Paragraph of description via story
Creature description
Classification:
Health:
Speed:
Armor Class:
Mana:
Str: Dex: Vit: Wis: Prs: Kno:
Proficiencies:
Resistances:
Immunities:
Vulnerabilities:
Abilities:
Example: Description
Spells
spell
Subraces:
Example:
Abilities
Abilities
The creature shambled forward, flesh hanging from its bones, pale yellow light glowing from empty sockets where eyes once peered out into the world. A rusted sword limply hangs from its decomposing wrist. A guttural sound erupts from what once was a throat. The blade falls, and the creature darts forward with unnatural speed. Master demands that one to join it in death.
Animated corpses are exactly what they sound like, corpses animated by magic to enact their master's will. Magic gives them false life. Magic demands their limbs. Magic assures their body stays together.
Classification: Undead
Health: 10
Speed: 20
Armor Class: 38
Mana: 15
Str: 10 Dex: 6 Con: 28 Wis: 5 Prs: 5 Kno: 1
Proficiencies: Endurance, Magical Endurance, Recovery
Resistances: Nonmagical Damage
Immunities: disease, poison
Vulnerabilities: Magic damage
Abilities:
Hot and Cold: The creature does not take exhaustion levels from temperature.
Natural Recovery: The creature heals itself back to full health at the beginning of its turn unless under the effect of an ability that prevents healing
Spells
Inflict 5 main action up to 5 minutes 30ft
The target takes disadvantage to a type of check chosen by the caster. This has to be specific, whether that be a particular weapon or skill. It cannot be an overall stat choice.
Hand of Death 6 Main Action 1d4 Rounds Touch
1d4 Necrotic, no healing for 1d4 rounds
He smiled as he watched the children play in the streets, knowing he was the reason they were safe enough to do so. He and his cohorts kept the law, they kept the town safe. The children laughed as he leaned against his halberd. Such good kids. Such a nice, peaceful town. He felt the buzz of the communication stone in his pocket. Suddenly, he stood at attention, scanning for any signs of the criminal called in in his patrol. He couldn't run after the foul malcontent, if he did and they came across the children… he didn't want to imagine. He was the line of defense. The thief rounded a corner. The man shouted for the children to go home. Time to use his training.
Human guards usually don't have magic. Most humans don't. They're the most populous sapient species throughout most realities, but magic is rare. For a generic, nonmagical guardsman, they rely on combat training instead.
Classification: Sapient Humanoid, human
Health: 8
Speed: 30
Armor Class:
Mana: 0
Str: 14 Dex: 14 Con: 8 Wis: 11 Prs: 12 Kno: 10
Proficiencies: Weapon proficiency (halberd, dagger), Athletics 1, language 1, plate armor 1
Abilities:
By the People: Guardsmen bearing tye symbol of the people they protect have advantage on presence checks against those people.
Halberd: 1d8+2 reach
Dagger: 1d4+2
The creature held out a bony, calloused hand, bulging eyes staring up at the young woman before it. Behind it, machinery whirred and clanged, dozens more long-eared creatures like it running around attending the strange system. It spoke with a voice like gravel spinning around a tumbling barrel. "That will be 16 pieces." The woman nodded, and handed the goblin the coin.
What happens when a Dwarf stops crafting for the art and instead does so for the coin? They churn out piece after piece, all identical in their mediocrity, until their hands become bony and calloused, their form losing its nobility, and their craft no longer being their art. They become goblins, greedy, capitalistic creatures who thrive on mass production and sale.
Classification: Faefallen
Health: 43
Speed: 45
Armor Class: 64
Mana: 17
Str: 8 Dex: 22 Vit: 12 Acu: 10 Prs: 12 Kno: 20
Proficiencies: Magimechanics, persuasion, science, research, magic weapons
Resistances: Explosive damage
Immunities:
Vulnerabilities: Magic damage
Abilities:
Faefallen: No longer bound by Fae law, the faefallen doesn’t gain any of the benefits from it either, including the ability to source their magic. Faefallen are unable to naturally restore their mana. They do not restore Mana during long rests. They can instead draw mana from a magic item or person they can touch, able to pull 1d4 (equivilent to a mana die) mana per turn from the item or mana so long as they are not interrupted. They can also restore their mana through mana potions.
Assembly Line: You gain advantage on any craft check or tool check involving creating something that another creature has already started working on. That first step includes gathering or sorting materials, building a part of the item, and using an assist action in creating the item.
Spells
3 spells of choice
Subraces
Arrowhead: These goblins are immune to explosive damage and gain inspiration anytime they cause an explosion
Tunnel: These goblins gain the ability to hold their breath for up to 20 minutes
Mine: These goblins double the base speed
Steel: These goblins gain an additional 20 to their AC and 10 hp
Golden: These goblins roll double advantage on all presence checks and can choose to automatically succeed a pressence check once per day
Quarry: These Goblins gain an extra 30 mp and an additional spell
She had thought it was a necklace. It shimmered like gold, it held jewel-like appearances, it was, for all she saw, a necklace. At least, until she put it on.
Imitators are a species of mimic that specifically imitate objects. They're usually smaller than other mimic species, the largest Only stretching as large as a chest plate. They're ambush predators, luring their prey in before revealing themselves once they're touched. Like most mimics, these little shapeshifters are almost entirely carnivorous and masters of grappling. They consume quickly, leaving little behind, taking the items that their prey might have as props when it repositions. They can go weeks without a meal, lying silently in wait.
Classification: mimic
Health: 5
Speed: 45
Armor Class: 44 (Natural armor)
Mana: 16
Str: 18 Dex: 14 Con: 6 Wis: 14 Prs: 13 Kno: 1
Proficiencies: stealth 6, grip 3, flexibility 7, deception 4
Resistances: poison, acid
Vulnerabilities: fire
Abilities:
Objectified: So long as the creature remains completely still, it appears indistinguishable from an object.
Mimic Species: The creature can shapeshift using a full round of actions to perfectly mimic an object.
Amorphous: The creature can move through any cracks or crevices as if a liquid so long as its nucleus can fit through
Acidic: The creature has an unarmed attack of 1d6+4 acid damage
Ambush predator:
Spells
Dust to Dust
3 Secondary Action Maintained Touch
Target mundane object is decayed at great speed to dust
The creature waddled on stubby little legs, claws clicking against the stone. A little squawk erupted from its throat as its long body circled around the small pile of gems and confused frogs. It gently lifted one of the croaking creatures and set it back on the pile before laying down, and the water began to flow from the crack in the cliffside once more.
Small dragons often with scaled, sleek bodies and a mix of furs and/or feathers in a mane, along the back, or around the ankles, lesser wyrms are elemental beasts that waddle on short and stubby legs, usually only a foot high at most with feathered wings that shouldn't be able to pull it up off the ground. They're long, on average between three and twelve feet long, though lesser wyrms have been recorded to be up to 23 feet in length. They're generally found where their element is strongest, though some magizoologists believe that the elemental strength around their dens is actually a result of them being there rather than the other way around. Just as legends say the greatwyrms magic seeps out to forge the magiscapes of their regions, so too is it believed that magic seeps out of the lesser wyrm to alter their direct surroundings after a period of time.
Classification: Dragon, Magic Beast
Health: 173
Speed: 60
Armor Class: 75
Mana: 56
Str: 8 Dex: 25 Vit: 12 Acu: 15 Prs: 12 Kno: 4
Proficiencies: Flexibility, Magical Endurance, unarmed
Resistances: Piercing, Slashing, Associated elemental damage
Immunities:
Vulnerabilities: Bludgeoning
Abilities:
Another Man's Trash: Occasionally, the creature will simply have an item of interest to it that it has no explicable means of obtaining. A number of times per day equivilent to their dexterity total, they are able to roll a percentage table containing the items they might be able to claim. They may put up to ten different items on the table in any number slot they want. Unless they roll one of those ten numbers, they will not miraculously claim that item.
Winged Flight: So long as the creature is able to use its wings, it has a fly speed equal to its base speed.
Prehensile Tail: The creature is able to use their tail as if it is an extra limb and use it to hang from objects that can anchor it, such as branches and rafters.
Quick Feet: The creature can use dash as a reaction.
Pouch: The creature has access to an inventory through its pouch. It will have a preferred item to steal and store in its pouch (food and shining stones or coins).
Spells
5 spells of choice
Subraces
Flamewyrm:
Hot and Cold: The creature does not take exhaustion levels from temperature.
Natural Flames: Any attack the creature successfully makes will have an additional 1d4 fire damage
Steamwyrm:
Ambush Predator: The creature gains an extra d4 to their damage dice if they succeed on an attack from stealth.
Hidden in the Mist: The creature is able to create a 10ft radius circle of mist centered on itself, giving it advantage on stealth checks, eliminating the need to disengage, and causing any other creature in the mist to take disadvantage on perception checks
Magamwyrm:
Burrower: The creature has a dig speed equal to their base speed.
Natural Flames: Any attack the creature successfully makes will have an additional 1d4 fire damage
Stormwyrm:
Ambush Predator: The creature gains an extra d4 to their damage dice if they succeed on an attack from stealth.
Electroreception: The creature is able to "see" without seeing within five feet
Strykewyrm:
Ambush Predator: The creature gains an extra d4 to their damage dice if they succeed on an attack from stealth.
Venomous: Adds an additional d4 poison damage to any successful unarmed strikes.
Scaldwyrm:
Hot and Cold: The creature does not take exhaustion levels from temperature.
Hidden in the Mist: The creature is able to create a 10ft radius circle of mist centered on itself, giving it advantage on stealth checks, eliminating the need to disengage, and causing any other creature in the mist to take disadvantage on perception checks
Seawyrm:
Hold Breath: The creature can hold its breath for up to half an hour.
Hidden in the Mist: The creature is able to create a 10ft radius circle of mist centered on itself, giving it advantage on stealth checks, eliminating the need to disengage, and causing any other creature in the mist to take disadvantage on perception checks
Groundwyrm:
Burrower: The creature has a dig speed equal to their base speed.
Muddy Armor: The creature is able to create armor by caking mud on. The creature can take one physical hit before it begins taking d2
Earthwyrm:
Burrower: The creature has a dig speed equal to their base speed.
Shattered Stone: When the creature is targeted by a damaging Earth Spell, they are able to roll a magical resistance check against the spell attack.
Bonewyrm:
Ambush Predator: The creature gains an extra d4 to their damage dice if they succeed on an attack from stealth.
Resurrectionist: This creature is able to bring creatures it has killed back as an animated corpse thrall. This thrall shall act through the creature's will, and will only maintain form for ten minutes before returning to dust. The creature can maintain any number of these, so long as they can continue to kill.
Friendwyrm:
Constrictor: The creature has advantage on any grappling check it attempts as well as maintaining grapple.
Mimicry: The creature is able to mimic the sounds it has heard or memorized.
Starwyrm:
All Seeing: The creature is able to see everything within a 30 foot range.
Feather Falling: The creature does not take fall damage
Skywyrm:
Ambush Predator: The creature gains an extra d4 to their damage dice if they succeed on an attack from stealth.
All Seeing: The creature is able to see everything within a 30 foot range.
Ayrwyrm:
Ambush Predator: The creature gains an extra d4 to their damage dice if they succeed on an attack from stealth.
Feather Falling: The creature does not take fall damage
Voidwyrm:
Electroreception: The creature is able to "see" without seeing within five feet
Hold Breath: The creature can hold its breath for up to half an hour.
Lyfewyrm:
Venomous: Adds an additional d4 poison damage to any successful unarmed strikes.
All Seeing: The creature is able to see everything within a 30 foot range.
Myndwyrm:
Constrictor: The creature has advantage on any grappling check it attempts as well as maintaining grapple.
Mind's Eye: The creature cannot be targeted by spells that would alter their state of mind unless used by another creature with Mind's Eye
Manawyrm:
All Seeing: The creature is able to see everything within a 30 foot range.
Semicorporeal: The creature gains advantage on any dodge, stealth, or resistance checks. They do not require breathing, food, drink, or sleep, instead taking a meditative rest in the spirit realm, the creature’s haunt, or similar magical resting place.
A soft skittering of clawed feet alerts the duchess to his arrival. She looks to the door with a bright smile. Before her stands a two and a half foot tall fuzzy little man with big round ears and a whip-like pink tail, little white spots dotting his black face. His pink nose twitches as his big eyes watch her. A small tray of tea cakes rests in his small, clawed hands. He speaks in a squeaky voice, happy and exited to serve. "Your Tea cakes, Mistress!"
Mousemen are a type of beastkin that live to serve. Small humanoid creatures standing between two and three feet tall, mousemen require an incredible amount of food in order to keep up with their hyperactive nature and high metabolism, and they get it as payment for serving "successful masters". The different subspecies of mousemen developed for the different work that they would do in their home regions. Whether they serve giants, nobles, craftsmen, merchants, monsters, or mages, mousemen of all kinds will serve to the best of their abilities.
Classification: Beastkin
Health: 14
Speed: 50
Armor Class: 30 +armor
Mana: 18
Str: 8 Dex: 16 Con: 20 Wis: 10 Prs: 16 Kno: 6
Proficiencies: Two Tool Proficiencies, Stealth, Flexibility, Dodge, Resistance
Resistances:
Immunities: Disease
Vulnerabilities:
Abilities
My Obedient Servant: When a mouseman's master gives the order, they will do their best to fulfill that order, and will do so until their master is no longer considered a "prosperous and successful master". They can tap into magic to complete their mission, having access to any spell they need so long as it lends to completing their task.
Spells
Subraces
Campfire Mousemen: These mousemen follow monster camps, tending to their campfires and doing the menial tasks that allow their masters to focus on hunting and gathering and fighting. Often, the most dangerous of monsterkind will have mousemen they care deeply for and care for above all else, after all, bad masters are not "successful and prosperous". Campfire mousemen gain access to an ability to calm any being in a 100ft range of the fire they tend to.
Artisan's Mousemen: These mousemen happily serve artisans and craftsmen, helping them with their craft, keeping their shops clean and their inventory properly stocked. These mousemen give double advantage in assisting with skill and proficiency checks for their masters.
Giant's mousemen: Mousemen that evolved with the giant clans, these mousemen are treated more like pets than servants, often living in the pockets of giant kin or in fancy homes within the castles of giants. They're excellent at digging and far superior to the others at finding food or shiny objects, gaining advantage on digging or scavenging checks.
Noble's Mousemen: Servants of the home, these mousemen are the beloved carers of the noblemen who feed and house them. These mousemen pride themselves on the coats and appearances their masters prize. Noble's mousemen have twice the speed of regular mousemen and skills in noble etiquette.
Farmer's mousemen: Mousemen who help grow the food they eat, these mousemen long ago connected to agriculturalists, but also are often used by hunters. These mousemen are skilled in botany and any field they work on gains a harvest buff, meaning plants they help grow produce up to four times as much as usual.
Scholar's mousemen: Hungry for not just massive quantities of food, but also knowledge, these mousemen dart along library floors and museums caring for the books or exhibits. They have a remarkable ability to solve puzzles and offer spells to their masters in order to help them through a sticky situation. Sometimes, they're called mage's mousemen because of their ability to share spells they use through the "My Obedient Servant" skill with their masters.
The creature seems more like a magnified drop of translucent liquid than a creature. Its approach is slow and largely unnoticed. The boy tilts his head, near mesmerized by its shifting shape and undulating movement. At a snail's pace, it inches forward until it reaches him. He finds himself reaching out, compelled to understand the texture of the strange creature. His fingers graze its seemingly smooth surface... and the boy screams in pain.
Though a great threat to a man, to a mage, a slime is barely a threat. Corrosive balls of elemental magic, slimes maintain a dewdrop shape and form, breaking down their prey through their acidic being and consuming the melted product. A basic slime is capable of adapting to its environment, taking on an elemental form based on its environment.
Classification: Amorphous Magic Beast
Health: 10
Speed: 10
Armor Class: 40
Mana: 3
Str: 8 Dex: 8 Con: 14 Wis: 10 Prs: 10 Kno: 2
Proficiencies: Resistance
Resistances: Charged element
Immunities:
Vulnerabilities: Magic
Abilities:
Acid Armor: The slime is corrosive, and touching it causes acid damage.
Constrictor: The creature has advantage on any grappling check it attempts as well as maintaining grapple.
Adaptible Creature: The creature can gain an elemental aspect based on its environment
Spells
Subraces:
Fire Slime: When a slime charged with fire dies, it explodes, dealing 2d4 fire damage to any creature in melee range
Water Slime: When a Slime charged with water dies, it causes deals 3d4 water damage to one creature in reach range
Earth Slime: When a slime charged with earth dies, all terrain in melee range becomes difficult terrain
Air slime: When a slime charged with Air dies, all creatures in melee range are pushed back 5 feet
Life slime: When a slime charged with life dies, all creatures in 10ft take 1d4 necrotic damage
Entropy slime: When a slime charged with entropy dies, all creatures in melee range lose 2d4
The tears of rage fall from his eyes as he feels his life slip away. Damn the blade in his chest. He pulled it out and stumbled as his enemies laughed. Fools. He isn't dead yet. He screamed, a gurgled sound that drew the attention of the goddess, then he made his last charge. Fifteen more of them died before his legs finally gave out, but death did not take him. Surrounded by the corpses of his enemies, his tears and blood started running black. The goddess saw his rage, and she told him that his journey isn't over. He looked up, sclera turned black, irises stark white, and he jammed the blade into the last one, all of his rage releasing into the strike. The last of his enemies fell dead before him, but more would come.
Wraths are a type of undying separated from the cycle of death by the white goddess, the banshee queen herself. She saw their wrath, their hatred, their unfinished business, a journey of revenge incomplete, and gave them the chance to finish it and new power to fight. Young wraths seek conflict, throwing their immortal forms into conflict. Older ones save their rage simmering beneath the surface, for they know the longer they wait before striking, the more dangerous that strike will be. Full armies have been felled by wraths that lived in peace. Once one decides you are an enemy, there is no freedom from their crusade. The only hope for peace is that one can do enough damage to force them to reform their physical body over time or to seal them away.
Classification: Undying, Ghoul
Health: 521
Speed: 70
Armor Class: 75+ Armor
Mana: 50
Str: 26 Dex: 22 Vit: 20 Wis: 14 Prs: 8 Kno: 15
Proficiencies: Weapons, Unarmed, Stealth, Dodge, Resistance, Athletics, Grip, Endurance, Climb, Flexibility, Recovery, Magical Endurance, and Intimidation
Resistances: bludgeoning, stabbing, piercing, poison, and disease
Immunities: Necrotic, Death
Vulnerabilities: Mental damage, Magical damage
Abilities
Recover: Full turn: Heal 1d4 damage. Activates while the Wrath recoveres physical form after reaching 0hp, cannot move while in use
Melee weapon Attack: Main Action (+8 atk, 3d(weapon dmg die)) Any melee weapon
Rageful cry: Secondary Action, 120ft range, Will Save, frightened on fail. 2d8 mana dmg upon fail, half on success
Release Simmered Wrath: secondary Action, Adds 1d4 damage to an attack per number of days since the wrath last attacked anything
Spells
Dust to Dust
Entropy (Chaos) 3mp Secondary Action Maintained Touch
Target mundane object is decayed at great speed to dust
Firebrand
Fire (Hellfire) 4 Bonus action the next attack check Touch
A weapon the caster is able to touch alights with fire elemental energy, adding 1d4 fire damage to the next attack if it succeeds. This can also be used on ammunition for ranged weapons, such as crossbow bolts and arrows.
Tracker
Entropy (Law) 5 secondary action maintained -
Using an item of importance or that contains the magical trace of a subject, the spellcaster is able to track the location of the subject so long as the spell is maintained and the subject doesn't have a means of blocking it.
Hand of Death
Life (Death) 6 Main Action 1d4 Rounds Touch
1d4 Necrotic, no healing for 1d4 rounds