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Creature:Dry Monkey: Difference between revisions

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|size=0.5
|size=0.5
|int=-2
|int=-2
|snk=3
|c=animal;; partial;; outsider
|t=animal;; partial;; outsider
|t=primate
|c=primate
|a=Adrenaline;; Hide;; Stealth;; Acrobatics;; Martial Arts;; Called Magic Resistance;; Tradecraft Reflector;; Slip Around;; Low Intelligence
|a=Adrenaline;; Hide;; Stealth;; Acrobatics;; Martial Arts;; Called Magic Resistance;; Tradecraft Reflector;; Slip Around;; Low Intelligence
|l=Tiny monkeys with beat up faces.
|l=Tiny monkeys with beat up faces.
|b=Claw;; Mouth;; Foot;; Thick Hide
|b=Prehensile Claw;; Mouth;; Foot;; Thick Hide
|br=14
|br=14
|g=dry
}}
}}

Latest revision as of 02:04, 7 February 2026

 Stats: ❤️1d10 Hit Dice❤️6 HP🩵1d2 Mana Dice🩵2 MP⬆️Size 0.5
 Attributes: INT-2STR0MOV0SNK3PER0
 Creature types: Primate
 Regions: Dry Lands
 Looks: Tiny monkeys with beat up faces.

 Abilities: 
 Duration: Always active.

You gain Climbing and Leaping.
 Feat save improvement: This ability gives proficiency in MOV feat saves.
 Duration: Always active.

You resist unconsciousness and dropping due to being at negative HP. You still die when you reach half your maximum HP below zero.
 Execution time: 1️⃣Single action( ➡️Active )
 Duration: Instant.
 Requirements: You are in a location with shadows, dim light, three-quarters cover, or some other feature which the GM determines is appropriate for being hidden. You must remain in areas that maintain these conditions to stay hidden.

You become hidden. As you do this, you may roll 1d20 + 2 × SNK. If this is greater than your passive sneak (10 + 2 × SNK), then you use it as your hidden DC. If not, use your passive sneak.

When you are hidden, you cannot be seen. This condition is always associated with some hidden DC it takes to see you. Unless otherwise noted, it's your passive sneak (10 + 2 × SNK). Other creatures will only be able to see you (or know that you're there) if they use some relevant ability that lets them do so, if their passive perception (10 + 2 × PER) is greater than your hidden DC, or if enabled to by some other effect. In most cases, a creature trying to see you will have some check which must pass your hidden DC.

While hidden, if someone knows where you are but is unable to see you, any attacks they make against you are done with disadvantage. Similarly, any attacks you make against someone that can't see you are done with advantage. Attacking causes you to no longer be hidden.

While hidden, you must not Move faster than your hidden speed. Any other movement effects require a DC 15 SNK feat save to remain hidden.


 If proficient: Instead roll 1d20 + 2 × SNK + P for your hidden DC (if it's greater than your passive sneak). If fluent: Instead roll 1d20 + 2 × SNK + F for your hidden DC (if it's greater than your passive sneak). Attribute improvement: This ability sets your SNK score to a minimum of 2. Feat save improvement: This ability gives proficiency in SNK feat saves.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of -1.
 Duration: Always active.

You gain Offensive Martial Arts and Defensive Martial Arts.
 Duration: Always active.

Your hands and other handy items count as weapons for the purposes of abilities that target or are delivered by them (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
 If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
 Duration: Always active.

Your hands and other handy body parts count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Note: This does not make your hands blocking.

 If proficient: The BV is now +2. If fluent: The BV is now +3.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your PER score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your STR score to a minimum of 0.
 Duration: Instant.
 Range: 30 feet.
 Requirements: You are hidden.

You are instantly transported to a location you can see within range where you could also be hidden.
 Duration: Always active.

You crawl at half speed and can Move at half speed speed while hidden. Additionally, movement effects only require a DC 10 SNK feat save to keep from breaking your hiding.
 If proficient: You crawl at full speed and can Move at full speed while hidden. Attribute improvement: This ability sets your SNK score to a minimum of 3. Feat save improvement: This ability gives fluency in SNK feat saves.
 Duration: Always active.

All tradecraft checks used on you are reflected back at whoever used them as though you were the one that used it. The check does not affect you in any way.

 Body Parts: 
Foot Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Foot 1 -3   Normal (5 feet) 0 0 lb. -3 Bashing, Small Body parts
1Normal (5 feet)
Mouths gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Mouth Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Mouth 1 -3 Normal (5 feet) 0 0 lb. -3 Bashing, Biting, Small Body parts
1Normal (5 feet)
Prehensile claws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Prehensile Claw Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Prehensile Claw 1d4 -3 Normal (5 feet) 0 0 lb. -3 Handy, Prehensile, Weapon Body parts
1d4Normal (5 feet)
Thick Hide Stats
Name Base Damage Attack Penalty Piercing Range AV Weight Min STR Properties/Abilities Equipment Classes
Thick Hide 0 -3   Self 2 0 lb. -3 Armor, Body parts
0Self