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! colspan="6" | | ! colspan="6" | | ||
=== | === Cave Warden === | ||
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| colspan="6" |''Monster Level:'' | | colspan="6" |''Monster Level: 8'' | ||
|- | |- | ||
| colspan="6" |'' | | colspan="6" |''Huge. Plant Monstrosity'' | ||
|- | |- | ||
!'''STR''' | !'''STR''' | ||
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!CHA | !CHA | ||
|- | |- | ||
!2 | |||
!0 | !0 | ||
! | !5 | ||
! | !3 | ||
! | !-3 | ||
! | !-2 | ||
|- | |- | ||
| | | | ||
!Ref: 10 | !Ref: 10 | ||
!Fort: | !Fort: 15 | ||
!Ant: | !Ant: 13 | ||
!Log: | !Log: 7 | ||
!Will: | !Will: 8 | ||
|- | |- | ||
| colspan="6" | | | colspan="6" | | ||
|- | |- | ||
| colspan="3" | | | colspan="3" | | ||
| colspan="3" | | | colspan="3" | | ||
|- | |- | ||
| colspan="3" |'''[[Armor]] Rating''' | | colspan="3" |'''[[Armor]] Rating''' 15 | ||
| colspan="3" |''' | | colspan="3" |'''Resist''' Physical 5 '''Immune''' Psychic | ||
|- | |- | ||
| colspan="3" |'''Hit Points''' | | colspan="3" |'''Hit Points''' 80 | ||
| colspan="3" |''' | | colspan="3" |'''Senses''' Darkvision 120 ft, Tremorsense 120 ft | ||
|- | |- | ||
| colspan="3" |'''Speed''' | | colspan="3" |'''Speed''' 30 ft | ||
| colspan="3" |''' | | colspan="3" |'''Traits''' Immutable, Immovable | ||
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| colspan="3" | | | colspan="3" | | ||
| colspan="3" | | | colspan="3" | | ||
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! colspan="6" |Features | ! colspan="6" |Features | ||
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| colspan="6" |''' | | colspan="6" |'''[[Primal]] Origin.''' The Cave Warden has TA on attacks against [[Occult]] and [[Psionic]] creatures, and TD against [[Arcane]] and [[Divine]] creatures. | ||
'''Fungal Matter.''' When the Cave Warden starts its turn in dim light or [[darkness]], it deals 5 (2d4) additional necrotic [[damage]] on all its attacks. | |||
'''Ambush Predator.''' The Cave Warden gains +8 on its [[Initiative]] rolls. If it hits a creature that has not yet acted in [[combat]], the hit counts as a crit. | |||
'''Tunneler.''' The Cave Warden can burrow at 1⁄2 its normal speed. When it does so, it leaves a tunnel in its wake that any Large or smaller creature can navigate without squeezing. | |||
|- | |- | ||
! colspan="6" |[[Actions]] | ! colspan="6" |[[Actions]] | ||
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| colspan="6" | | | colspan="6" | | ||
==== ''The | ==== ''The Cave Warden can take TWO of the following actions, or take the same action '''twice.''''' ==== | ||
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| colspan="6" | | | colspan="6" |'''Move.''' The Cave Warden can move up to its speed. | ||
'''Slam.''' ''Reach 10 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 5 (1d6+2) blunt, and the creature falls Prone. | |||
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! colspan="6" | | |||
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| colspan="6" | | | colspan="6" | | ||
==== ''''' | ==== '''''OR''' the Cave Warden can take '''ONE''' of the following actions'''...''''' ==== | ||
|- | |- | ||
| colspan="6" |''' | | colspan="6" |'''Move.''' The Cave Warden can move up to its speed. | ||
'''Slam.''' ''Reach 10 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 5 (1d6+2) blunt, and the creature falls Prone. | |||
|- | |- | ||
| colspan="6" | | | colspan="6" | | ||
==== '' | ==== '''''...AND''' take the following action.''==== | ||
|- | |- | ||
| colspan="6" |''' | | colspan="6" |'''Shockwave.''' ''15 ft Radius Natural Weapon''. +2 vs FORT of all creatures in the radius. '''Hit''': 7 (2d6) blunt, and the creature falls Prone. | ||
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! colspan="6" |Reactions | ! colspan="6" |Reactions | ||
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| colspan="6" |''' | | colspan="6" |'''Interpose (1/Round)'''. If a creature within 10 ft of the Cave Warden takes damage, the Cave Warden may take the damage instead. | ||
'''Exploit (1/Turn).''' The Cave Warden can [[Actions#Advanced Maneuvers|Exploit]]. If it hits, the creature falls Prone. | |||
|} | |} | ||