5 | |will=+5 | ||
|str=8 | |str=8 | ||
|dex= | |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}}}