Monsters ======== ### Monster Name This would be replaced with a general description of the monster - **Level** - **Size** - **Height** - **Weight** Monster Name | | ------------------|-| **Level** | | **Size** | | **Height** | | **Weight** | | **Armor** | | **Attacks** | | **Senses** | | Vaelk'ri Description: Large winged centaur like creatures Abilities: Can adopt human form with a preference for female forms. Anyone killed by or any recently dead body pierced by the Vaelk'ri will rise again as an undead servitor. Flight Precognitive Flashes Motivations: Vaelk'ri fight an eternal war in their home dimension and seek to "recruit" more servitors to fight for them. The best Vaelk'ri will seek out large tragedies in order to collect the recently dead. The worst will cause them. If unaligned Vaelk'ri meet at such a site the battle over claiming victims could last until all the servitors are completely destroyed. Vaelk'ri Undead Servitors Description: Appear to be normal human warriors, however outside of battle their glassy distant stares reveal their true nature. Abilities: - Retains all knowledge, skills, and abilities they had from life. - A shadow of its former self, Karma, Willpower and related skills all go to zero. - Vaelk'ri will propels the servitor at all times. With only a word from the Vaelk'ri the fallen servitor will rise again to do battle, until nothing of the servitor remains. The Vaelk'ri can also instantly remove the impact of any mind altering effect on the servitor. (Assume as a standard action the Vaelk'ri can issue the order to stand and fight to all servitors with in earshot) - Difficulty forming new memories prevent gaining additional ip or level. The servitor may often even forget the events right before its own death, often thinking it is embarking on the battle in which it first died. However it can recall its life with almost perfect detail no matter the time that has past. - Immortal the servitor no longer ages. In fact, if well fed the servitor may seem to grow younger if old as its body restores itself. - Technically still alive the servitor must eat to maintain its body. The servitor has no desire for food though and may fight on as its body slowly withers away from hunger. The Vaelk'ri need their armies strong so often order them to "feast" on nutrient rich foods, provided by the Vaelk'ri war machine. Motivations: They have complete loss of drive, feelings and willpower outside of what is given them by the Vaelk'ri. Their only desire is to serve the Vaelk'ri that restored them. Hydra - See Conversion.txt The Blob Type: Ooze Size: +0 Space/Reach: 2 yards/2 yards HP: 28 (+20 End, +3 Toughness, +2 Level, +3 Improved Toughness) Speed: 4 yards Armor: 0 Attack: 1 slam +X () 3 () CD + 3 AED Full Attack: 7 bites +13 (+7 skill, +2 Skill Focus, +8 Str, -4 size) 7 BD (+3 base, +4 size) Abilities(42): Str 6, End 10, Dex 1, Agi 1, Pre 1, Wil 1, Kno 0, Cun 1 Skills(17): Toughness +3 Toughness, Improved +3 Weapon Use: Unarmed +2 Weapon Use: Grapple +2 Resist F/H/T +1 Resist P/D +1 Dodge +1 Roll +1 Resist H/I +1 Resist MAD/T +1 Resist MC/P +1 Feats: Blindsight 24m Acid (Organic) 3 Acid (Metal) 3, instantly destroys weapons Impervious to BD Resistant to GD Split (based on armor and size reduction) Vampiric drain to armor Natural Climb Weakness: Blind Environment: Marshes Organization: Solitary Level: 2 (59/ 140-159 IP) Treasure: None Size/Type: Medium Ooze Hit Dice: 3d10+15 (31 hp) Initiative: -5 Speed: 10 ft. (2 squares) Armor Class: 5 (-5 Dex), touch 5, flat-footed 5 Base Attack/Grapple: +2/+3 Attack: Slam +3 melee (1d6+1 plus 1d6 acid) Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid) Space/Reach: 5 ft./5 ft. Special Attacks: Acid, constrict 1d6+1 plus 1d6 acid, improved grab Special Qualities: Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent Saves: Fort +6, Ref -4, Will -4 Abilities: Str 12, Dex 1, Con 21, Int Ø, Wis 1, Cha 1 Skills: — Feats: — Environment: Cold marshes Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 4-6 HD (Medium); 7-9 HD (Large) Level Adjustment: — A gray ooze can grow to a diameter of up to 10 feet and a thickness of about 6 inches. A typical The Grim -------- A negative energy species of native humanoids. They feed on the darkness in decaying flesh. They live underground and in dense forests. They have darkness vision, are very strong(STR 9) and abhor the men of the light. Monster Classifications ----------------------- # Humanoids ## Humanoids, True ## Fey (Gnomes (Leprecauns, brownies), pixies, goblins, gremlins) ### Hobs ### Goblins ### Faries ## Giants ## Trolls ### Treants, Giants ### Orcs (Ogres, Trolls, Giants?) ## Sylvans ## Harpies, Nixie, SUccubus, Mermaids? ## Merfolk? ## Half-humans ## Divine ### Angels ### Demons ### Devils ### Gargoyles, True #Monstrous humanoid # Beasts ## Animals (Terrestrial Animals) ## Vermin ### Plants ### Ooze, Fungi & Slimes ### Insects ## Giant Animals ## Prehistoric Animals ## Aquatic Animals ## Flying Animals & Birds # Magical Beasts ## Dragons, True ## Dragonlikes (Drakes, Wurms, Hydra) ## Sea Monsters ## Gorgons, Medusa, Cockatrice, Basilisk # Animates ## Free Undead (Vampire Lords, Lich, Mummy) ## Wild Undead (Ghouls, Wights, Zombies, Wild Undead) ## Animated Dead (DnD Style Skeletons and Zombies, Flesh Golem) ## Deathless ## Construct ## Golems ## Robots ## Androids # Formless ## Djinn ## Spirits (Shades, Wraiths, Haunting Entities, Poltergeists, Possesing Entities) ## Shapeshifters, True ## Energy Being ### Elemental, True # Aberations ## Chimeras ## Lycanthropes (Man beasts, Hengoykai) # Ooze # Modifiers ## Planetouched ## Fey Touched ## Outsider ### Angel ### Archon ### Extraplanar ### Native ## Elemental ### Air ### Earth ### Fire ### Water ## Aligned ### Chaotic ### Evil ### Good ### Lawful ## Nature ### Aquatic ### Cold ## Augmented ## Incorporeal ## Goblinoid ## Reptilian ## Shapechanger ## Swarm Types Aberration Type Animal Type Construct Type Dragon Type Elemental Type Fey Type Giant Type Humanoid Type Magical Beast Type Monstrous Humanoid Type Ooze Type Outsider Type Plant Type Undead Type Vermin Type Subtypes Air Subtype Angel Subtype Aquatic Subtype Archon Subtype Augmented Subtype Chaotic Subtype Cold Subtype Earth Subtype Evil Subtype Extraplanar Subtype Fire Subtype Goblinoid Subtype Good Subtype Incorporeal Subtype Lawful Subtype Native Subtype Reptilian Subtype Shapechanger Subtype Swarm Subtype Water Subtype Skill |Creature Type | ---------------|--------------------------------------------| Craft |Constructs | Metaphysics |Dragons, magical beasts, outsiders, undead | Zoology |Animals, vermin | Botany |Plants, oozes | Culture |Humanoids, fey, giants, monstrous humanoids | None |Aberrations | Keywords: Magical: Monstrous: Preferred classes: Sapience: Sapient Beast Mindless Thrall Nature: Divine - Pure Positive Energy Being (Angels) Animated - Natural - Positive Energy Being (Humans, Animals) Unnatural - Negative Energy Beings (Dark Fey, Goblins) Undead - Profane - Pure Negative Energy Beings (Demons) Alchemy: Earth Air Water Fire Toxic/Corrosive Electricity Negative Energy Positive Energy Transcendental Natural AE Transcendental AF Electricity AW Positive EF Negative EW Natural FW Toxic Electricity -> Water -> Fire Damage (points=(Min+Max*2)*3/13) DD points d6 -6 -2d6(2d6-14) -5 1-2d6(2d6-13) -4 2-2d6(2d6-12) -3 -1d6(1d6-7) -2 1-1d6(1d6-6) -1 2-1d6(1d6-5) 0 0 0(1d6-3) 1 1 1(1d6-2) 1d2 1 1(1d6-2) 1d3 1.5 1(1d6-2) 1d4 2 2(1d6-1) 1d6 3 1d6 1d8 4 1d6+1 2d4 4 1d6+1 1d10 5 1d6+2 1d12 6 2d6 2d6 6 2d6 3d4 6 2d6 7 2d6+1 2d8 8 2d6+2 4d4 8 2d6+2 3d6 9 3d6 1d20 9 3d6 2d10 10 3d6+1 5d4 10 3d6+1 2d12 11 3d6+2 3d8 12 4d6 4d6 12 4d6 6d4 12 4d6 Name: Nature: Size: Size Table Size Mass Height DAM Example 1 100 g 15 cm /10 Eye 2 1 Kg 33 /4 Handgun 3 10 70 /2 Limb 4 100 1.5m x1 Human 5 1 Mt 3.25 x3 Small Car 6 10 7 x10 Large Truck 7 100 15 x30 Tanker 8 1000 33 x100 Small Mountain Target Size Modifier -5 +10 -4 +8 -3 +6 -2 +4 -1 +2 0 0 +1 -2 +2 -4 +3 -6 +4 -8 +5 -10 Size Height Weight Space Reach -10 1/16 5g 512* 0 -9 1/12 15g 256* 0 -8 1/8 40g 128* 0 -7 1/6 120g 64* 0 -6 1/4 320g 32* 0 -5 1/3 900g 16* 0 -4 1/2 2.5k 8* 0 -3 2/3 7k 4* 1 -2 1 20k 2* 1 -1 1.5 60k 1* 2 0 2 160k 1 2 +1 3 450k 1 3 +2 4 1.3t 2 4 +3 6 4t 3 6 +4 8 10t 4 8 +5 12 30t 6 12 +6 16 80t 8 16 +7 24 240t 12 24 +8 32 640t 16 32 +9 48 2Kt 24 48 +10 64 5Kt 32 64 +11 96 16Kt 48 96 +12 130 40Kt 65 130 +13 200 130Kt 100 200 +14 250 320Kt 125 250 +15 400 1Mt 200 400 +16 500 2.5Mt 250 500 +17 800 8Mt 400 800 +18 1000 23Mt 500 1000 +19 1600 64Mt 800 1600 +20 2000 180Mt 2000 2000 Hit Mod = -(Size Diff) Damage Mod = (Size Diff) (maybe - 2) or Hit Mod = -Size Damage Mod = Size Defense Mod = -Size Natural DR = Size (including negative) or Damage Mod = Size Defense Mod = -Size or Str Mod = Size End Mod = Size Dex Mod = -Size Agi Mod = -Size Animal -4 KNO +2 CUN +1 STR,END,DEX,AGI -2 PRE Natural Armor Natural Attacks Low Light Vision Scent Vermin Construct No discernible anatomy. Dragon Humanoids Darkness or Normal Vision Simple Weapon Proficiency Lvl Base Stats Skills Feats -4 2/2,6/1: 0: 0 -3 4/3,4/2: 0: 1 -2 6/4,2/3: 0: 2 -1 All/5: 0: 3 0 All/5: 20: 4 N All/5: 20*(N+1): 4+N 1 6,7/5: 38 5 2 7,6,5/5,4: 56 3 7,6,6/5: 74 4 8,7,6,4/5,4: 90 5 8,7,6,5/5: 108 6 9,8,7,6,3/5,4: 122 7 9,8,7,6,4/5: 140 8 10,9,8,7,6,2/5,4: 152 9 10,9,8,7,6,3/5: 170 10 11,10,9,8,7,6,5,4: 180 11 11,10,9,8,7,6,2/5 12 12,11,10,9,8,7,6,4 13 12,11,10,9,8,7,6,5 14 12,2/11,10,9,8,6,4 15 12,3/11,10,9,8,4 16 12,4/11,10,9,4 17 12,4/11,10,9,8 18 13,4/11,10,9,4 19 13,4/11,10,9,8 20 13,4/12,11,10,9 21 13,6/11,10 ---------------------------------------------------------------------------- Mutant animal rules Size (cost = SL): 0 Hands: +2 - extra set of arms 0 - Full hands -1 - Partial hands -2 - No hands Biped: 0 - Full -1 - Partial -2 - None Speech: 0 - Full -1 - Partial -2 - None Looks: 0 - Full -1 - Partial -2 - None Natural Weapons: 0 - Bash attack +1 - 3 Damage Claws ( reduce damage by 1 for Climbing Claws(+7 to Climb) or Retractable Claws) +2 - 5 Damage Claws +1 - 4 Damage Bite +2 - 6 Damage Bite Others Natural Armor (cost = DR): 0 None (Human, Dolphins) 1 Light Fur (Dog, Cat) 2 Heavy Fur (Bear, Tiger) 2 Scales (Snake, Lizard) 3 Hide (Deer, Cow) 4 Heavy Scales (Crodile, Aligator) 4 Heavy Hide (Elephant, Rhino) 5 Plates or Boney shells (Armadillo, Turtle, Clams) Powers: +2 - Alternate movements (Swim, Burrow, Glide) +4 - Tunnel/Excavate +4 - Flight +1 - Improved Sense +2 - Blindsight +2 - Hold Breath (+1 with natural swim speed) --------------------------------------------------------------------------- Human: 15 Hide: 0 Movement: Walk Manipulators: 2x Independant, Fine (4) 2x Shared, Paw (1) Natural Attack: Bite Senses: Daylight vision, Notice scents, Hearing Wolf: 13 Hide: 1 Light Fur Movement: Walk Manipulators: 4x Shared, Paw (1) Natural Attack: Bite, Claws Senses: Lowlight vision, Identify scents, Hearing Tiger 14 Hide: 2 Heavy Fur Movement: Walk Manipulators: 4x Shared, Paw (1) Natural Attack: Bite, Claws Senses: Lowlight vision, Identify scents, Hearing Eagle 18 Hide: 1 Feathers Movement: Fly Manipulators: 2x Shared, Paw (1) 2x Independant, Simple (3) Natural Attack: Bite, Claws Senses: Lowlight vision, Notice scents, Hearing Monkey 18 Hide: 0 Movement: Walk, Climb Manipulators: 2x Independant, Simple (3) 3x Shared, Simple (2) Natural Attack: Bite Senses: Daylight vision, Notice scents, Hearing Mole 7 Hide: 1 light Fur Movement: Burrow Manipulators: None Natural Attack: Bite Senses: Darkness vision, Identify scents, Hearing Octopus 27 Hide: 0 Movement: Swim(sprint), Walk Manipulators: 8x Shared, Simple (2) Natural Attack: Bite, Improved Grab, Constrict Senses: Lowlight vision, Notice scents, Hearing Other: Ink, Camouflage Natural DR: 0 None (Human, Dolphins) 1 Light Fur (Dog, Cat) 2 Heavy Fur (Bear, Tiger) 2 Scales (Snake, Lizard) 3 Hide (Deer, Cow) 4 Heavy Scales (Crodile, Aligator) 4 Heavy Hide (Elephant, Rhino) 5 Plates or Boney shells (Armadillo, Turtle, Clams) Movement(Natural): 1 Sprint x10 speed once per hour 1 Swim 12+(AGI+Swim)/2 1 Walk 12+(AGI+Running)/2 1 Climb 12+(AGI+Climb)/2 2 Burrow 12+(AGI+Burrow)/2 2 Glide 12+(AGI+Fly)/2 3 Fly 12+(AGI+Fly)/2 4 Hover 12+(AGI+Fly)/2 Manipulators(Arms, Legs, Tails, tentacles)(pay for each): None - Cannot manipulate objects with limbs. Cannot use tools or weapons. Independence: 1 Shared with movement - Cannot move normally and use limbs at same time. can move 1 move as full round action while holding something. 2 Independent - Can move fully and use hands at same time Type: 0 Paw - Cannot use tools or weapons. 1 Simple - Hand-like claw or tentacle. -4 to weapons, Dex, craft, etc. 2 Fine - Allows full ability to use tools, weapons etc. Natural attack (primary and secondary) Bite (2 CD/BD) 1 Secondary (-5 to Hit) 2 Primary (+1 Damage) Swallow Whole Claws (1 BD) 1 Secondary (-5 to Hit) 2 Primary (+1 Damage) Pounce Rake Rend Gore (2 BD/CD) 1 Secondary (-5 to Hit) 2 Primary (+1 Damage) Powerful Charge Slam (1 CD) 1 Secondary (-5 to Hit) 2 Primary (+1 Damage) Trample Sting (1 BD) 1 Secondary (-5 to Hit) 2 Primary (+1 Damage) Poison/Paralysis/Disease Grapple Improved Grab Constrict Weapons(?) 0, -5, -10, -15, -20 -2, -2 -4, -4, -7 -7, -7, -7, -7 -10, -10, -10, -10, -10 Two Weapon Base -2 -2 feat -2 -2 ambi -0 -4 (free with natural weapons?) lite -2 -2 Natural Base 0 -2 feat 0 -3 Paired weapons +2 damage when using two attacks to simultaneously strike a target. Bite Only +0 2 Claws only -4/-8 or +0(+2) Bite/ 2 Claws -6/-15/-15 or -4/-13(+2) or -?(+4) 2 Claws/ Bite -6/-10/-15 or -4(+2)/-13 feats 0 feats 1 feat 1 +0 +0 +0 2 -2/-2 -4/-8 -4/-4 3 -4/-4/-4 -8/-16/-24 4 -6/-6/-6/-6 -12/-24/-36/-48 Unarmed attack expertise 1 Claws (+1 Damage on Manipulators) Pounce Rake 1 Bite/Sting/Horns (2 Damage) Breathweapon Poison Senses: Vison(Radiation Sensitivity) 0 Blind 1 Daylight 1 LowLight (must have Daylight Vision) 1 Darkness 1 Heat 2 Aura(su) 2 Blindsight(su)(must have at least 1 other sight) Smell&Taste(Chemical Sensitivity) 0 Chemically inert 0 Taste only (Reach Range) 1 Notice 2 Identify Track by smell Touch&Hearing(Pressure Sensitivity) 0 No Touch/Pain 0 Deaf 1 Hearing 2 Blindsense (Reach Range) 2 Active Sonar (must have Hearing) Speech (free with KNO>1) Enhancement feats Improved Natural attacks STR: END: DEX: AGI: PRE: WIL: CUN: KNO: () Communication: Diet: Active Cycle: Locomotion: Senses: AT: Attack: Defenses: Skills: Feats: Powers: Equipment: Spell: Minotaur Ogres Trolls manticore unicorn animal king golem rhinoceros faries merman centaurs cyclops acephali serpent sirens naiads dryads thunderbird fox whale wildman chameleon wyvern harpies sphinx Roc sasquatch ogre trolls ,great hearing, sun turns to stone,knifelike fingers gargoyle Demons Devils Elementals Chimeras Undead Animated dead zombie Unlife Entities Spirits ghosts mummy Goblinoids Warrior Soldier Commander Wizard Kings Chieftains Warchiefs Shaman Animals aardvark bull elephants Canine Horse Vampire Bat Bear Big Cat Raccoon/Badger/Rat/Rodent Bird(Swan, Crane, Drake, Sparrow, Eagle, Falcon, Owl, Crow, Raven) Goat Bull Crustacean(Crab, Lobster, Scorpion) Fish, Carp Sea Mammal(Dolphin) Name: Nature: Size: STR: END: DEX: AGI: PRE: WIL: CUN: KNO: () Communication: Diet: Active Cycle: Locomotion: Senses: AT: Attack: Defenses: Skills: Feats: Powers: Equipment: Spell: Name: Human Lvl: -1 Nature: Biological Size: 0 HP: 4 STR: 5 END: 5 DEX: 5 AGI: 5 PRE: 5 WIL: 5 CUN: 5 KNO: 5 Communication: Speech Diet: Omnivorous Active Cycle: Diurnal Locomotion: Walk/ Can Swim Senses: Standard hearing, sight, smell/taste Attack: by Weapon Defenses: Dodge, Parry Skills: None Feats: 3 feats WP, Laborer Armor, Light Shield, Medium Powers: Equipment: Spell: None Name: Human Lvl: -1 Nature: Biological Size: 0 HP: 4 STR: 5 END: 5 DEX: 5 AGI: 5 PRE: 5 WIL: 5 CUN: 5 KNO: 5 Communication: Speech Diet: Omnivorous Active Cycle: Diurnal Locomotion: Walk/ Can Swim Senses: Standard hearing, sight, smell/taste Attack: by Weapon Defenses: Dodge, Parry Skills: None Feats: 3 feats WP, Laborer Armor, Light Shield, Medium Powers: Equipment: Spell: None Human, Standard Nature: Biological Size: 4 STR: 25 END: 25 DEX: 25 AGI: 25 PRE: 25 WIL: 25 CUN: 25 KNO: 25 (abstract) Communication: speech Diet: Omnivorous Active Cycle: diurnal Locomotion: Walk/ can swim Senses: Standard hearing, sight, smell/taste AT: 10 Attack: by weapon/ unarmed/ bite 1d4 Defenses: by armor/ none Powers: none Difficulty: Human, Hero Nature: Biological Size: 4 STR: 40 END: 40 DEX: 40 AGI: 40 PRE: 40 WIL: 40 CUN: 40 KNO: 40 (abstract) Communication: speech Diet: Omnivorous Active Cycle: diurnal Locomotion: Walk/ can swim Senses: Standard hearing, sight, smell/taste AT: 10 Attack: by weapon/ unarmed/ bite 1d4 Defenses: by armor/ none Powers: none Difficulty: Name: Animated Dead Nature: Evil Size: 4 STR: 25 END: 25 DEX: 25 AGI: 25 PRE: N/A WIL: N/A CUN: 25 KNO: 25 (Animal) Communication: Grunts Diet: Life force Active Cycle: Nocturnal Locomotion: walk Senses: normal, vision based on movement AT: 10 Attack: bony hand claws (1d6) Defenses: resistant to GD (/2) Powers: Horror Factor Difficulty: Name: Animated Wood Nature: Earth Size: 5 STR: 40 END: 40 DEX: 40 AGI: 40 PRE: NA WIL: NA CUN: 25 KNO: 25 (None) Communication: Grunts Diet: Magical Energies Active Cycle: Doesn't sleep Locomotion: Walk Senses: IR sight only AT: 10 Attack: Wooden fists (2d6) Defenses: AV=10, weak vs FD (x2) Powers: Difficulty: Name: Animated Stone Nature: Earth Size: 6 STR: 60 END: 60 DEX: 20 AGI: 20 PRE: NA WIL: NA CUN: 20 KNO: 20 (None) Communication: Grunts Diet: Magical Energies Active Cycle: Doesn't sleep Locomotion: Walk Senses: UV + Thermal Sight AT: 10 Attack: Stone fists (3d6) Defenses: AV=15 Powers: Difficulty: Name: Ghost Description: ghosts are the dead who cannot rest. they wonder unable to affect the changes they need to rest. most exorcisms send the ghost to the Astral plane where he has full influence of the environment, but he cannot get back to accomplish his goals unless he can possess an astral traveler. Name: Ghost, Good Nature: Good Size: 4/incorporeal Stats: standard Communication: Telepathy only Diet: Never Eats Active Cycle: Never Sleeps Locomotion: Wingless Flight Senses: hearing, sight, sense supernatural, Sense Emotion AT: 10 Attack: none Defenses: Always invisibly & incorporeal Powers: Telekinesis, Horror Factor, Penitent Stare Difficulty: Name: Ghost,Air Nature: Air Size: 4/incorporeal Stats: standard Communication: Telepathy only Diet: Never Eats Active Cycle: Never Sleeps Locomotion: Wingless Flight Senses: hearing, sight, sense supernatural, Sense Emotion AT: 10 Attack: none Defenses: Always invisibly & incorporeal Powers: Telekinesis, AeroKinesis Difficulty: Name: Ghost, Fire Nature: Fire Size: 4/incorporeal Stats: standard Communication: Telepathy only Diet: Never Eats Active Cycle: Never Sleeps Locomotion: Wingless Flight Senses: hearing, sight, sense supernatural, Sense Emotion AT: 10 Attack: none Defenses: Always invisibly & incorporeal Powers: Telekinesis, PyroKinesis Difficulty: Name: Ghost, Evil Nature: Evil Size: 4/incorporeal Stats: standard Communication: Telepathy only Diet: Never Eats Active Cycle: Never Sleeps Locomotion: Wingless Flight Senses: hearing, sight, sense supernatural, Sense Emotion AT: 10 Attack: none Defenses: Always invisibly & incorporeal Powers: Telekinesis, Life Absorption, Horror Factor Difficulty: Name: Gnome, Leprechaun, etc Nature: Biological Size: 3 Stats: standard Communication: Speech (Fae, Gaelic, Draconic) Diet: Omnivorous+Mineralvorous Active Cycle: Sleep Indifferent Locomotion: walk, tunneling(slow) Senses: improved smell, thermal sight AT: 15 Attack: by weapon Defenses: Powers: Illusion, Immortality(Lesser) Difficulty: Name: Lizard Man Nature: Biological Size: 4 STR: 30 END: 30 DEX: 30 AGI: 30 PRE: 20 WIL: 20 CUN: 20 KNO: 20 (abstract) Communication: Speech (Draconic) Diet: Carnivorous Active Cycle: Diurnal Locomotion: Walk, Swim Senses: standard AT: based on temperature Attack: 1d6 bite, 1d6 claws, by weapon Defenses: AV=5 Powers: Difficulty: Name: Gargoyle Nature: Earth Size: 5 Stats: Standard Communication: Speech (Gargoyle, Earthen, Demon, Celestial) Diet: Omnivorous Active Cycle: nocturnal (turn to stone at sunrise) Locomotion: walk, Glide Senses: Sense Supernatural AT: 10 Attack: Claws(2d6), Teeth(2d6), Tail(1d6), Horns(1d6), by weapon Defenses: AV=10 Powers: Horror Factor, Improved Healing Rate Difficulty: Name: Were-Creature see Lycanthrope rules Name: Vampire Nature: Evil Size: 4 Stats: As human Communication: Speech Diet: Blood Active Cycle: Strictly nocturnal Locomotion: Walk Senses: normal + improved Smell/Taste AT: 10 Attack: Claws 2d6, Bite (2d6+Life Absorption) Defenses: Impervious to CD, BD, GD, except silver x2 and weak against FD(x2) Powers: Doesn't Breath, Hypnotic suggestion, Horror Factor, Immortality(Major) Hindrances: doesn't Heal. Difficulty: Name: Elf/Atlantean Nature: Biological Size: 4 Stats: Standard Communication: speech (Fae) Diet: Omnivorous Active Cycle: Diurnal Locomotion: walk Senses: normal + improved hearing+ improved sight AT: 10 Attack: by weapon Defenses: none Powers: Power words, Illusion, Cast Spells, Immortality(lesser) Difficulty: ----------------------------------------------------------------------- Name: Nature: Size: STR: END: DEX: AGI: PRE: WIL: CUN: KNO: () Communication: Diet: Active Cycle: Locomotion: Senses: AT: Attack: Defenses: Powers: Difficulty: Nature: determines types of toxins and immunities GM may make assumptions based on the nature of the beast. this should be what mainly makes up the creature. Biological (plants and animals) 10 - Toxins: Radiation, Biological Poisons, Cold Fire (phoenix) 20 - Toxins: Water, Cold Water ( the blob ) 20 - Toxins: emulsifiers, Cold Air (holographics) 20 - Toxins: Earth (rock-men from beyond the moon, robots, animated dead) 20 - Toxins: Radiation, Radio Waves(EMP) Supernatural evil (vampire, demon) 20 - Toxins: Good, UV light Supernatural good (angel) 20 - Toxins: Evil Supernatural Tough 400 - Toxins: None Size Category 1 0 2 25 3 50 4 75 5 100 6 125 7 150 8 175 Stats 5 STR: END: DEX: AGI: PRE: WIL: CUN: KNO: Intellect None - actions are completely reaction based 0 Animal - mostly instinct can learn through trial & error 10 Abstract - can learn & figure based on abstraction 20 Lightning abstract - as abstract but much faster 40 Can perform calculations instantly, must have appropriate skills to make correct calculations though. Communication Dance/physical motion 0 Chemical odors 5 Grunts (barks, growl, purr) 5 Speech (can create and copy complex sounds to communicate) 10 Radio 15 Telepathy 20 Diet: Cannibalistic 0 - must eat 1/25th of own body weight every day Carnivorous 5 - must eat 1/20th of own body weight every day Herbivorous 5 - must eat 1/10th of own body weight every day Mineralvorous 10 gems & precious metals - must eat 1/25th of own body weight every day just rocks - must eat 1/5th of own body weight every day Photovorous 10 - must spend at least 1 hour in direct sunlight every day Specific (like koalas) 0 - half needed consumption rate for type Efficient digestion 5 - half needed consumption rate Eating is not needed 30 Active Cycle Strictly Diurnal (-10% in darkness, must sleep all hours of night) 0 Strictly Nocturnal (-10% in light, must sleep all hours of day) 0 Diurnal (-5% penalty in darkness) 5 Nocturnal (-5% penalty in bright light) 5 Sleep Indifferent (no penalty, but must sleep) 10 Never Sleeps 15 Locomotion Ingestion rate Movement Rate Float 0 0 Swim (x1) /6 5 Walk (x1) /4 -10 Jumping (x1.5) /3 10 Glide (x1) /4(approx) 20 Winged Fly (x10) /3 30 Wingless Flight (x20) /2 40 Burrowing (x1.5) /6 10 Tunneling (x2) /6 30 Speed - must choose separately for each primary form of locomotion Slow (/2) x.75 0 Normal (x1) x1 10 Bursts of speed (x2) x3 for 1 m per hr 20 Fast (x3) x2 20 Sonic/Super (x5) x10 40 Senses: Sight Smell/Taste Hearing AT: Metabolism Ingestion rate Base Action Times Doesn't Move (/20) 0 0 Low metabolism (/2) 5 5 Medium Metabolism (x1) 10 15 High metabolism (x3) 15 25 Externally regulated (/10) by External Factor 10 - this table assumes water based earth type cold blooded animal - 0C (32F) 0(hibernate) - 10C (50F) 5 - 20C (68F) 10 - 30C (86F) 10 - 40C (104F) 15 - 50C (122F) 15(burnout) - 60C (140F) 10(burnout) Manipulative Limbs (arms, tentacles, prehensile tails, kicking legs) For each simultaneously usable(for combat or lifting) limb simple paw, foot, wing (can be fitted with claws) 10 tentacle, dexterous paw 15 opposable thumb 20 Attack: by weapon/ unarmed/ bite 1d4 Natural Weapons Small(1d6) 5 Medium(2d6) 10 Large(3d6) 15 Defenses: by armor/ none Natural Armor Light(Thick fur, Small scales) 15 - AV = 5 Medium(Heavy hide, scales) 30 - AV = 10 Heavy(Thick rocky scales) 45 - AV = 15 Resistance Weak Normal Resist Impervious Clubbing 0 5 15 45 Blade 0 10 30 90 Explosion 0 10 30 90 Fire/Energy 0 15 45 135 Weak - x2 all damage of this type Normal - does standard damage Resistant - 1/2 all damage of this type Impervious - immune to all damage of this type except from one source which does x2, usually silver - example werewolves are impervious to blade damage , except silver does x2 Powers: Difficulty: ### Quick NPC Table Level | Abilities | HP | Weapon Use/Dodge ------|-----------|----|----------------- -9 | 1 | 2 | 1 -8 | 2 | 4 | 2 -7 | 3 | 6 | 3 -6 | 4 | 8 | 4 -5 | 4 | 8 | 4 -4 | 5 | 10 | 5 -3 | 5 | 10 | 5 -2 | 5 | 10 | 5 -1 | 6 | 12 | 6 0 | 6 | 13 | 7 1 | 6 | 15 | 8 2 | 7 | 19 | 10 3 | 7 | 21 | 11 4 | 7 | 23 | 12 5 | 8 | 27 | 14 6 | 8 | 29 | 15 7 | 8 | 31 | 16 8 | 9 | 35 | 18 9 | 9 | 37 | 19 10 | 9 | 39 | 20 11 | 9 | 41 | 21 12 | 10 | 45 | 23 13 | 10 | 47 | 24 14 | 10 | 49 | 25 15 | 10 | 51 | 26 16 | 10 | 53 | 27 17 | 11 | 57 | 29 18 | 11 | 59 | 30 19 | 11 | 61 | 31 20 | 11 | 63 | 32