Bestiary Terminology: Creature statistics

  1. Bestiary Terminology

Abilities and reaction rolls

Sometimes you’ll need to make ability rolls for creatures. If you have a good estimate of a creature’s ability score and skill, 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.

A creature’s size will affect fortitude rolls for large or larger creatures. Large creatures gain +2, huge creatures +4, gigantic creatures +8, and titanic creatures +16. If they have any bonuses on their level numbers these affect strength, endurance, fortitude, and health.

Creature statistics: Frequency

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. Within your own games, these creatures may have widely varying goals and desires, inhabit different areas, and be more or less common.

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 Such creatures are rarely seen.
Common Such creatures are often seen.
Ubiquitous Such creatures are seen regularly and often.

Reactions and survival

Creatures acquire their creature level through natural growth to maturity; younger creatures have lower levels. Intelligent monsters may also acquire archetypal levels. 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 survival, fighting skill, and reaction bonuses according to their creature level. The archetypal reaction of most creatures is according to their creature type, unless otherwise specified in the description.

Creature Type Archetypal Reaction Survival die per level Fighting Arts bonus per level
Fantastic: Health d8 1
Undead: None d10 ½
Animal: Health d6 ½
Faerie: Evasion d6 ½
Divine: Perception d8 1
Demon: Fortitude d8 1
Dragon: Health d10 1
Plant: Health d6 ½

Non-player characters and creatures regain level survival each night. Once their survival is at maximum, they lose one injury per night. Non-player characters go unconscious or are incapacitated, unless otherwise specified, on a failed fortitude roll when they lose all survival or gain injuries. When they gain more injuries than their current survival, they die on a failed endurance roll at a penalty of their injuries. There is no contest between endurance and injuries as for player characters. Endurance is 10, plus half level, plus the per-level modifier if there is one.

Statistics block

Many of the statistics listed for creatures are there to assist rather than dictate. For example, the number appearing can be used when you didn’t have anything planned and need to let the dice determine what’s happening.

Activity cycle

Diurnal creatures are active during the day and sleep at night. Nocturnal creatures are active during the night, and sleep during the day. Crepuscular creatures are active during twilight, dusk, and dawn.

Statistics block: Attacks

Poisons and other carried attacks require a called shot. Whether creatures make a called shot is up to the Guide, and will often depend on how much damage the creature does without their carried attack.

Statistics block: Charisma

A creature’s charisma 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. Most often you’ll know when the creature’s fear of continuing a fight exceeds their fear of running. Otherwise, you can make a morale roll whenever you think they might run but aren’t sure.

Charisma/wisdom Range Perception modifier Willpower modifier
None Not applicable Not applicable
Animal 1-2 -5 -3
Very low 3 -3 -2
Low 4-6 -1 -1
Low average 7-9
Average 7-13
Good 11-13
High 14-16 +1 +1
Very high 17-18 +3 +2
Incredible 19-20 +5 +3
Divine 21- +7+ +3+

Intelligence

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.

Intelligence Range Reason bonus Evasion bonus
Unintelligent/plant Not applicable Not applicable
Animal 1-2 -5 -3
Semi-intelligent 3 -3 -2
Low 4-6 -1 -1
Low average 7-9
Average 7-13
Good 11-13
High 14-16 +1 +1
Very high 17-18 +3 +2
Incredible 19-20 +5 +3
Divine 21- +7+ +3+

Mindless 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.

Statistics block: Level

Creatures grow into their level as they mature. A creature with a listed 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 the creature receives (or loses, if negative) per survival point die. This modifier also applies to health, fortitude, endurance, and strength.

For example, Orcs have 2+1 listed for level. The average Orc will get two dice for survival and another +1 per die, for a total of 2d8+2 survival. The average Orc also gains a bonus of 1 on health rolls, fortitude rolls, endurance rolls, and strength rolls. Individual creatures can have greater or lesser bonuses as you wish. No survival die can produce less than 1 point, regardless of penalties.

When level is listed as ½ or ¼, the creature is otherwise treated as a level one creature except for survival. Multiply the survival rolled on the creature’s per-level die by that fraction and round up, or use an appropriately lowered die. For ½, use d3 instead of d6, d4 instead of d8, or d5 instead of d10. For ¼, use d2 instead of d8.

Magic resistance

Some creatures, especially demons and powerful spirits, will cause havoc with magic 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 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 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 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 unless specified.

Statistics block: Moral code

In general, most individuals are not bound to a moral code, but the species as a whole has a cultural or inborn affinity for this moral code. In some cases, especially for divine or demonic creatures, the nature of the creature will require that moral code.

Statistics block: Movement

Many creatures have more than one means of moving, such as walking and flying, or walking and swimming. Flying creatures can move more easily than walkers. Outside, 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.

Flying creatures attacking land-bound creatures usually receive a high ground bonus in combat.

Statistics block: Number

This estimates how many creatures are usually found together when encountered. This number varies greatly depending on circumstances.

Statistics block: Size

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.

Smaller and larger warriors 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.

Special Defenses

Some creatures will have as their special defense “+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.

Special Vision

Many monsters have underground or night vision. Night vision is the ability to see in darkness using ambient light from stars or a sliver of a moon. This ability is useless around bright lights. A creature with night vision suffers fewer, if any, penalties due to darkness. Underground vision is a combination of senses, with the creature able to see differences in heat, feel the motion of air, and triangulate from sounds and echoes. A creature with underground vision is able to see and work with no light within enclosed spaces. In the open and outdoors, this vision is less useful. The default penalty for using underground vision in the outdoors is increased by 3. Determining fine differences with underground vision is difficult if not impossible. It can’t be used to read normal text, for example.

Special vision is rarely as good as daylight vision. Creatures have a penalty to perception rolls as shown in their entry. Circumstances may make the special vision less useful, and at the extreme not function at all. If there is no ambient light whatsoever, night vision will not function. If the character is in a wide open space such as a desert, underground vision will function poorly or not at all.

Statistics block: Badlands

Barking spiders

Bobcats

Carrion worms

Cougars

Grey men

Lizards, giant

Orcs

Statistics block: Caves

Barking spiders

Bears, black

Crickets, giant

Dwarves

Hill giants

Ogres

Orcs

Mountain giants

Petraiads

Rats

Snakes, poisonous

Spiders, large and huge

Trolls

Xolome

Chaotic Mist

Bandersnatch

Beaked sweepers

Borogoves

Crazy crabs

Cyclopeata

Fire spiders

Hooded dashers

Jabberwock

Jubjub birds

Leeches, giant

Mist wraiths

Pink horrors

Pink trumpets

Raths

Spinneretts

Toves

Violents

Cities and Towns

Brownies

Elves

Halflings

Humans

Restless dead

Revenants

Wererats

Death Havens

Barrowmen

Carrion worms

Ghosts

Ghouls

Phantoms

Restless dead

Vampires

Vampire slaves

Statistics block: Deserts

Bobcats

Cougars

Grey men

Ogres

Saurians

Spiders, giant

Spiders, large and huge

Lizards, giant

Rocs

Statistics block: Dry City

Echoes

Greythorn vines

Headless men

Memory moss

Not flies

Oblivion fleas

Poltergeists

Prayer bees

Scissormen

Trivial pursuits

Statistics block: Forests

Bears

Bloodthorrns

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

Statistics block: Hell

Bat, screeching

Blood puddles

Crowns of Eyes

Death’s heads

Emotional demons

Gargoyls

Gorgons

Perytons

Shadows

Strigae

Statistics block: Jungles

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

Statistics block: Lakes

Dunkleosteus

Ghouls

Naiads

Snakes, poisonous

Statistics block: Mountains

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

Statistics block: Plains

Bobcats

Buzzflies

Hop snakes

Horses, wild

Orochs

Snakes, poisonous

Snakes, large and giant

Spiders, large and huge

Prehistoric Lands

Ankylosaurus

Achaeopteryxes

Beetles, giant

Brontosaurus

Burrweeds, giant

Butterflies, giant

Capybara, giant

Centipedes, giant

Crocodiles, giant

Deer, dwarf

Dire wolves

Dragonflies, giant

Dunkleosteus

Great lizards

Ground sloths, giant

Horned gophers

Leeches, giant

Lizards, giant

Mosquitos, giant

Moths, giant

Pterodactyls

Saurians

Stegosaurus

Swinging chain cacti

Triceratops

Tyrannosaurus

Venus flytrap, giant

Wetas, giant

Statistics block: Summoned

Ash-shubab al-muthlimum

Bats, creeching

Blood puddles

Crowns of eyes

Death’s heads

Perytons

Shadows

Skeletons

Strigae

Walking corpses

Statistics block: Swamps

Buzzflies

Jaguars

Killer toads

Leeches, giant

Mold zombies

Pixies

Saurians

Underground

Aeagarsut

Bats, giant

Brilliarch wights

Bubbling eyes

Carrion worms

Creeping slimes

Crickets, giant

Cucumbers, giant

Gakemai

Gangai

Gas molds

Great lizards

Grey men

Hanging vines

Kamekkipialo

Karuat

Ketelekrae

Kugesum

Lizards, giant

Oruat

Sakmat

Spiders, giant

Spiders, large and huge

Tentamort

Trolls

  1. Bestiary Terminology