Template:Stat Block 2

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How To Use The Stat Block Template

For NPC/Creature entries, the following is the general layout to format Stat Blocks. The following does not contain a complete list of parameters, just the ones that are required.

{{Stat Block 2
|name=
|al= |size= |type=
|init= |listen= |spot=
|ac= |touch= |flat=
|hp= |hd=
|fort= |ref= |will=
|spd=
|bab= |grp=
}}

Definition of Parameters

Parameter Description Required Example
style Specifies the values of the table's style attribute No width: 100px; border: solid; margin-left: 1em;
Identification and Encounter
Parameter Description Required Example
name An identifier for the creature such as a name or a short description of the creature Yes Jack
or
Powerful Necromancer
cr The creature's challenge rating No (defaults to —) 1/2
sex The creature's gender. This will only show up if a value is supplied for race or clvl No Hermaphroditic
race The creature's race. No kobold
clvl The list of classes in which the creature has levels and the number of levels in each. No monk 3/paladin 2
al The creature's alignment expressed in one or two capital letters Yes CN
size The creature's size Yes Medium
type The creature's type (and subtypes when applicable) Yes undead (augmented dragon, augmented humanoid, goblinoid, shapechanger)
divrank If this creature is a deity, this parameter specifies creature's divine rank. No 12
init The creature's initiative modifier Yes +3
sens Any special senses the creature has No darkvision 60 ft., tremorsense 120 ft.
listen Total modifier for the creature's Listen checks Yes −2
spot Total modifier for the creature's Spot checks Yes +4
aura Any auras the creature has that affects enemies or allies No courage (10 ft., allies +4 against fear)
lang Any languages or special means of communication the creature has No Draconic, Common, saurial communication, empathic link
Defensive Information
Parameter Description Required Example
ac creature's armor class Yes 20
touch creature's touch armor class Yes 13
flat creature's flat-footed armor class Yes 17
othac racial traits, class features, feats, salient divine abilities, and other special abilities that affect (or can affect under the right circumstances) the creature's AC. No Two-Weapon Defense, Dodge, uncanny dodge
acmods creature's armor class modifiers No +2 shield, +6 armor, −1 size
miss Miss chance for attacks or effects targeting the creature No 50% incorporeal
hp creature's hit points Yes 45
hd Number of hit die Yes 6
othhp Special abilities that affect how much damage the creature takes from physical attacks and hit point recovery No DR 6/—, fast healing 3
immune Immunities the creature has No sleep, fire, death effects
resist Special abilities that aid the creature in avoiding, and/or reducing certain effects except spell and power resistances (which go under the sr and pr parameters) No acid resistance 5, mettle, improved evasion
sr The creature's spell resistance No 13
pr The creature's power resistance No 17
fort Fortitude save modifier Yes +4 (+5 against poison)
ref Reflex save modifier Yes +0
will Will save modifier Yes −3 (−1 against enchantment)
othsav Conditional modifiers the creature gets on all saves. Modifiers that are tied to a specific save are specified in parenthesis with the relevant parameter. See fort, ref, and will above. No +2 against fire and acid
weak Any weaknesses the creature has No vulnerability to cold
Offensive Information
Parameter Description Required Example
spd The creature's base land speed Yes 40 ft. (8 squares) in chainmail, base speed 60 ft.
burrow The creature's burrow speed No 15 ft.
climb The creature's climb speed No 20 ft.
fly The creature's fly speed and maneuverability No 100 ft. (poor)
swim The creature's swim speed No 30 ft.
othspd Feats and abilities that can affect the creature's speed or movement options No Run, Spring Attack
melee1–melee4 The creature's typical preferred melee attack routines No mwk falchion +16/+11 (2d4+9/18–20) and bite +13 (1d4+3)
ranged1–ranged4 The creature's typical preferred ranged attack routines No +1 longbow +8 (2d6+2/×3) with Manyshot
or
+1 longbow +10/+10/+5 (1d6+1/19–20) with Rapid Shot
space The amount of space the creature occupies No (Defaults to 5 ft.) 10 ft.
reach The creature's natural reach No (Defaults to 5 ft.) 15 ft.
bab The creature's base attack bonus (plus epic attack bonus if applicable) Yes +3
grp The creature's grapple check modifier Yes +10
atkop Attack options that can creature can use during a full or standard attack No flurry of blows, smite chaos 1/day (+3 attack, +4 damage), Power Attack
sa Special actions the creature may take instead of (or in addition to in the case of free, swift, and immediate actions) making attacks. No turn undead 3/day (+0, 2d6+8, 8th), wild shape (4/day, Small to Large, 10th), Instantaneous Rage
cg Combat gear; items that the creature can use as an action No potion of cure light wounds, scroll of blur
paesd Details that (more-or-less) apply to all arcane epic spells this creature has prepared No CL 54th, DC 35, 5% arcane spell failure chance
saesd Details that (more-or-less) apply to all arcane epic spells this creature can cast spontaneously. No CL 54th, DC 35, 5% arcane spell failure chance
aesp Arcane epic spells prepared

The spell name should also include the adjusted Spellcraft DC to cast the spell. The adjusted spellcraft DC is what the caster needs to roll after all modifiers for which are accounted in order to successfully cast the spell. To get the the adjusted spellcraft DC, subtract the creature's bonus for checks against the spell from the spell's normal spellcraft DC.

No crown of vermin (SDC −344), kinetic control (SDC −300), vengeful gaze of god (SCD 19)
aespd For spontaneous arcane casters, arcane epic spells per day No 4
aesk Arcane epic spells known. This will only show up in this section if the creature can cast arcane epic spells spontaneously (by specifying a value for aespd). Otherwise, these spells will be displayed in the "Other Information" section of the stat block

The spell name should also include the adjusted Spellcraft DC to cast the spell. The adjusted spellcraft DC is what the caster needs to roll after all modifiers for which are accounted in order to successfully cast the spell. To get the the adjusted spellcraft DC, subtract the creature's bonus for checks against the spell from the spell's normal spellcraft DC.

No dragon knight (ritual) (SDC −11), epic mage armor (SDC −3), nailed to the sky (SCD 13), verdigris (SDC 9)
pdesd Details that (more-or-less) apply to all divine epic spells this creature has prepared No CL 26th, DC 27, 1d20+32 to overcome SR
sdesd Details that (more-or-less) apply to all divine epic spells this creature can cast spontaneously No CL 33th, DC 29
desp Divine epic spells prepared

The spell name should also include the adjusted Spellcraft DC to cast the spell. The adjusted spellcraft DC is what the caster needs to roll after all modifiers for which are accounted in order to successfully cast the spell. To get the the adjusted spellcraft DC, subtract the creature's bonus for checks against the spell from the spell's normal spellcraft DC.

No origin of species: achaierai (SDC −29), demise unseen (SDC 13), lord of nightmares (SCD −17)
despd For spontaneous casters, divine epic spells per day No 3
desk Divine epic spells known. This will only show up in this section if the creature can cast divine epic spells spontaneously (by specifying a value for despd). Otherwise, these spells will be displayed in the "Other Information" section of the stat block

For spontaneous casters the spell name should also include the adjusted Spellcraft DC to cast the spell. The adjusted spellcraft DC is what the caster needs to roll after all modifiers for which are accounted in order to successfully cast the spell. To get the the adjusted spellcraft DC, subtract the creature's bonus for checks against the spell from the spell's normal spellcraft DC.

No contingent resurrection (SDC −18), epic counterspell (SDC −1), momento mori (SDC 16)
epd Details that (more-or-less) apply to all epic powers this creature knows No ML 31st, DC 30, 1d20+35 to overcome PR
epk Epic powers known

The power name should also include the adjusted Psicraft DC to manifest the power. The adjusted psicraft DC is what the manifester needs to roll after all modifiers for which are accounted in order to successfully manifest the power. To get the the adjusted psicraft DC, subtract the creature's bonus for checks against the power from the power's normal psicraft DC.

No greater power resistance (PDC 0), soul scry (PDC 10)
eppd Epic powers per day No 6
pp Number of power points the creature has in a day No 65
prgrsns Ability progressions, such as spells, powers, invocations, utterances, etc. See below. No See below
slad Details that apply to many (if not all) of the creature's spells-like abilities No CL 6th, 1d20+10 to overcome SR
plad Details that apply to many (if not all) of the creature's psi-like abilities No ML 3rd
freq1–freq20 How often the creature can use this group of spell- or psi-like abilities. Currently supports up to 20 different frequencies No 3/day
sla(freq) Spell-like abilities the creature can use at this frequency

These lists should only contain spell-like abilities that mimic specific spells. If the ability is unique in that it doesn't mimic any existing spell it should be listed under special actions (sa). This also applies to spell-like abilities that do mimic existing spells but require their own descriptions because the mimicry is not exact.

No darkness, invisibility
pla(freq) Psi-like abilities the creature can use at this frequency

These lists should only contain psi-like abilities that mimic specific powers. If the ability is unique in that it doesn't mimic any existing power it should be listed under special actions (sa). This also applies to psi-like abilities that do mimic existing powers but require their own descriptions because the mimicry is not exact.

No stomp (DC 13)
Other Information
Parameter Description Required Example
str Strength No (defaults to —) 15
dex Dexterity No (defaults to —) 14
con Constitution No (defaults to —) 13
int Intelligence No (defaults to —) 12
wis Wisdom No (defaults to —) 10
cha Charisma No (defaults to —) 8
sq Any special qualities the creature has that hasn't already been listed in the previous sections

Generally speaking, these abilities do not require an action and either have little value (if any) in combat, or any effects they provide have already been taken into account in the previous sections without the name of the ability being explicitly listed.

No orc blood, trapfinding
sda Complete list of salient divine abilities including ones already listed in other sections No Divine Bard, Divine Rage, Divine Water Mastery
feats Complete list of feats including ones already listed in other sections No Power Attack, Combat Reflexes, Spell Penetration
skills List of skills that have ranks and skills that can be used untrained for which the creature has modifiers beyond ability score and size modifiers (i.e. racial bonus/penalties, synergy bonuses, competence, etc...) including Listen and Spot if applicable. No Hide +14, Knowledge (dungeoneering) +6, Knowledge (nature) +4, Knowledge (religion) +1, Listen +10, Move Silently +19, Search +2, Spot +10, Survival +9 (+11 underground)
hdadv Details of the creature's advancement by HD. This is only displayed if the race parameter has not been set. No 6–18 HD (Large)
favcls The race's favored class. This is only displayed if the race parameter has not been set. (I know that seems weird, but there's a reason for it.) No Warlock (Complete Arcane)
poss Items of note that the creature has that haven't already been listed under combat gear (cg) No bracers of armor +4, ring of protection +2, 203 gp
grims Creature's grimoires (e.g. spellbooks or prayerbooks) in which its spells are written. See below. No See below
deity The creature's patron deity if it has one No Reorx
Special Abilities Descriptions
Parameter Description Required Example
san1, san2, san3... sanX Special ability name No Saurial Communication
sad1, sad2, sad3... sadX Special ability description No A saurial's normal speaking voice is too high pitched for humanoids to hear, but they give off different scents based on their mood. Dragons, creatures with the dragonblood subtype, and fey can hear saurials perfectly, and they generally understand the scent cues whether or not they can understand the language. Saurials can understand other creatures that speak any language they know without problem, and can learn to speak within humanoid hearing range by devoting skill points.

Explanation of (freq)

This template supports spell-like abilities and psi-like abilities of up to twenty different frequencies freq1 through freq20. Once you use freqX to specify how often a spell-/psi-like ability or group of spell-/psi-like abilities can be used, sla(freq) and pla(freq) are used list the abilities by replacing (freq) with what value you used for freqX.

For example, the following is used to list 6th-level paladin's spell-like abilities, detect evil and remove disease (note that special mount is not listed because it does not duplicate an existing spell):

|freq1=At will
|slaAt will=''detect evil''

|freq2=1/week
|sla1/week=''remove disease''

The bold text must match exactly.

Notes on the parameters prgrsns and grims

prgrsns

The prgrsns parameter takes a template(s) to specify a creature's spellcasting, manifesting, invoking, uttering, etc... abilities. Templates are currently available for the following (more can be added as needed):

So to specify a wizard's prepared spells, the spells prepared template would be used like so:

|prgrsns={{
  Stat Block 2/Spells Prepared
  |pd=CL 4th
  |sp1=''charm person'' (DC 14), ''magic missile'', ''true strike''
  |sp2=''knock'' ×2, ''see invisibility''
}}

If the wizard also has levels in druid, the prgrsns parameter might look like the following:

|prgrsns={{
  Stat Block 2/Spells Prepared
  |cls=Wizard
  |pd=CL 4th
  |sp1=''charm person'' (DC 14), ''magic missile'', ''true strike''
  |sp2=''knock'' ×2, ''see invisibility''
}}{{
  Stat Block 2/Spells Prepared
  |cls=Druid
  |pd=CL 1st
  |sp1=''produce flame'' (+3 ranged touch)
}}

Note the addition of the cls property. It's not required, but it is recommended that it be used when a reader might not be able to tell which progression applies to which class.

grims

The grims parameter is for creatures that keep their spells (or the equivalent) written in a grimiore (e.g. a spellbook for wizards or a prayerbook for archivists). Templates are currently available for the following:

So to specify what spells are in the wizard's spellbook (other than the spells prepared), the following is used:

|grims={{
  Stat Block 2/Spells Recorded
  |sp1=''identify'', ''endure elements'', ''hold portal''
  |sp2=''daze monster'', ''darkness''
}}

Tests

Nhobdy the Testing God

CR 70

Male human fighter 20/wizard 20/bard 10
N Medium outsider (augmented humanoid, human)
Divine Rank 20
Init/Senses +13/divine senses, remote sensing; Listen +35, Spot +35
Aura divine (daze, fright, or resolve, DC 30)
Languages divine communication, remote communication
AC 20, touch 15, flat-footed 15; Dodge
(+3 Dex, +1 size, +1 deflection, +2 armor, +1 shield)
Miss Chance 50% invisibility
hp 21 (6 HD); DR 5/magic
Immune magic sleep
SR/PR/Resist 20/20/evasion
Fort/Ref/Will +3/+5/+1 (+3 against spell and spell-like abilities); +2 against fire
Weakness light sensitivity
Speed 30 ft., burrow 30 ft., climb 30 ft., fly 30 ft., swim 30 ft.; Run
Melee longsword +4 (1d8/19–20) or
Melee longsword +4 (1d8/19–20) or
Melee longsword +4 (1d8/19–20) or
Melee longsword +4 (1d8/19–20)
Ranged longsword +4 (1d8/19–20) or
Ranged longsword +4 (1d8/19–20) or
Ranged longsword +4 (1d8/19–20) or
Ranged longsword +4 (1d8/19–20)
Space/Reach 10 ft./10 ft.
Base Atk/Grp +4/+4
Atk Options Power Attack
Special Actions spontaneous inflict spells
Combat Gear potion of cure light wounds
Arcane Epic Spells Prepared (CL 34th, DC 32):
arcane might
Arcane Epic Spells Known (CL 32th, DC 29, 3/day):
epic spells prepared plus let go of me (SDC 2) move mountain (SDC 10)
Power Points 13
Psi-Like Abilities (CL 13th):
At will—psionic lion's charge
1/day—inertial armor
Abilities Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
SQ animal companion
Salient Divine Abilities Divine Archery
Feats Power Attack
Skills Climb +4
Possessions combat gear plus stuff
Patron Deity Nhobdy
Nothing (Ex) Nhobdy has the ability to cause plagues of nothing on the masses.
{{{name}}}

CR —

{{{al}}} {{{size}}} {{{type}}}
Init/Senses {{{init}}}/Listen {{{listen}}}, Spot {{{spot}}}
AC {{{ac}}}, touch {{{touch}}}, flat-footed {{{flat}}}
hp {{{hp}}} ({{{hd}}} HD)
Fort/Ref/Will {{{fort}}}/{{{ref}}}/{{{will}}}
Speed {{{spd}}}
Base Atk/Grp {{{bab}}}/{{{grp}}}
Abilities Str —, Dex —, Con —, Int —, Wis —, Cha
Advancement 2–4 (Medium) or by character class (fighter)
Arcane Epic Spells Known epic spells prepared plus let go of me (SDC 2) move mountain (SDC 10)
{{{name}}}

CR —

{{{al}}} {{{size}}} {{{type}}}
Init/Senses {{{init}}}/Listen {{{listen}}}, Spot {{{spot}}}
AC {{{ac}}}, touch {{{touch}}}, flat-footed {{{flat}}}
hp {{{hp}}} ({{{hd}}} HD)
Fort/Ref/Will {{{fort}}}/{{{ref}}}/{{{will}}}
Speed {{{spd}}}
Base Atk/Grp {{{bab}}}/{{{grp}}}
Abilities Str —, Dex —, Con —, Int —, Wis —, Cha
Advancement
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