Difference between revisions of "Yunauth:GMNotes"

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[[Yunauth]]/
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== Creatures ==
 
== Creatures ==
 
=== Creeper ===
 
=== Creeper ===
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|dr=none
 
|dr=none
 
|immunities=electricity
 
|immunities=electricity
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|melee-list=slam +2 (1d4-1 bashing)
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|space=5 ft.
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|reach=5 ft.
 
|treasure=special
 
|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.
 
|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.
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'''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. (DC 15 Ref for half) 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.
 
}}
 
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Revision as of 15:40, 13 May 2013

Yunauth/

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 slam +2 (1d4-1 bashing)
Space 5 ft.; Reach 5 ft.
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. (DC 15 Ref for half) 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}}}