While many creatures are presented, you will often find it useful to choose only a few at any time, and add further detail to your chosen creatures’ lives in your world. You can add to or create their culture (if they have one), their eating, mating, and sleeping habits, create special legends about them specific to your world’s peoples, and even modify them slightly, perhaps adding special powers on occasion or special goals.
|
Creature Type |
Archetypal Reaction |
Survival Potential |
Attack Bonus |
|
Fantastic: |
Health |
d8 |
1 |
|
Undead: |
None |
d10 |
1/2 |
|
Animal: |
Health |
d6 |
1/2 |
|
Faerie: |
Evasion |
d6 |
1/2 |
|
Divine: |
Perception |
d8 |
1 |
|
Demon: |
Fortitude |
d8 |
1 |
|
Dragon: |
Health |
d10 |
1 |
|
Plant: |
Health |
d6 |
1/2 |
Creatures do not usually gain levels by adventuring but rather have a maximum number of levels, which they acquire through natural growth to maturity.
Intelligent monsters may also acquire archetypal levels in some circumstances. When doing so, their creature level counts in their total number of levels for experience costs. They also do not gain initial skills or an initial specialty when taking an initial archetypal level. Their first archetype was monster, and that was their specialty.
Creatures gain bonuses to survival potential, combat bonus, and reactions for their “creature level”. The archetypal reaction of most creatures is as given above, unless otherwise specified in the description.
Non-player characters and creatures always regain level survival each night, no roll required. Once their survival is at maximum, they lose injuries at one point per night. All non-player characters go unconscious or are incapacitated, unless otherwise specified, on a standard Health roll. They die on an Endurance roll, at a penalty of their injuries. (Assume an endurance of 10 plus half level, as below.)
Remember that flying creatures attacking creatures who are land-bound will usually get a “high ground” bonus in combat.
|
Intelligence |
Charisma |
Range |
Perception or Reason |
Willpower or Evasion |
|
Unintelligent/Plant |
None |
0 |
Not Applicable |
Not Applicable |
|
Animal |
Animal |
1-2 |
-5 |
-3 |
|
Semi-Intelligent |
Very Low |
3 |
-3 |
-2 |
|
Low |
Low |
4-6 |
-1 |
-1 |
|
Low Average |
Low Average |
7-9 |
0 |
0 |
|
Average |
Average |
7-13 |
0 |
0 |
|
Good |
Good |
11-13 |
0 |
0 |
|
High |
High |
14-16 |
+1 |
+1 |
|
Very High |
Very High |
17-18 |
+3 |
+2 |
|
Incredible |
Incredible |
19-20 |
+5 |
+3 |
|
Divine |
Divine |
21- |
+7+ |
+3+ |
Unintelligent creatures such as walking corpses, skeletons, and moss will not be affected by attacks or divinations that work on or control the mind. Creatures of alien disposition, such as ash-shubab al-muthlimum, will gain a bonus of 2 to reactions against such effects.
Sometimes you’ll need to make ability rolls for creatures. If you have a good estimate of a creature’s ability score and skill, you can use it. If you don’t, a good rule of thumb is that the creature will roll against 10 plus half level plus any appropriate bonuses the creature has. Use this rule of thumb wisely, and remember that most creatures already have an estimate of intelligence and charisma. When wisdom is necessary, assume the lower of intelligence or charisma. Reaction rolls will be 4 plus half level, or 4 plus level for their archetypal reaction. Remember that a creature’s size will affect fortitude rolls for large or larger creatures, and if they have any bonuses on their level numbers these affect strength, endurance, fortitude, and health rolls.
Many monsters have underground or night vision, and are able to see as well--or better--in the darkness as in light. Unless otherwise noted, such monsters have underground vision and are at a penalty of only one in normal darkness.
Many of the statistics listed for creatures are there to assist rather than dictate. For example, the “number” and the “morale” may be used when you just didn’t have anything planned and need to let the dice determine what’s happening. They should not be used to restrict you if you do have something planned.
|
Diurnal |
Active during the day, sleep at night |
|
Nocturnal |
Active during the night, sleep during the day |
|
Crepuscular |
Active during twilight, dusk, and dawn |
A creature’s charisma, like a character’s, is its force of personality and leadership capability. When in a hurry, a creature or group’s morale may be rolled on d20 vs. charisma, to determine if the creature is willing to stand its ground. Morale will usually be rolled for whenever something major happens: a fight breaks out or two sides stare each other down, more than half the creatures’ comrades are down, or some super-powerful force is used by the enemy.
Of course, a creature that is willing to stand its ground might still not necessarily do so. There needs to be a reason to face death courageously. The creature’s intelligence and wisdom will affect that decision.
Most creatures are either “animal” or “fantastic”. “Fantastic” creatures tend to be magical in either ability or origin, or fantastic in some other way. For example, humans are “animal” and orcs are “fantastic”. “Undead” and other creatures often have special benefits (and penalties) because of their class.
A creature’s defense bonus or penalty is based generally on their tough hide or agility, but can also reflect magical bonuses.
Creatures do not by default have all of the ability scores that player characters have. This would be tedious over the long-term. But intelligence and charisma are useful enough to be separated out into general categories.
Creatures without archetypes have a level based on their species. They grow into this level as they mature. A creature with a level of “5” will have the benefit of fifth level as a creature if full grown, and less if not full grown. Some creatures have a bonus or penalty after their level. This is the number of additional survival points that creature receives (or that the creature loses) per survival point die. This modifier also applies to Health, Fortitude, Endurance, and Strength rolls.
For example, orcs have 2+1 listed for level. This means that the average orc will get two dice for survival points, and another +1 per die, for a total of 2d8+2 survival points (fantastic creatures gain d8 survival points per level). The average orc will also gain a bonus of 1 on Health rolls, Fortitude rolls, Endurance rolls, and Strength rolls.
Individual creatures may have greater or lesser bonuses as desired. Note that no survival die can produce less than 1 point, regardless of penalties.
When level is listed as 1/2 or 1/4, this means a d4 or a d2 for survival points, respectively. The creature is otherwise treated as a level one creature.
In general, most creatures are not bound to be this moral code, but the species as a whole either has a cultural or archetypal affinity for this moral code. In some rare cases the nature of the creature will require a specific moral code.
Movement is the same for creatures as it is for characters. Many creatures will have more than one means of moving, such as walking and flying, or walking and swimming.
Flying creatures can move more easily than walkers: long-distance movement for fliers is movement miles per hour rather than miles per day, which lets them move eight times further in a day than a walker of the same movement could go.
Some creatures tend to live in packs, in organized groups, others tend to live alone. Some might prefer hierarchical structures and others anarchic structures.
This estimates how many creatures are usually found together in a lair or village.
Creatures have a general size of Fine, Tiny, Small, Medium, Large, Huge, Gigantic, or Titanic. Size affects the Fortitude roll of large or larger creatures: +2 for Large, +4 for Huge, +8 for Gigantic, and +16 for Titanic.
If you’ve given any of these creatures levels in warrior, they adjust combat movement differently. Small, Medium, and Large warriors are all able to add 3 to combat movement per combat bonus point used. Tiny creatures can add 2 per point, and Fine creatures 1 per point. Huge creatures can add 6 per point, Gigantic creatures 12 per point, and Titanic creatures 24 per point.
Some creatures will have as their “special defense” that “+1 or better required to attack”. This means that any attacks on the creature will be unsuccessful unless the weapon used has at least a bonus of 1 to attack. The bonus must be a magical or divine bonus.
Some creatures, especially demons and powerful spirits, will cause havoc with magic simply by their presence. Magic Resistance is rated from one on up. Whenever a spell is cast or targeted within range of a resistant creature, the Guide should roll a d20; if the result is less than or equal to the creature’s Magic Resistance, the spell fails. For every yard beyond the first yard, the creature’s Magic Resistance drops by one.
Magic Resistance applies to any spellcasting devices as well, such as wands. If the magic resistance that blocks a spell affects the caster (or the spellcasting device), spells are not lost from the caster’s mind, charges are not lost, and verve is not used. But if the magic resistance only takes effect at the target, spells and charges are lost, and verve is used.
Magic resistance does not affect prophet spirits or psychic powers.
Where the creatures generally make their home. Some creatures are common, some are rare, some are one of a kind. These ratings are especially variable from world to world and campaign to campaign, and can be only seen as the vaguest of guidelines.
|
Frequency |
Meaning |
|
Individual |
Only one such creature exists |
|
Very Rare |
Few people have ever seen such a creature in its environment |
|
Rare |
Sighting such a creature is a once in a lifetime event |
|
Uncommon |
Creatures are rarely seen |
|
Common |
Creatures are often seen |
|
Ubiquitous |
Creatures are seen regularly and often |
This is all meant as a guideline only. Within your own stories, these creatures may have widely varying goals and desires, inhabit different areas, and be more or less common.
Barking Spiders
Bobcats
Carrion Worms
Cougars
Grey man
Lizards, Giant
Orcs
Barking Spiders
Bear, Black
Crickets, giant
Dwarves
Hill giants
Ogres
Orcs
Mountain giants
Petraiads
Rats
Snakes, poisonous
Spiders, large and huge
Trolls
Xolome
Bandersnatch
Beaked Sweeper
Borogoves
Crazy Crabs
Cyclopeata
Fire Spiders
Hooded Dasher
Jabberwock
Jubjub Bird
Leech, giant
Mist Wraith
Pink Horror
Pink Trumpets
Raths
Spinneretts
Toves
Violents
Brownies
Elves
Halflings
Humans
Restless Dead
Revenant
Wererats
Barrowmen
Ghosts
Ghouls
Phantoms
Restless Dead
Vampires
Vampire Slaves
Bobcats
Cougars
Grey men
Ogres
Saurians
Spiders, giant
Spiders, large and huge
Lizards, giant
Rocs
Echo
Greythorn Vines
Headless Men
Memory Moss
Not Flies
Oblivion Fleas
Poltergeists
Prayer Bees
Scissormen
Trivial Pursuits
Bears
Bloodthorns
Bobcats
Brownies
Buzzflies
Carrion Worms
Centaurs
Cougars
Dire Wolves
Dryads
Gnomes
Gorillas
Grey-hooked Bats
Hop Snakes
Jaguars
Naiads
Ogres
Orochs
Pigasi
Pixies
Snakes, poisonous
Snakes, large and giant
Spiders, giant
Spiders, large and huge
Squirrel, Faerie
Treeherders
Unicorns
Werebears
Werewolves
Wolverines
Wolves
Bat, Screeching
Blood Puddle
Crown of Eyes
Death’s Head
Emotional Demons
Gargoyles
Gorgons
Perytons
Shadows
Strigae
Bloodthorns
Buzzflies
Gorillas
Ground sloths, giant
Jaguars
Leeches, giant
Lizards, giant
Mold Zombies
Pigasi
Pixies
Snakes, poisonous
Snakes, large and giant
Spiders, large and huge
Treeherders
Dunkleosteus
Ghouls
Naiads
Snakes, poisonous
Bats, giant
Bears
Bobcats
Blood hawks
Cheimon
Cougars
Dire Wolves
Dwarves
Goblins
Grey-hooked Bats
Grey men
Gryphons
Hill giants
Hippogriffs
Manticores
Mountain giants
Ogres
Pegasi
Petraiads
Phoenix
Pixies
Rocs
Snakes, poisonous
Storm giants
Trolls
Werebears
Wolverines
Wolves
Wyverns
Xolome
Yeti
Bobcats
Buzzflies
Hop Snakes
Horses, wild
Orochs
Snakes, poisonous
Snakes, large and giant
Spiders, large and huge
Ankylosauri
Archaeopteryxes
Beetles, giant
Brontosauri
Burrweeds, giant
Butterflies, giant
Capybara, giant
Centipede, giant
Crocodile, giant
Deer, dwarf
Dire Wolves
Dragonflies, giant
Dunkleosteus
Great Lizard
Ground sloths, giant
Horned gophers
Leeches, giant
Lizards, giant
Mosquitos, giant
Moths, giant
Octopuses, giant
Pterodactyls
Saurians
Stegosauri
Swinging chain cacti
Triceratops
Tyrannosaur
Venus Flytrap, giant
Wetas, giant
Cloud giants
Ash-shubab al-Muthlimum
Bat, Screeching
Blood Puddle
Crown of Eyes
Death’s Head
Perytons
Shadows
Skeletons
Strigae
Walking Corpses
Buzzflies
Jaguars
Killer Toads
Leeches, giant
Mold Zombies
Pixies
Saurians
Aeagarsut
Bats, giant
Brilliarch Wights
Bubbling Eyes
Carrion Worms
Creeping Slimes
Crickets, Giant
Cucumbers, giant
Gakemai
Gangai
Gas Mold
Great Lizard
Grey men
Hanging Vines
Kamekkipialo
Karuat
Ketelekrae
Kugesum
Lizards, Giant
Oruat
Sakmat
Spiders, giant
Spiders, large and huge
Tentamort
Trolls