Creatures are the hallmark of every adventure; zombies, demons, dragons, and angels are all ferocious fiends which players may encounter.
Supernatural Creatures are impervious to non-supernatural weapons, and their unarmed/natural attacks are Supernatural Weapons.
With the exclusion of the NPC section, creatures do not follow the same ability score rules as player characters and some creatures may have more or less points spent than they reasonably should.
Aberrant creatures are those who are modified in some way by 'alien' forces or factors; these often relate to a creature's body type but may also relate to their mind and mental state. Typically these creatures possess unusual abilities or powers which are difficult for a human mind to comprehend. Powerful Aberrants are known as Elder Gods, and are often too powerful to comprehend.
All Aberrants have the following properties;
Darkvision: Aberrants can see in Darkness just as well as daylight.
Aberrants breathe, eat, and sleep.
All Aberrants possess the following defensive traits.
Frightening: Aberrants are often horrifying sights to behold and thus possess the Frightening ability.
Living nonhuman creatures with no magical abilities and no higher intelligence. They do not possess language or culture, and those capable of being domesticated can become pets to humanoids.
All Animals have the following properties;
Universal Stat Maximums:
Intellect: 2
Wisdom: 5
Charisma: 4
Animals always are of the Indifferent alignments.
Cannot acquire Language (Read, Write, or Speak).
Vision: Vision varies by different types of animals however they tend to possess Standard Vision unless otherwise specified.
Animals breathe, eat, and sleep
Artificial creations given a form of sentience that lacks life, Constructs come in many shapes and sizes. Most resemble everyday objects or use everyday equipment in their creation.
All Constructs have the following properties;
Constructs always are of the Indifferent alignment.
Health is renamed to Integrity but is otherwise unchanged.
Constructs have no Stamina score and treat it as 0 for calculations.
Medium sized and smaller Constructs receive +10 to SP, and for each size category above Medium this bonus increases by 10.
Constructs still possess a Sanity score, however it can only be lowered by effects which specify they affect construct's sanity.
Darkvision: Constructs can see in Darkness just as well as daylight.
Constructs do not need to breathe, eat, or sleep
All Constructs possess the following defensive traits.
Immunity: Constructs are immune to bleed, poisons, diseases, death effects, paralysis, illness, fear, sleep, and pain.
Disease: Although immune to diseases, Constructs count as a carrier for diseases if they are spread through physical contact.
Nonlethal: Constructs only take half damage from nonlethal damage, and always treat nonlethal damage as lethal.
Unconsciousness / Sleep: Constructs do not fall unconscious when brought to 0 HP, and when brought to the negative HP in which they'd normally "die", they instead are considered unable to be repaired. In addition to this, constructs are capable of falling into a dormant state similar to sleep, but otherwise do not require sleep to survive. This dormant state is known as stasis, sleep effects do not put them into stasis forcibly. In order to be forcibly put into stasis, an effect (such as a spell or device) must specify it does this to constructs.
Feint: Constructs receive a +5 bonus to their Mental Defense against feint attempts.
One of the most ancient mortal beings in the galaxy, the innate strength Dragons possess allows them to rival many other mortal beings and even some immortals. Dragons end up being some of the most commonly represented and revered mortal beings in the galaxy, and calling someone dragon-like is understood to be a compliment due to the incredible strength behind dragon-kind. Alternatively it can be an insult to call someone a wyvern, equating them to a beast that looks honorable, but is truly a savage on the inside.
All Dragons have the following properties;
Dragons are always treated as being spellcasters for the purpose of MP calculation (always using (4 x Primary Attribute) + Secondary Attribute).
Darkvision: Dragons can see in Darkness just as well as daylight.
Dragons breathe, eat, and sleep.
All Dragons possess the following defensive traits.
Immunity: Dragons are immune to fear, paralysis, and sleep.
Færie beings encompass those which are deeply rooted with magical energy, sometimes being made entirely out of it, and more often than not Færie beings come from places where magic reigns supreme; such as the mystical land of the Fæ Wilds. Magically infused monsters and some entities from mythology count as Fæ.
All Fæ have the following properties;
Fæ are always treated as being spellcasters for the purpose of MP calculation (always using (4 x Primary Attribute) + Secondary Attribute).
Fæ receive Spellcasting at a minimum of Apprentice Rank.
Enhanced Vision: Fæ can see twice as far in Dim lighting than Standard Vision.
Fæ breathe, eat, and sleep.
Humanoids include a majority of the playable species, however the ones listed here are entire species unto themselves serving as monsters just as an aberration or dragon may.
All Humanoids have the following properties;
Humanoids start with Language (Speak) in a single language (treating this language as their "native language").
Standard Vision: Humanoids can only see 3 sq. in Darkness, and see normally in daylight.
Humanoids breathe, eat, and sleep
Magical beasts are closely related to animals, however they are not always an animal. Animals that have been given human-like intelligence are considered Magical Beasts. Many beasts are found in areas seeped in magic, or around leylines. Also featured as magical beasts are “cryptids”; creatures of folklore and mythology taken shape, typically cryptids are animalistic in nature.
All Magical Beasts have the following properties;
Darkvision: Magical Beasts can see in Darkness just as well as daylight.
Magical Beasts breathe, eat, and sleep.
These are NPCs to be used in a campaign, and utilize Occupations, being built similarly to player characters. Some NPCs can also be used as generic character sheets for players who are coming to a game and aren't sure what to build.
Blobs of matter formed by unnatural means, Oozes are the most common types of pets mages may create as a start in Wizarding College due to their relative ease in creation and the fact that overly aggressive Oozes can be put down in no time flat. Very few Oozes grow to be too powerful, and those that do live without masters – endlessly feeding their gluttonous and gelatinous stomach.
Blob, Pudding, and Jelly are classifiers designated to Oozes to easily tell what their shape is. Blobs tend to resemble rolling balls that leaves trails of itself as it rolls, Puddings resemble a melted ice cream shuffling across the ground, and Jellies are gelatinous and wriggle like the food item it's named after.
All Oozes have the following properties;
Oozes possess Tremor Sense, but are otherwise permanently blind.
Oozes breathe and eat but don't sleep.
All Oozes possess the following defensive traits.
Amorphous: Oozes possess the Amorphous ability.
Immunity: Oozes are immune to poisons, diseases, fear, pain, sleep, critical hits, called shots, and mind-affecting effects (including feints and persuasion).
Nonlethal: Oozes do not take nonlethal damage, and instead treat it as lethal damage. However, this damage is always halved against them.
Unconsciousness / Sleep: Oozes do not fall unconscious when brought to 0 HP, and are instead immediately destroyed.
Beings from other realms, such as Heaven or Hell. These creatures don’t just come from another galaxy, but instead come from another material existence entirely. Angels, Demons, and everything in between are regarded as extraplanar beings, including those from outer space spawned from the Outer Gods and Great Old Ones. Though of this material existence, the creatures made by the Outer Gods directly spawn them from extraplanar worlds.
All Outsider have the following properties;
Darkvision: Outsiders can see in Darkness just as well as daylight.
Outsider beings breathe, eat, and sleep, but don’t need to in order to live.
Plants which either have some form of sentience, or use their limited sentience for one thing: attacking those nearby for food. Some are immobile, not being able to move due to being rooted into the ground, and others are incredibly nimble creatures only being identified as a plant due to their appearance as opposed to how they act.
All Plant have the following properties;
Not all plants possess means of visually seeing their surroundings, however those who do possess Enhanced Vision like Elves.
Plants breathe and eat, but do not need to sleep (however can do so if they wish).
All Plants possess the following defensive traits.
Immunity: Plants are immune to poisons, paralysis, polymorph, sleep, stunning, and mind-affecting effects.
Covering a broad category of raised dead creatures, undead are usually formed unnaturally through necromancy brought on by a necromancer. This is done by forcibly sucking the life energy from a soul before it can pass on to the afterlife, and imbuing the life giving energy into a corpse. This abominable act ensures the being will never reach the afterlife, and puts their existence into a state of constant torture until the created undead is slain. This, however, only frees them from their torment and not their inevitable fate of nonexistence.
All Undead have the following properties;
All undead are immune to death effects, disease, paralysis, poison, sleep/unconsciousness, stunning, nonlethal, and illness.
Darkvision: Undead can see in Darkness just as well as daylight.
Undead do not breathe, eat, or sleep.
All Undead possess the following defensive traits.
Immunity: Undead are immune to death effects, diseases, paralysis, poisons, sleep, stunning, nonlethal damage, and illness.
Unconsciousness / Sleep: Undead do not fall unconscious when brought to 0 HP, and are instead immediately destroyed.
Mindless Undead have the following properties unique to them;
Immunity: Mindless undead are immune to mind-affecting effects (including the fear status effect, and sanity effects).
Mindless undead do not have an Intellect attribute or sub-attributes, and cannot perform any actions which require it unless otherwise specified.
Undead Spirits have the following properties unique to them;
Undead spirits possess the Incorporeal ability.
Undead spirits do not have a Physique attribute or sub-attributes, and cannot perform any actions which require it unless otherwise specified.
Undead spirits add their Drive to their Hit Points.
Undead spirits use their Reason and Intuition in place of Stamina and Health respectively for their total Stamina Points.
Type: Type (Subtype); Size: Creature's size (Space)
HP: 15 + Health
SP: (Stamina * Health) + 8 (1dXX Stamina Regen)
MP: 10 + Reason
Resolve: (Reason * Drive) + 1
Sanity: (Reason * Common Sense) + 5
Physical Defense: 15 + ((Agility * Reaction)/2); Mental Defense: 10 + (Reason + Intuition + Common Sense); Bodily Defense: 10 + (Power + Health + Stamina)
(Armor Defense Points)
Head: -, Body: -, Arms: -, Legs: -
Speed: 6 sq. (Land) + (1/2 of Agility + 1/2 of Reaction)
Reach: 1 sq.
Bite: +0 to-hit (1d4+0 piercing damage)
Physique (1): Power: 1, Health: 1, Stamina: 1
Dexterity (1): Precision: 1, Agility: 1, Reaction: 1
Intellect (1): Reason: 1, Language: 1, Math: 1
Wisdom (1): Drive: 1, Intuition: 1, Common Sense: 1
Charisma (1): Rhetoric: 1, Voice: 1, Beauty: 1
Skill Name (Untrained) +0
Skill Name (Untrained) +0
Talent Name: Talent description
Long description of creature. Flavor text goes here.