Chapter 6: Creating Monsters
In the vibrant world of Demayth, the creatures that inhabit its diverse landscapes are as integral to the storytelling experience as the heroes who traverse them. As a Battle Master, you have the power to breathe life into these beings, crafting unique and memorable monsters that will challenge, intrigue, and inspire your players. This chapter will guide you through the process of monster creation, providing you with the tools and insights needed to populate your world with a diverse array of creatures, from fearsome beasts and cunning humanoids to otherworldly entities and legendary beings.
Monster Types and Sizes
The foundation of any memorable monster lies in its type and size, which fundamentally shape its abilities, role within the world, and the level of threat it poses to adventurers. Demayth's rich tapestry of creatures spans a vast spectrum, each category brimming with unique possibilities.
Monster Types:
- Beasts: These are the natural inhabitants of Demayth, ranging from mundane animals like wolves and bears to fantastical creatures imbued with Demayth's magic. Beasts can be fierce predators, gentle grazers, or anything in between. Their connection to the natural world often grants them innate resistances or immunities, and some may even possess rudimentary magical abilities.
- Borrock (Giants): Towering figures of immense strength and imposing presence, Borrock are humanoid creatures that defy the normal scale. They might exhibit physical mutations, extra limbs, or other distinguishing features. While some Borrock are brutish and unintelligent, others possess surprising cunning and even magical prowess.
- Celestials: Hailing from the divine realms, celestials are beings of pure goodness and light. They often serve as messengers or guardians of the deities, embodying virtues like courage, wisdom, and compassion. Celestials are rare sights in the mortal realm, but their presence can inspire hope and offer divine aid to those in need.
- Constructs: Born from artifice rather than nature, constructs are animated creations imbued with a semblance of life. They can range from mindless golems crafted from stone or metal to sophisticated automatons capable of independent thought and action. Constructs are often employed as guardians, laborers, or weapons of war, their unwavering loyalty and tireless nature making them valuable assets.
- Demons/Fiends: Twisted reflections of the divine, demons are malevolent entities that revel in chaos and destruction. They often serve dark deities or seek to corrupt and enslave mortal souls. Demons possess potent magical abilities and a thirst for power, making them formidable adversaries for even the most seasoned adventurers.
- Dragons: Majestic and awe-inspiring, dragons are legendary creatures that embody the raw power of Demayth. They are intelligent, cunning, and possess a vast array of magical abilities, from elemental breath weapons to potent spells. Dragons can be benevolent protectors or fearsome tyrants, their presence shaping the destiny of entire kingdoms.
- Elementals: Embodiments of the elemental forces that flow through Demayth, these creatures are manifestations of pure fire, water, earth, or air. They can be chaotic and destructive or serene and wise, their powers reflecting the nature of their elemental essence. Elementals often guard places of power or serve as guardians of the natural world.
- Fey: Elusive and enigmatic, fey creatures are intrinsically linked to the natural world and the flow of Demayth's magic. They dwell in forests, groves, and other hidden places, their whimsical nature and mischievous tendencies making them both fascinating and unpredictable. Fey can be benevolent guardians or capricious tricksters, their magic often reflecting the beauty and wildness of nature.
- Humanoids: This diverse category encompasses a wide range of sentient races, including humans, elves, dwarves, goblins, orcs, and countless others. Humanoids possess language, culture, and the capacity for both good and evil. They can be skilled artisans, cunning warriors, wise scholars, or anything in between.
- Monstrosities: Twisted aberrations of nature, monstrosities are often the result of magical experimentation, divine curses, or exposure to corrupting influences. They can be grotesque and terrifying, their physical forms reflecting their inner corruption. Monstrosities are often driven by primal instincts or a thirst for destruction, making them dangerous and unpredictable foes.
- Ooze: Amorphous and gelatinous, oozes are strange creatures that defy conventional biology. They can absorb organic matter, magical energy, or even the essence of other creatures. Oozes are often found in dark, damp places, their unsettling forms and insatiable appetites making them a threat to any who cross their path.
- Plants: More than just passive flora, some plants in Demayth possess a spark of sentience and magical abilities. These can range from carnivorous plants that lure unsuspecting prey to ancient trees that command the forces of nature. Plant creatures are often deeply connected to their environment, drawing strength and sustenance from the surrounding ecosystem.
- Undead: Driven by dark magic, curses, or a lingering attachment to the mortal world, undead creatures are the reanimated corpses or spirits of the deceased. They can be mindless thralls, vengeful ghosts, or powerful liches who seek to prolong their unlife. Undead are often resistant to conventional weaponry and possess chilling abilities that drain the life force of their victims.
- Void: Alien-like creatures from the vast expanse of space, possessing strange powers and enigmatic origins. They can manipulate the fabric of reality, draw power from the cosmos, or exhibit otherworldly abilities that defy conventional understanding. Void creatures are often shrouded in mystery, their motivations and ultimate goals unknown. They might be benevolent explorers, seeking knowledge and understanding, or malevolent entities, intent on conquering or consuming all they encounter. Some might not even exist in the same time or space as the heroes, or they can even be the void in space itself.
Monster Sizes
The physical scale of a monster plays a pivotal role in shaping its presence and capabilities within the world of Demayth. From minuscule insects to colossal behemoths, size influences a creature's combat prowess, movement options, and overall impact on the environment.
- Miniscule: These creatures are incredibly small, often no larger than insects or rodents. While they might seem insignificant, their size can grant them advantages in stealth, evasion, and infiltration. They might also possess venomous stings, sharp claws, or other surprising defenses. Often these creatures come in swarms, and can even crawl under armor to attack their foes. Can share any space (5 foot area) with another creature.
- Tiny: Slightly larger than their miniscule counterparts, tiny creatures are often agile and quick, darting through undergrowth or squeezing into tight spaces. They might be scavengers, messengers, or even familiars for spellcasters. Can share any space (5 foot area) with another creature.
- Small: Encompassing creatures roughly the size of cats, dogs, or small humanoids, small monsters are versatile and adaptable. They can be swift predators, cunning tricksters, or loyal companions. Their size allows them to navigate a variety of terrains and engage in both close-quarters combat and ranged attacks. Occupies a space of 5 feet.
- Medium: This is the most common size category for humanoids and many other creatures. Medium monsters are well-balanced in terms of strength, agility, and resilience. They can fill a variety of roles, from skilled warriors and spellcasters to stealthy rogues and wise scholars. Occupies a space of 5 feet.
- Large: Larger and more physically imposing than their medium counterparts, large monsters often possess greater strength and durability. They might be powerful brutes, skilled hunters, or guardians of sacred sites. Their size can make them intimidating opponents. Occupies a space of 5 feet.
- Massive: These creatures are significantly larger than humans, often resembling bears, horses, or other large animals. Massive monsters possess immense strength and can easily overpower smaller foes. Occupies a space of 10X10 foot area. They have a movement of about 1D8 (or have a longer stride if you wish), but are still required to move 5 feet per space as the standard movement rules dictate.
- Giant: Towering over most other creatures, giants are truly imposing figures. They possess incredible strength and resilience, capable of devastating attacks and shrugging off blows that would cripple lesser beings. However, their size can also make them slow and cumbersome, and they might be vulnerable to attacks from smaller, more agile opponents. Occupies a space of a 15X15 foot area, and has an attack reach of about 10 feet. Battle card attacks can even reach over smaller foes to attack those behind them, or they can be used to smash an area if you wish. They have a movement of about 1D10 (or have a longer stride if you wish), but are still required to move 5 feet per space as the standard movement rules dictate. Creatures who are this large often take advantage of Fortitude saving throws, and have additional HP bonuses.
- Colossal: These are the behemoths of Demayth, dwarfing even giants in size. Colossal creatures are awe-inspiring and terrifying, their mere presence capable of shaking the earth. They possess unimaginable strength and resilience. Occupies a space of a 20X20 foot area, and has an attack reach of about 15 feet. Battle card attacks can even reach over smaller foes to attack those behind them, or they can be used to smash an area if you wish. They have a movement of about 1D12 (or have a longer stride if you wish), but are still required to move 5 feet per space as the standard movement rules dictate. Creatures who are this large often take advantage of Fortitude saving throws, and have additional HP bonuses.
- Titan: The largest and most powerful creatures in Demayth, titans are the stuff of legends. They are living mountains, capable of reshaping the landscape and wielding unimaginable power. Titans are incredibly rare and often slumber for centuries, but their awakening can herald cataclysmic events. Occupies a space of a 25X25 foot area (or more), and has an attack reach of about 20 feet. Battle card attacks can even reach over smaller foes to attack those behind them, or they can be used to smash an area if you wish. They have a movement of about 1D20 (or have a longer stride if you wish), but are still required to move 5 feet per space as the standard movement rules dictate. Creatures who are this large often take advantage of Fortitude saving throws, and have additional HP bonuses.
Monster Size Statistics
| Size | Base HP Range | Potential Advantages |
|---|---|---|
| Miniscule | 1-3 | Stealth, Evasion, Infiltration, Poison, Surprise Attacks |
| Tiny | 4-10 | Agility, Quickness, Hiding, Squeezing into tight spaces |
| Small | 7-20 | Versatility, Adaptability, Maneuverability, Stealth |
| Medium | 10-50 | Balanced stats, Wide range of roles, Accessibility |
| Large | 20-100 | Strength, Durability, Intimidation, Reach |
| Massive | 80-200 | High Strength, Durability, Crushing Attacks |
| Giant | 200-500 | Immense Strength, Durability, Area of Effect Attacks |
| Colossal | 250-750 | Extremely High Strength, Durability, Environmental Impact |
| Titan | 750-1K+ | Godlike Strength, Durability, World-Shaping Abilities |
Combining Type and Size
By combining different monster types and sizes, you can create a vast array of unique and memorable creatures. A tiny dragon might be a mischievous familiar, while a colossal elemental could be a force of nature, capable of devastating entire landscapes. A small fey creature might be a playful trickster, while a giant construct could be an unstoppable juggernaut. The possibilities are endless, limited only by your imagination.
Generating Monster Attributes
In Demayth, a monster's attributes are a reflection of its inherent capabilities, physical prowess, mental acuity, and magical aptitude. These attributes, represented by numerical scores, play a crucial role in determining a creature's effectiveness in combat, social interactions, and other challenges. As a Battle Master, you have the power to shape these attributes, tailoring them to create a diverse and balanced array of creatures that will challenge and intrigue your players.
The Attributes
In the realm of Demayth, a monster's inherent capabilities are defined by six core attributes, each shaping its strengths, weaknesses, and interactions with the world:
- Strength: Raw physical power, governing melee attacks, carrying capacity, and feats of might. A high Strength score signifies a creature with powerful muscles and the ability to lift, push, or break objects with ease.
- Dexterity: Agility and finesse, influencing ranged attacks, reflexes, balance, and stealth. A high Dexterity score denotes a creature with quick reflexes, nimble movements, and precise aim.
- Constitution: Resilience and vitality, determining health, stamina, and resistance to ailments. A high Constitution score indicates a creature with robust health, enduring stamina, and strong resistance to poison, disease, and other debilitating effects.
- Intelligence: Mental acuity, affecting knowledge, memory, reasoning, and magical aptitude. A high Intelligence score suggests a creature with keen intellect, strategic thinking, and the ability to learn and adapt quickly.
- Wisdom: Perception and intuition, enhancing awareness, insight, and resistance to manipulation. A high Wisdom score signifies a creature with heightened senses, keen instincts, and the ability to perceive hidden truths and resist mental influence.
- Charisma: Social magnetism, influencing interactions with other creatures, including interrogation, persuasion, and leadership. A high Charisma score denotes a creature with a commanding presence, persuasive abilities, and the potential to inspire or manipulate others.
Key Points to Remember:
- The maximum base attribute score is 40, resulting in a +10 modifier.
- Bonuses from magical items, innate abilities, or other sources can elevate modifiers beyond this limit.
- Legendary/Godlike or exceptionally powerful creatures might possess attribute scores exceeding the standard range.
Generating Attributes
A monster's attributes form the foundation of its capabilities, influencing its actions and interactions within the world of Demayth. As a Battle Master, you have the power to shape these attributes, creating a diverse and balanced array of creatures that will challenge and intrigue your players. Choose one of the following methods to determine a monster's attribute scores, considering its type, size, role, and desired level of challenge:
- Method 1: Base Scores by Type and Size: Assign base attribute scores based on a creature's type and size, using a predefined table or your own judgment. This method provides a quick and standardized way to generate attributes, ensuring consistency across different creatures.
- Method 2: Point Buy System: Allocate a set number of points to distribute among the creature's attributes, allowing for customization and flexibility. This method grants greater control over a creature's strengths and weaknesses, enabling you to create unique and specialized monsters.
- Method 3: Random Generation: Use dice rolls or other random methods to determine attribute scores, adding an element of unpredictability and variety. This method can lead to surprising and unexpected results, creating a sense of diversity and spontaneity in your encounters.
- Method 4: Narrative-Driven Approach: Base attribute scores on the creature's backstory, personality, and role in the story. This method creates a strong connection between a monster's attributes and its narrative significance, enhancing its believability and immersion.
Factors Influencing Attribute Scores
- Monster Type: The fundamental nature of a creature significantly impacts its attributes. For example, a dragon might possess high Strength, Constitution, and Intelligence, reflecting its physical power, resilience, and innate magical abilities. In contrast, a fey creature might have high Dexterity, Wisdom, and Charisma, emphasizing its agility, cunning, and connection to the natural world.
- Monster Size: Physical scale also plays a role in determining attributes. Larger creatures generally have higher Strength and Constitution scores, while smaller creatures might excel in Dexterity or stealth-related attributes.
- Magical Aspects: A creature's magical abilities or connection to Demayth's energies can influence its attribute scores. A demon might have high Charisma or Wisdom, reflecting its manipulative nature or access to dark knowledge. An elemental might possess a high Constitution or a specific attribute related to its elemental affinity.
- Role and Purpose: The intended role of a monster in your campaign can guide its attribute distribution. A powerful frontline combatant might prioritize Strength and Constitution, while a cunning spellcaster might focus on Intelligence and Wisdom.
Balancing Attributes for Challenge and Fun:
Creating a balanced and engaging encounter requires careful consideration of a monster's attribute scores in relation to the party's capabilities. Overly powerful creatures can lead to frustrating or unwinnable battles, while weak creatures might not provide a satisfying challenge. Strive for a balance that encourages strategic thinking, teamwork, and creative problem-solving.
Modifier Chart
| Base Attribute | Modifier | | | Base Attribute | Modifier |
|---|---|---|---|---|
| 0-2 | -3 | | | 51-53 | +14 |
| 3-5 | -2 | | | 54-56 | +15 |
| 6-8 | -1 | | | 57-59 | +16 |
| 9-11 | 0 | | | 60-62 | +17 |
| 12-14 | +1 | | | 63-65 | +18 |
| 15-17 | +2 | | | 66-68 | +19 |
| 18-20 | +3 | | | 69-71 | +20 |
| 21-23 | +4 | | | 72-74 | +21 |
| 24-26 | +5 | | | 75-77 | +22 |
| 27-29 | +6 | | | 78-80 | +23 |
| 30-32 | +7 | | | 81-83 | +24 |
| 33-35 | +8 | | | 84-86 | +25 |
| 36-38 | +9 | | | 87-89 | +26 |
| 39-41 | +10 | | | 90-92 | +27 |
| 42-44 | +11 | | | 93-95 | +28 |
| 45-47 | +12 | | | 96-98 | +29 |
| 48-50 | +13 | | | 99-100 | +30 |
Note: The formula for this modifier chart is: Modifier = -3 + (Base Attribute // 3) Where "//" represents integer division (rounding down to the nearest whole number).
Crafting Unique Traits
Once you've determined a monster's type and size, it's time to flesh out its unique traits. Consider its physical features, such as claws, fangs, wings, or natural armor. These traits can influence its combat style, movement options, and overall survivability.
Balancing Monsters for Engaging Encounters
Creating a challenging yet fair encounter requires careful balancing of a monster's abilities and stats. Consider its Hit Points (HP), Defenses, attack and damage capabilities, and any special defenses or resistances. These factors should be adjusted based on the party's level, composition, and overall experience.
Bringing Monsters to Life
A truly memorable monster is more than just a collection of stats and abilities; it's a living, breathing creature with its own unique personality, motivations, and place in the world. Use descriptive language to paint a vivid picture of its appearance, behavior, and environment. Incorporate its backstory and role in the narrative to create a sense of depth and purpose.
Common Monster Traits
- Amorphous: This creature can move through a space as narrow as 1 inch wide without squeezing.
- Amphibious: This creature can breathe air and water.
- Aquatic: This creature can swim without the need to make an Athleticism check. Swim speed is XDX spaces.
- Beak: This creature has a beak that deals Piercing damage. Deals an additional X points of Piercing damage with Battle card attacks.
- Claws: This creature has claws that deal Slashing damage. Deals an additional X points of Slashing damage with Battle card attacks.
- Devil Claws: This creature has claws that deal Slashing and Burning damage. Deals an additional X points of Slashing damage with Battle card attacks. Deals an additional X points of Burning damage with Battle card attacks.
- Fangs: This creature has fangs that deal Piercing damage. Deals an additional X points of Piercing damage with Battle card attacks.
- Tail: This creature's tail deals Impact damage. Deals an additional X points of Impact damage with Battle card attacks.
- Spiked Tail: This creature has a Spiked Tail that deals Piercing damage. Deals an additional X points of Piercing damage with Battle card attacks. These spikes can be thrown within this creature's perception with battle card attacks, and regrow instantly when lost.
- Sting: This creature has a stinger that deals Piercing damage. Deals an additional X points of Piercing damage with Battle card attacks.
- Hooves: This creature has hooves that deal Impact damage. Deals an additional X points of Impact damage with Battle card attacks.
- Horns: This creature has horns that deal Piercing damage. Deals an additional X points of Impact damage with Battle card attacks.
- Wings: This creature has wings that allow it to fly without the need for a fly check. Flies at the speed of XDX spaces.
- Illumination: This creature sheds a bright light in a 35-foot radius.
- Thick Hide: This creature has a hide thick enough to withstand an attack from any melee or ranged weapon. Damage Reduction of X points to Slashing, Impact, and Piercing damage.
- Draconic Scales: This creature has strong scales that can withstand an attack from melee or ranged weapons. Damage Reduction of X points to Slashing, Impact, and Piercing damage.
- Demonic Skin: This creature has strong skin that can withstand an attack from melee or ranged weapons. Damage Reduction of X points to Slashing, Impact, and Piercing damage.
- Anti-Magic Weakness: This creature is Stunned while in the area of antimagic. If targeted by a reprisal spell that dispels this creature, then the creature must succeed on a Fortitude saving throw. If the creature fails, then the creature will fall Unconscious for 1 minute.
- False Appearance: While this creature remains motionless, it is indistinguishable from the environment or something it may appear like (armor, chest, etc.)
- Immutable Form: This creature is immune to any spell or effect that would alter its form.
- Keen Smell: This creature has advantage on all Perception checks that rely on Smell.
- Keen Hearing: This creature has advantage on all Perception checks that rely on hearing.
- Keen Sight: This creature has advantage on all Perception checks that rely on Sight.
- Echolocation: This creature cannot use its blindsight while deafened.
- Magic Resistance: This creature has advantage on saving throws against spells and other magical effects.
- Magic Weapons: This creature's Battle card attacks deal magic damage.
- Powerful Regeneration: This creature regains 10 points of health at the start of its turn. If the creature takes acid or fire damage, this trait doesn't function at the start of the creature's next turn.
Remember to customize the numerical values (X) in these traits to match the desired power level and challenge of your monsters. ## Unleashing Your Inner Beast Crafter Battle Masters, you are not merely commanders of armies; you are the architects of nightmares, the creators of creatures that will haunt the dreams of adventurers and etch their names into the annals of legend. The world of Demayth is your canvas, and the monsters that roam its landscapes are your masterpieces. Embrace the power of creation, and let your imagination run wild as you breathe life into chimeras, hydras, and other mythical beings that will challenge and inspire your players.
Combining Traits
The chimera, a fearsome creature with the head of a lion, the body of a goat, and the tail of a serpent, is a testament to the boundless possibilities of monster creation. By combining traits from different creatures, you can forge unique and unforgettable beings that defy categorization and push the boundaries of imagination.
When designing a chimera or other multi-trait monster, consider the following:
- Synergy and Balance: Choose traits that complement each other, creating a cohesive and formidable whole. A creature with the wings of an eagle and the claws of a bear might excel in aerial combat and surprise attacks, while a creature with the regenerative abilities of a troll and the acidic breath of a dragon could be a nearly unstoppable foe.
- Thematic Resonance: Select traits that align with the creature's intended role and narrative significance. A chimera guarding a sacred temple might possess traits associated with divinity or protection, while a chimera dwelling in a volcanic wasteland might exhibit traits related to fire and resilience.
- Challenge and Surprise: Introduce unexpected combinations of traits to keep players on their toes. A creature with the intelligence of a human and the ferocity of a beast might employ cunning tactics and psychological warfare, while a creature with the body of a plant and the venom of a serpent could blend seamlessly into its environment, striking with deadly precision.
Beyond the Chimera
The chimera is just one example of the countless creatures you can create by combining traits. Imagine a hydra with elemental heads, each capable of unleashing a different type of breath weapon. Envision a sphinx with the wings of a butterfly and the wisdom of an ancient sage. Dream up a griffin with the claws of a scorpion and the speed of a cheetah. The only limit is your imagination.
By mastering the art of combining traits, you can populate your world with a diverse and captivating array of creatures that will challenge, intrigue, and inspire your players. Embrace the power of creation, and let your imagination soar as you unleash your inner beast crafter upon the world of Demayth.
Senses and Perception
A monster's senses shape its perception of the world, influencing its hunting strategies, social interactions, and overall awareness. By carefully selecting and customizing these senses, you can create creatures that are both believable and intriguing.
- Darkvision: The ability to see in darkness, common among nocturnal predators and subterranean dwellers.
- Blindsight: Perception without relying on sight, often through vibrations, sound, or other sensory input.
- Light Touch: The ability to detect vibrations through the ground, useful for subterranean creatures or those hunting in dense foliage.
- Keen Senses: Enhanced versions of normal senses, such as keen hearing, smell, or sight, granting advantage on perception checks.
- True Sight: The ability to see through illusions, disguises, and other forms of deception, often associated with powerful or divine beings.
- Spiritual Senses: Perception of spiritual entities, auras, or otherworldly phenomena, common among celestials, undead, or those attuned to the divine.
Strengths and Weaknesses
Every creature, no matter how powerful, has its strengths and weaknesses. By carefully crafting these aspects, you can create monsters that are both challenging and engaging.
- Physical Prowess: Enhanced strength, speed, agility, or natural armor, making them formidable in combat.
- Magical Abilities: Innate spellcasting, elemental manipulation, or other supernatural powers. All monsters have the ability to use the school of Augmentation, or the martial school of empowering oneself. There are very few who do not possess this magic (like goblins), but these are weaker monsters.
- Cunning and Intelligence: Strategic thinking, tactical prowess, or the ability to outwit opponents.
- Environmental Adaptation: Camouflage, resistance to specific elements, or the ability to thrive in harsh conditions.
- Regeneration or Healing: The ability to recover from injuries quickly, making them difficult to defeat.
- Vulnerabilities: Susceptibility to specific elements, weapons, or magical effects.
- Psychological Weaknesses: Fear, arrogance, or other emotional vulnerabilities that can be exploited.
- Divine Intervention: In rare cases, exceptionally powerful creatures might require divine intervention or the combined might of multiple heroes to defeat.
Key Monster Traits
- Senses: Specify the creature's sensory capabilities (e.g., darkvision, blindsight, light touch). If none, state "None."
- Languages: List the languages the creature understands and speaks. If none, state "None."
- Absorption: Detail any damage types or elements from which the creature heals or gains benefit. If none, state "None."
- Immunities: List damage types, conditions, or effects to which the creature is completely immune. If none, state "None."
- Resistances: Specify damage types, conditions, or effects the creature resists (often taking half damage or rolling with advantage). If none, state "None."
- Weaknesses: Note any specific vulnerabilities or weaknesses the creature possesses. If none, state "None."
Example:
- Senses: Darkvision 60 ft., Keen Hearing
- Languages: Common, Goblin
- Absorption: Fire damage
- Immunities: Poison, Disease
- Resistances: Cold damage
- Weaknesses: Impact damage
Monster Levels & Scaling
Every monster is defined by its Level (1-20+). This Level determines the potency of its attacks, its defenses, and the sheer impact of its blows, mirroring the progression of Demigods.
1. The Monster Level Table
When creating a monster, first assign it a Level. This Level dictates the Damage Die it uses for all attacks (weapon or natural) and the Base Bonus added to its Attack and Defense values.
| Monster Level | Damage Die (Impact Die) | Base Attack/Defense Bonus |
|---|---|---|
| Level 1 - 5 | 1d4 | +0 to +2 |
| Level 6 - 7 | 1d6 | +3 |
| Level 8 - 9 | 1d8 | +4 |
| Level 10 - 11 | 1d10 | +5 |
| Level 12 - 19 | 1d12 | +6 to +9 |
| Level 20+ | 1d20 | +10 to +20 |
- Damage Die: Just like players, monsters use this die multiplied by their primary Attribute Modifier to calculate damage. Formula: (Attribute Mod) x (Level Die) = Total Damage.
- Base Bonus: Add this value to the monster's Battle Card values (ATK/DEF) to represent their experience and power.
2. Action Economy by Level
Higher-level monsters are not just stronger; they are faster. Use these tiers to determine how many actions a monster gets per rotation.
Minion / Low Level (Lvl 1-4):
- 1 Standard Action per Monster in a group
- Note: Groups can range from anywhere between 3-6 creatures per group. Grouping keeps the game simple, or you can just simply use the standard threat for all monsters.
- 1 Move Action
- Note: Allows all of the creatures in the group to move equal to the single die rolled for that group. * Unity Hand: These creatures often share a "Unity Hand" with others of their kind (draw 1 card per monster in the group for their starting hand, so 5 + 1 card for each creature in the group.)
- Unity Hand: For the sake of keeping gameplay easy for Battle Masters, these weaker monsters can share a hand.
Standard Threat (Lvl 5-14):
- 2 Standard Actions
- 1 Move Action
- Note: These creatures have their own individual Hand of cards.
Boss / Apex Predator (Lvl 15+):
- 3+ Standard Actions
- 1 Move Action
- Note: These creatures have their own Hand and often gain access to "Legendary Perks" (see below).
3. Calculating Monster Damage
To keep combat fast but dangerous, monsters follow the same logic as the new player weapon rules.
The Monster Damage Formula:
[Attribute Modifier] x [Level Die] = Total Damage
Example (Level 4 Orc):
- Strength Mod: +4
- Level Die: d4 (from Level 1-5 bracket)
- Attack: The Orc swings its axe. On a hit, it deals 4 x 1d4 damage (Range: 4-16 dmg).
Example (Level 12 Dragon):
- Strength Mod: +8
- Level Die: d12 (from Level 12-19 bracket)
- Attack: The Dragon bites. On a hit, it deals 8 x 1d12 damage (Range: 8-96 dmg).
4. Perks & Abilities
Monsters gain Perks based on their Level to define their role (Aggressive, Defensive, Utility).
- Levels 1-4: 2 Perks
- Levels 5-9: 3 Perks
- Levels 10-14: 4 Perks
- Levels 15-19: 5 Perks
- Level 20+: 6+ Perks (Include at least 1 or more Legendary Perks)
Monster Statistics and Equipment:
In addition to their traits, perks, and magical abilities, monsters possess a set of core statistics that define their combat prowess and overall capabilities. These statistics, combined with their potential to wield weapons, armor, and other items, create a diverse and dynamic array of adversaries for your players to face.
Core Statistics
- Health Points (HP): A measure of the creature's vitality and resilience.
- Armor Points (AP): Protection from physical attacks, provided by natural armor, hides, or worn armor.
- Magic Shield (MS): A magical barrier that absorbs damage from spells and other magical attacks as well as physical attacks.
- Speed: The creature's movement rate, often determined by its size and type.
- Spellcasting Modifier: The attribute modifier used for casting spells (Intelligence, Wisdom, or Charisma, depending on the spellcasting source). Should be treated as the same as that of Demigodās, refer to the Demayth Adventures guide for more information.
- Saving Throws: Fortitude (physical resilience), Reflex (agility and evasion), and Will (mental fortitude).
- Focus: Concentration and mental discipline, used for maintaining spells and resisting mental attacks.
- Initiative: Determines turn order in combat.
Equipment and Items
While not all monsters utilize equipment, those that do can gain significant advantages in combat or other situations. Consider the following types of items:
- Weapons: Swords, axes, bows, and other offensive implements, enhancing a creature's attack and damage capabilities.
- Armor: Shields, helmets, breastplates, and other protective gear, increasing a creature's Armor Points and overall survivability.
- Magical Items: Weapons, armor, or other objects imbued with magical properties, granting special abilities or enhancing existing ones.
- Potions and Consumables: Elixirs, herbs, or other substances that provide temporary benefits, such as healing, increased strength, or enhanced senses.
- Tools and Accessories: Items that aid in specific tasks, such as lockpicks for rogues, holy symbols for clerics, or alchemist's supplies for crafting potions.
Monster Perks
Perk Categories
Monster perks fall into four distinct categories, each offering a different type of advantage or ability:
- Aggressive Perks: Enhance offensive capabilities, such as increased damage, additional attacks, or special combat maneuvers.
- Defensive Perks: Improve survivability and resilience, such as damage reduction, resistances, or regenerative abilities.
- Utility Perks: Grant tactical advantages or unique abilities, such as teleportation, invisibility, or environmental manipulation.
- Legendary Perks: Exceptionally powerful and rare abilities that defy categorization, often associated with legendary or godlike creatures.
Perk Creation
1. Choose the Perk Category:
- Aggressive Perks: Focus on enhancing the monster's offensive capabilities (damage, attacks, debuffs).
- Defensive Perks: Improve the monster's survivability and resilience (damage reduction, resistances, healing).
- Utility Perks: Grant tactical advantages or unique abilities (teleportation, stealth, buffs/debuffs on allies).
- Legendary Perks: Reserved for powerful, unique abilities that defy categorization and are often game-changing.
2. Consider the Monster's Class and Role:
- Minor/Moderate Enemies: Perks should be relatively simple and balanced, focusing on basic enhancements.
- Powerful/Superior Enemies: Perks can be more complex and impactful, offering greater tactical options.
- Legendary/Godlike Enemies: Perks should be truly unique and game-changing, befitting their immense power.
3. Align with the Monster's Theme and Lore:
- The perk should make sense for the monster's type, backstory, and role in the narrative.
- A fire elemental might have a perk that enhances fire damage or grants fire resistance.
- A stealthy assassin might have a perk that improves their sneak attacks or grants invisibility.
4. Balance the Perk:
- The perk should be challenging but fair, providing a sense of threat without being overwhelming.
- Consider the level and capabilities of the player characters when designing the perk.
- Playtest the perk to ensure it functions as intended and doesn't create unintended consequences.
5. Be Creative and Original:
- Don't be afraid to experiment with new ideas and mechanics.
- Draw inspiration from mythology, folklore, and other sources.
- The most memorable perks are often those that are unexpected and surprising.
Example Perk Creation:
- Perk Name: Shadow Step
- Category: Utility
- Monster Type: Stealthy Assassin
- Effect: Once per turn, the monster can teleport up to 30 feet to an unoccupied space within its line of sight. It gains +3 on its next attack.
- Rationale: This perk fits the assassin's theme, enhances their mobility and offensive capabilities, and creates tactical challenges for the players.
Perk Examples and Recommendations
Aggressive Perks
- Powerful Magic: Opponents who are attacked by this creatureās Demayth card (or spell) attacks are unable to defend these attacks while using battle card (or basic) defenses. Basic Defenses are considered to be: Anything that uses Battle cards to defend. Perks that allow an opponent to defend with a shield, or some other form of basic defense. Any kind of defense that is not produced by a Demayth card or spell.
- Divine Strike: This creature has the ability to attack opponents within their perception (up to 125 feet) while using Battle card attacks, and receive a bonus (to each of these attacks) from their Demayth bonus instead of their Attack bonus. This creatureās Battle card attacks are considered Divine attacks, and not Physical attacks.
- Homing: This creatureās projectiles follow the opponent and hits them, dealing full damage, even if the opponent used any magic to escape the attack of the projectile, and the attacked opponent cannot evade this projectile.
- Chaser: This melee creature has the ability to move/teleport to a fleeing opponent who uses any form of evasive defense, and continues the attack. The attack will still hit, and the opponent will receive full damage as they already used their reaction with a card or perk.
- Crushing Strikes: This creature deals crushing damage with each of its Battle card attacks to all opponents who are a size smaller than its own, and deals an additional 1D6 points of Crushing damage. Creatures who receive this damage must make a Fortitude saving throw to avoid having their bodies broken in some way (broken bones, crippled, etc.), or use a potion to heal their broken bodies.
- Multi-Strike: This creature can perform up to 2 attacks with 1 Battle card attack each time this creature uses a battle card attack.
- Crushing Stomp: This creature has the ability to move over smaller opponents. This creature deals 2D6 (+2D6 for size difference, add additional for smaller creatures) points of Crushing damage (once per opponent creature, per rotation) each time it moves over an opponent. If this creature ends its movement within any opponent's space, then these opponentās will become grappled and knocked prone. Opponentās may make a Reflex saving throw to avoid the stomp, make an Athletics check to hold the creatureās foot in place for a Grapple, or choose to be shoved into one direction of their choice while taking the damage.
- Ram: This creature performs a Battle card attack each time this creature ends its movement adjacent to opponents, and all opponents who are within this creatureās Battle card attack range will receive this attack. This can only occur once per unique movement (die, cards, etc.), and can only be used to attack all opponents once.
- Desolating Touch: Opponentās who receive damage from this creature will have all Saving throws reduced by 1 point, but the saving throws can only be reduced by 1 point.
- Greater Desolating Touch: Opponentās who receive damage from this creature will have all Saving throws reduced by 1 point, but this perk can only be stacked up to 3 points.
- Divine Desolating Touch: Opponentās who are attacked by this creature will have all Saving throws reduced by 2 points, but this perk can only be stacked up to 10 points.
- Cursed Touch : Ruin: Creatures who are attacked by this creature must discard X amount of cards from their hand, for every 1 card that they did not discard for any reason, then they will receive 1D6 points of True damage.
- Perception Range: This creature can attack within its perception, or however far their senses may reach within the environment. This creature attacks with ranged weapons, magic, throwing weapons, etc.
- Arched Aim: They have the ability to attack over allies or obstacles who are blocking their path, and they do this by attacking in an arched motion.
- Pack Tactics: For every other ally creature that is adjacent to the opponent that this creature is attacking, then this creature will gain an Attack bonus of X points.
- Diseased Bite: This creature can make a bite attack (when they make an attack), if damage is dealt to the opponentās Hp, then the opponent will be infected by the disease listed below. The infected creature can make a Fortitude saving throw to prevent the disease, or use a potion to cure it. Disease : Place disease here.
- Magic Strike: This creature has the ability to attack opponents within their perception (up to 65 feet) while using Battle card attacks, and receive a bonus (to each of these attacks) from their Demayth bonus instead of their Attack bonus. Their Battle card attacks deal magic damage.
- Grasping Strike: Each time this creature performs a melee attack against an opponent, then the attacked opponent must make a Reflex saving throw. Upon failure, the opponent will be Grappled by this creature.
- Piercing Aggression: All of this creatureās attacks made on an opponent will ignore 50% of the attacked opponentās card defenses, but the ignored value cannot be lower than 1 point.
- Striker: Each time this creature deals damage to an opponent with a Battle card attack, then this creature will gain an attack bonus of X points. This bonus cannot be higher than X points. This attack bonus is lost at the end of each battle.
- Master Striker: Each time this creature makes an attack on any opponent with a Battle card attack, then this creature gains an Attack bonus of X points. This bonus cannot be higher than X points. This attack bonus is lost at the end of each battle.
- Ruthless Opportunist: Each time this creature defends an attack without receiving damage from an attacking opponent, then this creature may make a counter attack against the opponent.
- Combination Specialist: This creature has the ability to use Battle card (or just attacks) attacks up to 3 times within a single action.
- Deadly Flight: All opponent creatures who are flying (or hovering, in flight, or being lifted against their will) will receive disadvantage on all of their Saving throws.
- Death From Above: All opponents have disadvantage on all Saving throws against this creature while this creature is in flight.
- Possession: This creature has the ability to magically or spiritually enter into the body of an opponent, and take control of their body. The target opponent must succeed on a Will saving throw, if they fail, then the opponent will be under the control of this creature.
- Aura of Death: Creatures who are within 15 feet of this creature will receive 1D6 + 1D6 per 3rd level points of Necrotic damage at the start of each rotation that they start within this aura.
- Aura of Synthera: Creatures who are within 25 feet of this creature will receive 2D6 + 2D6 per 3rd level points of Necrotic damage at the start of each rotation that they start within this aura.
Defensive Perks
- Natural Armor: This creature gains Armor points from a source. This Armor can be Healed, but not Mended.
- Magical Shield: This creature has gained a Magical shield that protects them from all forms of attack. (Value of the shield is displayed elsewhere in the notes.)
- Immutable Form: This creature is immune to ALL effects that would alter its form.
- Hit Toll: This creatureās Health points are converted into Hit points, and all damage from a single attack that this enemy receives will be converted to a total of 1 hit point. This enemy will be destroyed once all Hit points are reduced to 0 points.
- Evasive Defense: Each time this creature defends an attack that deals no damage to this creature, then this creature may move its movement speed. This can only occur up to any amount of times per rotation.
- Iron Stance: While this creature is under any HARMFUL magical effect of any kind, then all damage that this creature will receive will be reduced in half, rounded down.
- Phase: This creature has the ability to Phase up to any number of times, but at the cost of 1 Demayth point per each use. This Phase can be used to move through objects (of the creatureās choice), attacks, magical spells, or traps for up to 6 seconds of the creatureās choice.
- Over Healer: When this creature heals another creature, then any amount of over healing becomes points toward the targetās Magic Shield.
- Grand Shielder: Each time this creature places a Magical Shield on any other creature, then this creature gains a Magical Shield equal to the value of Magic Shield placed.
- Enhanced Magical Healing: This creatureās healing spells are increased by X points.
- Hex Drinker: 10 times per battle, as a reaction, this creature can avoid any harmful magical effects from a spell that is being cast on them. However, Hex Drinker does not prevent magic attacks or damages.
- Magic Resist: Reduces all Magic damage in half, rounded down.
- Iron Hide: Reduces all Physical damage in half, rounded down.
- Magic Eater: At the start of this creatureās rotation, this creature absorbs all harmful magics and magical effects, and draws 1 card for each magical effect it has absorbed.
- Combo Breaker: Anytime an opponent would attack this creature with 3 consecutive attacks, then this creature may make a Counter attack on the attacking opponent. The Counter attack prevents further attacks made against this creature within the same action (not rotation), but the attacking creature may make additional attacks with their other action/s.
- Swift and Nimble: This creature has the ability to move through spaces or move past spaces that are occupied by an opponent without receiving an attack of opportunity.
- Mystic Flight: While this creature is flying, then this creature gains an advantage to all of its saving throws.
- Magic Release: Removes ALL magical effects from this creature, and reduces all Magical Shields to 0 points. Can be used X amount of times per battle, but cannot remove the effects of a Hex totem that is placed on this creature. Magic Release can be used while under the effects of any spell or magical effect.
- Greater Magic Release: Removes ALL harmful magical effects from this creature. Can be used X amount of times per battle, but cannot remove the effects of a Hex totem that is placed on this creature. Magic Release can be used while under the effects of any spell or magical effect.
- Superior Magic Release: Removes ALL harmful magical effects from this creature. Can be used X amount of times per battle, and can remove the effects of a Hex totem that is placed on this creature. The Hex totem is destroyed when the effects are removed from his creature. Magic Release can be used while under the effects of any spell or magical effect.
- Divine Magic Release: Removes ALL harmful magical effects from this creature, and can even remove magical effects caused by divine spells. Can be used X amount of times per battle, and can remove the effects of a Hex totem that is placed on this creature. The Hex totem is destroyed when the effects are removed from his creature. Magic Release can be used while under the effects of any spell or magical effect.
- Horrid Stench: This creature emits a stench so powerful that creatures within a 20 foot radius of this creature must make a Fortitude saving throw, or suffer from being Weakened while they are in the range of the stench. Once a creature leaves this range, then they will recover from this status effect at the start of their next rotation.
- Thorns: Each time a Melee opponent deals damage to this creature, then the attacking opponent will receive X points of damage type.
- Magical Thorns: Each time an opponent deals damage to this creature, then the opponent will receive XDX points of Magic damage.
- Titanās Endurance: This creature gains advantage on all Fortitude saving throws, and gains a +1 bonus to their Fortitude save.
- Unbreakable Will: This creature gains advantage on all Will saving throws, and gains a +1 bonus to their Will save.
- Cowardly Retreat: Each time this creature is attacked by an opponent, then this creature may move its movement speed.
- Superior Magical Healing: All Restoration spells this creature casts will heal for double the value.
- Tactical Retreat: On each rotation, the first time this creature is attacked by an opponent, then this creature may move its movement speed.
- Life Steal: This creature heals for X points of Hp for each time they deal damage to an opponent.
- Unstoppable: This creature is immune to all aspects that prevent this creature from moving, attacking, or performing aggressive actions.
- Greater Life Steal: This creature heals equal to the amount of damage dealt to an opponent for each time they deal damage to an opponent.
Utility Perks
- Minor Enemy Class: Standard Battle card attacks and defense values even with weapons. Minor enemy creatures only have 1 standard action, and 1 quick/movement action.
- Minor Unity: This creature, along with all of the allies of this creature, share 1 hand. At the start of the battle, draw up to 3 cards, and draw 1 additional card for each 1 creature that shares a hand under this perk. They gain 1 Extra perk along with this perk.
- Moderate Enemy Class: These enemies have standard battle card attacks and defense. They have 2 Standard actions, 1 quick/movement, and possess their own hand. They gain 2 extra perks along with this perk.
- Powerful Enemy Class: +2 to Battle card attacks and defenses. They have 2 Standard actions, 1 quick/movement, and possess their own hand. They gain 4 extra perks along with this perk.
- Superior Enemy Class: +5 to Battle card attacks and defenses. They have 2 Standard actions, 1 quick/movement, and possess their own hand. They gain 6 extra perks along with this perk.
- Minor Deckless Minion: This creature does not have a deck for abilities, attacks, or defenses. However, it uses dice to attack and defend. Attacks : 1D6 Base (+1D6 every 3rd level). Defenses : 1D4 Base (+1D4 every 3rd level). Abilities are limited by Demayth points that they can use per day, and it can only use a set number of these Demayth points per rotation. Demayth points : 10 (+1 per level). Dp per Rotation : 1-2. Each time this creature would discard cards for any reason, then this creature receives 1D6 amount of True damage instead. Abilities, Perks, Traits, or other mechanical aspects that deal with cards in the game that would affect a creature negatively will not apply to this creature. (Ex: If this creature had no cards in hand, then a Perk allows a PC to destroy this creature.)
- Unity: This creature, along with all of the allies of this creature, share 1 hand. At the start of the battle, draw up to 3 cards, and draw 1 additional card for each 1 creature that shares a hand under this perk. Each time a creature under Unity draws 1 card, then you will draw 1 additional card for each creature under Unity.
- Wrath of the Kind Hearted One: Each time other creatureās are healed, buffed, or receive any amount of Magical shields or Armor points from this creature, then those creatures receive a X points of Attack or Demayth (choose one) bonus to all of their abilities or techniques on their next turn.
- Blinding Speed: This creature has 6 Standard actions on each of its turns when in battle, and this means that it can perform Standard actions within 1 second.
- Battle Haste: This creature takes their turn first (at the start of battle) before all other creatures, regardless of their initiative.
- Commander: At the start of each rotation, this creature can may give 1 command to all of their allies, and the ally creature may perform an action relating to one of the following commands :
- At Ease : All allies draw up 1D6 cards (the commander must roll for all).
- Forward March : All allies may move up to 1D6 spaces.
- Give Em Hell : All allies may make 1 attack on whoever they can attack.
- Hold Your Ground : All allies cannot move on this turn, but gain double defense.
- Hit the Floor : All allies can make an additional 1 free Reflex saving throw until the end of the rotation.
- Slight of Bottle: This creature has the ability to drink 1 potion while performing another action (attacking, moving, throwing, etc.), but only if this creature has a Free hand that allows them to drink from a potion bottle. If both of the creatureās hands happened to be in use, then this creature cannot perform this action unless they choose to use 1 Demayth point for a spell (within the schools of Alteration, Conjuration, or Chronology) to magical control the potion bottle so that they may drink from the bottle. Slight of Bottle can only be used once per rotation, and cannot be used if the creature is unable to drink from a bottle properly. (Ex: if the creature is upside down, mouth has been sewn shut, if the creature is being strangled or is choking, etc.)
- Card Economy: This creature may draw up to X cards at the start of each rotation.
- Teleporter: This creature can choose to teleport up to 65 feet within its perception rather than moving its standard movement die, and can move to any open space. This creature can avoid up to X amount of attacks per battle by making a Reflex saving throw, and then teleport to any open space of its choice. However, upon a failed save, this creature will receive full damage and move. This creature may use a standard action to teleport an additional time per standard action it uses.
- Seeker: This creature learns of 1 opponentās perks and abilities, and knows how to combat against them.
- Sneaky Assassin: At the start of each turn, this creature has the ability to make a Stealth check if not in the direct sight of an enemy creature. All enemy creatures must make a Perception check, and upon failure, will not notice this creature until this creature attacks or until each enemy creature succeeds on their Perception check. This creature gains a +2 bonus to Stealth checks, and can make Sneak attacks on any creature it can attack. This Perk automatically occurs to each opponent who loses sight of this creature.
- Sneaky Sniper: At the start of this creatureās rotation, this creature has the ability to make a Stealth check while out of sight of all opponents. All opponents must make a Perception check, upon failure, will not notice this creature even upon being attacked by this creature if this creature is using a ranged attack. This creature gains a +2 bonus to all Stealth checks, and can make Sneak attacks on any creature it can attack. This Perk automatically occurs to each opponent who loses sight of this creature.
- Martial Artist: This creature gains a bonus of X points to their Battle card attacks and defenses.
- Battle Masterās Stance: Increases all Battle card attacks and defenses equal to the amount of cards in your hand, and this bonus is equal to your Ability Modifier.
- Gathering Power: You draw 1D6 cards for each time this creature deals any amount of damage to an opponent.
- Spell Surge: For every 3 Demayth cards played by this creature, this creature may use any 1 of its abilities for free.
- Quick Caster: This creature may use a Quick action to play a Demayth card.
- Runner: This creature moves double its movement each time it moves, for each time it moves 30 feet or farther, then this creature may draw 3 cards.
- Natural Munitions Production: This creature has the ability to produce ammunition (either from its body or from using magic) that can be used to attack creatures within 65 feet of this creatureās perception while using battle card or Demayth card attacks. This creature can choose to use this ammunition or weapons it may possess.
Legendary Perks
- Legendary Enemy Class: +10 to Battle card attacks and defenses. They have 2 Standard actions, 1 quick/movement, and possess their own hand. They gain 8 extra perks along with this perk.
- Godlike Enemy Class: +20 to Battle card attacks and defenses. They have 4 Standard actions, 1 quick/movement, and possess their own hand. They gain 12 extra perks along with this perk.
- Legendary Perk : Legendary Resistances: This creature gains +5 to all saving throws, and has advantage on all saving throw rolls as well. If this creature fails a saving throw, then it may choose to succeed instead. However, this can only happen 3 times per day.
- Legendary Perk : Haste: This creature takes a turn at the top of the rotation, and then takes a turn after each opponent takes their turn.
- Legendary Perk : Lordās Domain: This is a magical domain that prevents all creatures from escaping battle through magical, physical, or even divine means. Opponents must stay and fight until they have killed this creature, or until all opponents have died. The Domain can occupy a space of up to 500 X 500 X 500 feet, and can negate all outside interferences as well. Opponents who perish in this domain will have their soul kept in the domain until the domain disappears, but may lose their soul to the Lord of the domain if they have soul stealing capabilities.
- Legendary Perk : Neverdead: This creature cannot be killed by effects that can destroy them instantly, or situations that would kill them instantly.
- Legendary Perk : Blackout: All opponents have a category of cards that are considered to be āBlacked Outā. Blacked out cards cannot be used in any way, nor can they be discarded. This occurs at the start of each rotations with a roll of a 1D6 :
- Chapter 1 or 1 Variant type
- Chapter 2 or 1 Variant type
- Chapter 3 or 1 Variant type
- Battle Cards or 1 Variant type
- Godlike Cards
- Super Battle Cards
- Legendary Perk : Divine Protection: This creature has a damage reduction of X points, and this damage reduction reduces ALL types of damage in the game.
- Legendary Perk : Divine Shield: This creature gains a Divine Shield of X points that cannot be reduced by any damage except Divine damage.
- Legendary Perk : Divine Attack and Damage: All of this creatureās attacks ignore all common defenses except divine defenses. All of this creatureās attacks deal divine damage that ignore all shields or armor except divine shield or divine protection.
- Legendary Perk : Divine Defense: This creature has a defense that can defend against divine attacks.
Monster Spells and Abilities
Given the high fantasy setting of Demayth, where magic is interwoven into the fabric of existence, it's logical that most monsters would possess some degree of magical ability. The prevalence of the Augmentation school, enhancing battle prowess, further supports this.
Innate Magic
In the world of Demayth, where magical energies permeate the very essence of existence, it is rare to encounter a creature that does not possess some innate connection to the arcane. While the extent and nature of these abilities vary greatly, most monsters can harness magical energies to augment their physical prowess, manipulate the elements, or even wield potent spells.
The Augmentation School
The most prevalent form of innate magic among monsters is the Augmentation school, which focuses on enhancing physical abilities, bolstering defenses, and empowering attacks. This school is particularly common among creatures that rely on their physical prowess for survival, such as predators, warriors, and guardians.
Beyond Augmentation
While Augmentation is widespread, many monsters also exhibit talents in other schools of magic, such as:
- Conjuration: Summoning creatures, objects, or elemental forces to aid them in battle.
- Elemental Manipulation: Controlling the forces of nature, such as fire, water, earth, or air, to unleash devastating attacks or create protective barriers.
- Illusion: Deceiving their opponents with mirages, phantoms, or other deceptive illusions.
- Necromancy: Manipulating the energies of supernatural and death, raising undead minions, or draining the life force of their enemies.
The specific magical abilities of a monster should be carefully considered in relation to its type, role, and overall power level. A fearsome dragon might breathe fire and summon storms, while a cunning goblin might employ illusions and traps to outwit its foes.
Crafting potent spells for your monsters doesn't require reinventing the wheel. The process mirrors the creation of spells for player characters, drawing upon the same principles and mechanics outlined in the Demayth Adventures guide. By referencing this guide, you can seamlessly weave magical prowess into your monsters' arsenals, ensuring a cohesive and balanced experience for your players. Whether it's conjuring elemental forces, unleashing devastating blasts of energy, or manipulating the fabric of reality, the spells you craft will breathe life into your monsters and elevate the thrill of every encounter.
Example Monster Spells
Alteration
- Polymorph
- School: Alteration | Type: Aggressive Concentration | Range: Line of Sight (LOS)
- Effect:
- Forced Transformation: Target one creature within your LOS. The creature must make a Will saving throw.
- On a failure: The creature is transformed into a harmless rat.
- On a success: The creature is unaffected.
- Reversion Attempts: The polymorphed creature can attempt a new Will saving throw at the start of each of its turns. On a success, it reverts to its original form.
- Forced Transformation: Target one creature within your LOS. The creature must make a Will saving throw.
- Teleport
- School: Alteration | Type: Utility Instant | Range: Perception
- Effect:
- Instantaneous Relocation: You can instantly move your character to any unoccupied space within your Perception range.
- Evade Attacks of Opportunity: This movement does not provoke attacks of opportunity.
- Portals
- School: Alteration | Type: Utility Instant | Range: Perception
- Effect:
- Create Portals: You create two shimmering portals in any two unoccupied spaces within your Perception range. These portals remain open for 4 rotations.
- Instantaneous Travel: Any creature that enters the space of one portal is instantly transported to the other portal. They then must move into an unoccupied space adjacent to the exit portal.
- Movement Requirement: Creatures entering a portal must have at least 1 space/5 feet of movement remaining to exit the other portal.
- No Lingering: Creatures cannot end their turn in the space occupied by a portal.
- Magical Flight
- School: Alteration | Type: Utility Concentration | Range: Self
- Effect:
- Take Flight: You gain the ability to fly, with a flying speed equal to your current movement speed.
- Maneuverability: You can hover, ascend, descend, and change direction with ease, navigating the air as naturally as you would walk on land.
- Magical Toss
- School: Alteration | Type: Aggressive Instant | Range: Line of Sight (LOS)
- Effect:
- Forced Relocation: Choose one creature within your LOS and magically move it to any unoccupied space you can see within your LOS.
- Impact Damage: The creature must make a Reflex saving throw.
- On a failure: The creature takes 1d6 Impact damage as it is slammed into the ground.
- If the creature is moved into the space of another creature, both creatures must make the saving throw. On a failure, both take 1d6 Impact damage.
- Scaling Damage: The Impact damage dealt by this spell increases by an additional 1d6 for every 5th rank of Alteration you possess.
- Mud Pit
- School: Alteration | Type: Utility Concentration | Range: Perception
- Effect:
- Terrain Transformation: You alter a 10x10 foot area within your Perception range into a mud pit. The pit is considered difficult terrain for all creatures except you.
- Duration: The mud pit remains in effect until the end of the battle or until you use an action to dispel it.
- Scaling Size: The size of the mud pit increases by an additional 5x5 feet for every 5th rank of Alteration you possess.
- Gale Force Gust
- School: Alteration | Type: Aggressive Instant | Range: Perception
- Effect: Choose one of the following effects:
- Forceful Push: Target one creature within your Perception range. The creature must succeed on a Reflex saving throw, or be pushed up to 5 spaces in one direction of your choice.
- Distraction: Create a gust of wind within your Perception range that serves as a distraction. Creatures within the area have disadvantage on their next saving throw, or skill check.
- Object Displacement: Alter the wind into a focused blast, pushing one unsecured object within your Perception range up to 5 spaces in one direction of your choice.
- Imprisonment
- School: Alteration | Type: Aggressive Instant | Range: Perception
- Effect:
- Confinement: Target one creature within your Perception range. The creature must make a Reflex saving throw. On a failure, the creature is encased in a prison crafted from the material of a surface adjacent to the target, and is Restrained until they break free.
- Prison Durability: The prison's Durability points depend on the chosen material: Magical Materials: 18 Durability | Metal: 14 Durability | Stone: 10 Durability | Wood: 6 Durability
- Scaling Durability: The Durability of each material type increases by 1 point for every 4th rank of Alteration you possess.
- Escape Attempt: The restrained creature can attempt a Strength check at the start of each of their turns. On a success, they break free of the prison.
- Lingering Object: Even if the creature escapes, the prison remains as an object on the battlefield until destroyed.
- Pillar
- School: Alteration | Type: Utility Instant | Range: Perception
- Effect:
- Create Pillar: Target one unoccupied space within your Perception range. You create a cylindrical pillar in that space, rising from the ground.
- Pillar Dimensions: The pillar has a radius of 5 feet and a height of 10 feet.
- Pillar Durability: The pillar's Durability points depend on the ground's material: Magical Materials: 20 Durability | Metal: 18 Durability | Stone: 14 Durability | Wood: 8 Durability
- Scaling Durability: The Durability of the pillar increases by 1 point for every 4th rank of Alteration you possess.
- Destruction: Once the pillar's Durability points reach 0, it is destroyed.
- Heat Weapon
- School: Alteration | Type: Aggressive Concentration | Range: Perception
- Effect:
- Superheated Metal: Target one metal weapon equipped by a creature within your Perception range. The weapon glows red hot and deals 1d4 points of Burning damage to the creature holding it at the start of each of their turns.
- Scaling Damage: The Burning damage dealt by the weapon increases by an additional 1d4 points for every 5th rank of Alteration you possess.
- Dropping the Weapon: The creature can choose to drop the weapon at any time to end the effect.
Augmentation
- Gain Power
- School: Augmentation | Type: Utility Instant | Range: Self
- Effect: Draw up to 3 cards. You may draw an additional 1 card at every 5th rank of Augmentation.
- Empower Strikes
- School: Augmentation | Type: Utility Concentration | Range: Self
- Effect: Your character gains 1 point toward their Attack bonus, but this bonus is lost at the end of each battle that it was gained. The attack bonus of this spell is increased by 1 point at every 5th rank of Augmentation.
- Empower Guard
- School: Augmentation | Type: Utility Concentration | Range: Self
- Effect: Your character gains 1 point toward their Defense bonus, but this bonus is lost at the end of each battle that it was gained. The defense bonus of this spell is increased by 1 point at every 5th rank of Augmentation.
- Demigod Swiftness
- School: Augmentation | Type: Utility Instant | Range: Self
- Effect: Enhanced Movement: Move up to 8 spaces. Card Draw: Draw 1 card. Scaling Movement: The number of spaces you can move increases by 1 for every rank of Augmentation you possess.
- Demigod Rush
- School: Augmentation | Type: Utility Instant | Range: Self
- Effect: Enhanced Movement: Move up to 6 spaces. Card Draw: Draw up to 2 cards. Scaling Movement: The number of spaces you can move increases by 1 for every rank of Augmentation you possess.
- Swift Attack
- School: Augmentation | Type: Utility Concentration | Range: Self
- Effect: Inevitable Strikes: Your Battle card attacks cannot be Evaded by abilities, item effects, spells, or perks.
- Empower Healing
- School: Augmentation | Type: Utility Concentration | Range: Self
- Effect: Healing Boost: Your Restoration spells gain a +1 bonus to the amount of HP they restore. Scaling Bonus: The healing bonus increases by an additional +1 point for every 5th rank of Augmentation you possess.
- Empower Destruction
- School: Augmentation | Type: Utility Concentration | Range: Self
- Effect: Damage Boost: Your Destruction spells gain a +1 Magic damage bonus. Scaling Bonus: The damage bonus increases by an additional +1 point for every 5th rank of Augmentation you possess.
- Demigod Strike
- School: Augmentation | Type: Utility Instant | Range: Self
- Effect: Attack Boost: Your next Battle card attack gains a +3 Attack bonus. Scaling Bonus: The Attack bonus increases by an additional +1 point for every 5th rank of Augmentation you possess.
- Demigod Guard
- School: Augmentation | Type: Utility Instant | Range: Self
- Effect: Defense Boost: Your next Battle card gains a +3 Defense bonus. Scaling Bonus: The Defense bonus increases by an additional +1 point for every 5th rank of Augmentation you possess.
Chronology
- Time Regression
- School: Chronology | Type: Aggressive Instant | Range: Line of Sight (LOS)
- Effect: Action Loss: Target one creature within your LOS. The creature must make a Will saving throw. On a failure, the creature loses 1 Standard Action on their next rotation. If they only have 1 Standard Action, they lose their Quick/Move Action instead. No Stacking: Time Regression cannot be stacked on the same creature.
- Time Progression
- School: Chronology | Type: Utility Instant | Range: 30 feet within Perception
- Effect: Extra Action: Target one creature within range. The creature gains 1 additional Standard Action on their next rotation. No Stacking: Time Progression cannot be stacked on the same creature.
- Revert Time
- School: Chronology | Type: Utility Instant | Range: Self
- Effect: Card Recovery: Select the top card from your discard pile and place it back on top of your deck. Godlike Card Exception: If the topmost card of your discard pile is a Godlike card, select the next card underneath it instead. Scaling Recovery: The number of cards you can select in a row increases by 1 for every 5th rank of Chronology you possess.
- Chrono Shift
- School: Chronology | Type: Utility Instant | Range: Self
- Effect: Tactical Repositioning: You can instantly move to any unoccupied space on the battlefield within your LOS. Evasion: This movement does not provoke attacks of opportunity. No Reactions: You cannot be targeted by reactions triggered by movement when using Chrono Shift.
- Quickened Strikes
- School: Chronology | Type: Utility Concentration | Range: Self
- Effect: Free Attacks: Your next 3 Battle card attacks do not consume any Standard Actions. Scaling Attacks: The number of Battle cards that can be played without spending Standard Actions increases by 1 for every 10th rank of Chronology you possess.
- Marching Time
- School: Chronology | Type: Utility Concentration | Range: Perception
- Effect: Accelerated Movement: Target up to 2 ally creatures within your Perception range. The targeted allies gain 1 additional Move action on their next turn.
- Revert Movement
- School: Chronology | Type: Aggressive Instant | Range: Perception
- Effect: Temporal Reversal: Target one creature within your Perception range. The creature is moved back to the last space it occupied. Obstacle Handling: If the previous space is occupied, the target is moved to an adjacent unoccupied space.
- Reverse Damage
- School: Chronology | Type: Utility Instant | Range: Self
- Effect: Damage Reversal: You can reverse time to recover from all damage dealt by a single attack from any one enemy creature during your last rotation. No Damage, No Recovery: If you took no damage on your last rotation, this spell has no effect. Scaling Recovery: The number of attacks you can recover from increases by 1 for every 5th rank of Chronology you possess.
- Echoes of Time
- School: Chronology | Type: Utility Instant | Range: Self
- Effect: Card Recovery: Search your discard pile for 1 card (excluding Godlike cards) and add it to your hand. Scaling Recovery: The number of cards you can recover increases by 1 for every 5th rank of Chronology you possess.
- Time Stop
- School: Chronology | Type: Defensive Instant (Reaction) | Range: Self
- Effect: Temporal Stasis & Movement: As a reaction when you are targeted by an attack that you are aware of, you can briefly halt the flow of time for 3 seconds. During this time, you are immune to all attacks and can move up to 3 spaces. Cooldown: After using Time Stop, you cannot use it again for 3 rotations. Scaling Targets: The number of creatures whose time you can stop increases by 1 for every 5th rank of Chronology you possess. AOE Limitation: If, after movement, you are still within the area of effect of an attack, you will be hit by that attack.
Conjuration
- Summon Beast
- School: Conjuration | Type: Utility Concentration | Range: Adjacent
- Effect: Summoning: Summon 1 Minor Ranked Enemy Beast type creature in any 1 open space adjacent to you. Scaling Rank: The rank of the summoned beast increases by 1 for every 5th rank of Conjuration you possess.
- Scorched Earth
- School: Conjuration | Type: Aggressive Concentration | Range: Perception
- Effect: Ring of Fire: Conjure a 15x15x5 foot circular ring of fire in any area of spaces within your perception. Burning Damage: All creatures within the ring take 2 points of Burning damage at the end of each of their turns while remaining within the ring. Scaling Damage: The Burning damage increases by 1 point for every 5th rank of Conjuration you possess.
- Conjure Elemental
- School: Conjuration | Type: Utility Concentration | Range: Adjacent
- Effect: Elemental Summoning: Conjure 1 elemental (choose from air, earth, fire, or water) in any 1 open space adjacent to you. Scaling Summons: The number of elementals you can conjure at once increases by 1 for every 10th rank of Conjuration you possess.
- Lightning Storm
- School: Conjuration | Type: Aggressive Concentration | Range: Perception
- Effect: Lightning Strike: Conjure a lightning storm that deals 3 points of Shock damage to any 1 creature within your Perception range. Scaling Damage: The damage dealt by this spell increases by 1 point for every 5th rank of Conjuration you possess.
- Meteorite
- School: Conjuration | Type: Aggressive Instant | Range: Perception
- Effect: Summoning Meteorite: Conjure a meteorite within your Perception range that will slowly fall into a 10x10 foot area within 3 rotations. Falling Debris: All creatures within the 10x10 foot area during the 2 rotations before the meteorite falls take 2 points of Impact damage from falling debris at the end of each of their turns. Impact: On the 3rd rotation, the meteorite crashes into the designated area, dealing 6 points of Impact and 6 points of Burning damage (total of 12 damage) to all creatures caught within. Larger Creatures: Larger creatures occupying multiple spaces take damage for each space they occupy within the affected area. Scaling Area: The area covered by the meteorite's impact increases by an additional 5x5 feet for every 5th rank of Conjuration you possess.
- Lightning Bolt
- School: Conjuration | Type: Aggressive Instant | Range: Perception
- Effect: Lightning Strike: Conjure a bolt of lightning that targets one creature within your Perception range. Attack and Effect: The target is attacked with a power of 3, inflicting Shock damage on a hit. On a successful hit, the attacked creature must then make a Fortitude saving throw. On a failure, the target is Stunned for 2 rotations. Scaling Attack: The attack's power increases by 1 for every 5th rank of Conjuration you possess.
- Summon Weapon
- School: Conjuration | Type: Utility Instant | Range: Self
- Effect: Weapon Summoning: Summon a weapon that you have Mage Marked to your hand. The weapon is equipped without spending an action. Mage Marks: You can mark up to 3 weapons at a time. Scaling Marks: The number of weapons you can mark increases by 1 for every 4th rank of Conjuration you possess.
- Conjure Armor
- School: Conjuration | Type: Utility Instant | Range: Self
- Effect: Armor Conjuration: Conjure a suit of armor of your choice: Heavy Steel (6 pieces), Light Leather (5 pieces), or Magical Robes (4 pieces). Armor Protection: Heavy/Light Armor: Each piece provides 2 Armor Points (AP). Magical Armor: Each piece provides 2 Magic Shield (MS) points. Duration: The conjured armor disappears at the end of the day or when broken. Scaling Protection: The AP/MS granted per piece increases by 1 for every 3rd rank of Conjuration you possess.
- Fog
- School: Conjuration | Type: Aggressive Concentration | Range: Perception
- Effect: Fog Cloud: Create a heavy fog cloud within a 15x15x5 foot spherical area within your Perception range. Blinding Effect: All creatures within the fog are Blinded while they remain inside. Scaling Area: The fog's area of effect increases by 5x5x5 feet for every 5th rank of Conjuration you possess.
- Conjure Web
- School: Conjuration | Type: Aggressive Instant | Range: Perception
- Effect: Web Trap: Target one creature within your Perception range. Conjure a spider web over the creature, Restraining them. Web Durability: The web has 6 Durability points. Scaling Durability: The web's Durability increases by 2 points for every 4th rank of Conjuration you possess. Escape: The restrained creature can attempt a Strength check at the start of each of its turns to break free.
Destruction
- Magical Strike Bolts
- School: Destruction | Type: Aggressive Instant | Range: Perception
- Effect: Projectile Creation: Create 3 magical projectile bolts. Targeting: Each bolt can target one creature within Perception range, or all bolts can be used to target a single creature. Holding Bolts: Bolts can be held for up to 2 rotations before they dissipate. Attack Power: Each bolt attacks with a power of 1. Scaling Bolts: The number of bolts created increases by 1 for every 5th rank of Destruction you possess.
- Magical Blast
- School: Destruction | Type: Aggressive Instant | Range: Perception
- Effect: Powerful Projectile: Create a single, powerful magical blast. Targeting: Target one creature within your Perception range. Attack Power: The blast attacks with a power of 5. Scaling Attack: The attack's power increases by 1 for every 5th rank of Destruction you possess.
- Wave of Destruction
- School: Destruction | Type: Aggressive Instant | Range: Melee (5-foot radius)
- Effect: Destructive Wave: Unleash a wave of destructive energy that attacks all adjacent creatures. Attack Power: The wave attacks with a power of 4. Damage Type: The wave deals Magic damage. Scaling Attack: The attack's power increases by 1 for every 5th rank of Destruction you possess.
- Explosion
- School: Destruction | Type: Aggressive Instant | Range: Perception
- Effect: Targeted Blast: Target any one space on the battlefield within your Perception range. Area of Effect: All creatures within the targeted space and adjacent to it must make a Reflex saving throw. Damage on Failure: Creatures who fail the saving throw take 3 points of Impact damage and 3 points of Burning damage. Movement on Success: Creatures who succeed on the saving throw can use their movement die to attempt to move out of the affected area. Reduced Damage: Creatures who succeed on the saving throw but cannot move out of the area take half damage. Scaling Damage: Both the Impact and Burning damage increase by 1 point for every 5th rank of Destruction you possess.
- Bombarding Blasts
- School: Destruction | Type: Aggressive Instant | Range: Perception
- Effect: Multiple Blasts: Create 4 blasts of projectile energy. Targeting: Target any 10x10 foot area of spaces within your Perception range, each blast will attack 1 target space. Attack Power: All creatures within the targeted area are attacked with a power of 4 from each blast that falls into each space of the affected area. Damage Type: The blasts deal Magic damage. Scaling Attack: The attack's power increases by 1 for every 5th rank of Destruction you possess.
- Mega Blast
- School: Destruction | Type: Aggressive Instant | Range: Line of Sight (LOS)
- Effect: Devastating Blast: You unleash a powerful projectile blast at a single creature within your LOS, but you must discard all cards from your hand except 1 card. Attack Power: The blast attacks with a power of 10. Scaling Attack: The attack's power increases by 1 for every 5th rank of Destruction you possess.
- Piercing Bolt
- School: Destruction | Type: Aggressive Instant | Range: Line of Sight (LOS)
- Effect: Piercing Strike: You launch a bolt of concentrated energy at a single creature within your LOS. Attack Power and Bonus Damage: The bolt attacks with a power of 3. If the attack hits, the target also takes an additional 2 points of Piercing damage. Scaling Damage: The Piercing damage increases by 1 point for every 2nd rank of Destruction you possess.
- Ricochet Bolts
- School: Destruction | Type: Aggressive Instant | Range: Line of Sight (LOS)
- Effect: Chaining Attack: You fire a bolt of magical energy at one creature within your LOS. The bolt attacks with a power of 4. First Ricochet: If the initial attack hits, the bolt ricochets to another creature within the first target's LOS. This secondary attack has a power of 6. Second Ricochet: If the second attack hits, the bolt ricochets to another creature within the second target's LOS. This third attack has a power of 8. Scaling Damage: The attack power of each ricochet increases by 2 for every 5th rank of Destruction you possess.
- Armor Breaker
- School: Destruction | Type: Aggressive Instant | Range: Adjacent
- Effect: Armor Destruction: Target one adjacent creature. The creature must make a Reflex saving throw. On a failed save, you destroy one piece of armor worn by the target.
- Critical Heatshot
- School: Destruction | Type: Aggressive Instant | Range: Line of Sight (LOS)
- Effect: Empowered Bolt: You create a powerful projectile bolt and target one creature within your LOS. Attack Power and Bonus Damage: The bolt attacks with a power of 3. If the attack hits, the target also takes an additional 3 points of Magic damage. Scaling Damage: Both the attack's power and the additional Magic damage increase by 1 point for every 4th rank of Destruction you possess.
Divination
- Insight
- School: Divination | Type: Aggressive Instant | Range: Perception
- Effect: Forced Reveal: Force one opponent within your Perception range to reveal their hand to you. Card Discard: Discard 1 card from their hand. Scaling Discard: The number of cards you can discard increases by 1 for every 5th rank of Divination you possess.
- True Sight
- School: Divination | Type: Utility Concentration | Range: Self
- Effect: Enhanced Perception: You gain True Sight for the duration of the spell. You can see through illusions, invisibility/greater invisibility, and other forms of concealment, as well as perceive the true form of shapechangers and other disguised creatures.
- Clairvoyance
- School: Divination | Type: Utility Instant | Range: Self
- Effect: Limited Scrying: Draw up to 5 cards from the top of your deck and look through them. Card Selection: Choose 1 card from the 5 and add it to your hand. Deck Reordering: Place the remaining 4 cards back on top of your deck in any order you wish. Scaling Draw: The number of cards you can draw increases by 1 for every 5th rank of Divination you possess.
- Reading Battle Omens
- School: Divination | Type: Utility Instant | Range: Self
- Effect: Card Search: Search your deck for any 1 card (with the exception of Godlike cards) and add it to your hand. Shuffle: Shuffle your deck afterward. Scaling Search: The number of cards you can search for and add to your hand increases by 1 for every 5th rank of Divination you possess.
- Premonitions
- School: Divination | Type: Aggressive Instant | Range: Perception
- Effect: Opponent's Insight: Target one opponent within your Perception range. Limited Scrying: Draw up to 5 cards from the top of the target's deck and look through them. Deck Reordering: Place the drawn cards back on top of the target's deck in any order you wish. Scaling Draw: The number of cards you can draw increases by 1 for every 5th rank of Divination you possess.
- Translation
- School: Divination | Type: Utility Concentration | Range: Self
- Effect: Linguistic Comprehension: For the duration, you understand the literal meaning of any spoken language (except divine languages). Written Decipherment: You can also understand any written language you see, but you must be touching the surface on which the language is written.
- Detect Curse
- School: Divination | Type: Utility Instant | Range: Perception
- Effect: Curse Identification: Target any one item or object within your Perception range. Curse Revelation: You instantly know if the target is cursed and, if so, the exact effects of the curse if activated.
- Identify
- School: Divination | Type: Utility Instant | Range: Touch
- Effect: Magical Appraisal: Identify an unknown magical item through touch. Information Gained: You learn the item's properties, function, number of charges (if any), and whether it was crafted by a spell. If crafted by a spell, you also learn which spell was used.
- Seek Animal or Plant
- School: Divination | Type: Utility Instant | Range: Self
- Effect: Nature's Beacon: If you know the name of a specific beast or plant and have seen it before, you can attempt to divine its location. Magical Trail: You sense a magical trail leading towards the closest creature or plant of that kind within a 1-mile radius. The trail can be visual, auditory, or a feeling of being pulled in a certain direction. Scaling Range: The radius of your search increases by 1 mile for every 3rd rank of Divination you possess. No Target: If no such creature or plant exists within the radius, you know this.
- Seek Object
- School: Divination | Type: Utility Instant | Range: Self
- Effect: Object Locator: If you know the name of a specific object and have seen it before, you can attempt to divine its location. Magical Trail: You sense a magical trail leading towards the object if it is within a 1-mile radius. The trail can be visual, auditory, or a feeling of being pulled in a certain direction. Scaling Range: The radius of your search increases by 1 mile for every 3rd rank of Divination you possess. No Target: If the object is not within the radius, you know this.
Necromancy
- Raise Skeleton
- School: Necromancy | Type: Utility Concentration | Range: Perception
- Effect: Undead Servant: Target one corpse within your Perception range. The corpse rises as a Skeleton minion under your control. Scaling Control: The number of Skeleton minions you can control at once increases by 1 for every 5th rank of Necromancy you possess.
- Raise Zombie
- School: Necromancy | Type: Utility Concentration | Range: Perception
- Effect: Undead Servant: Target one corpse within your Perception range that has an Enemy Class of Minor. The corpse rises as a Zombie minion under your control. Scaling Power: The maximum Enemy Class of a corpse you can raise into a zombie increases by 1 for every 5th rank of Necromancy you possess.
- Soul Steal
- School: Necromancy | Type: Aggressive Instant | Range: Perception
- Effect: Soul Drain: Target one creature within your Perception range. The creature must make a Will saving throw. On a failure: The creature takes 1d6 Necrotic damage. If the creature is killed by this spell, you steal its soul. Empowerment: For each soul stolen, this spell's damage increases by 1 point. This bonus is lost at the end of each battle. Scaling Damage: The base Necrotic damage dealt by this spell increases by an additional 1d6 for every 5th rank of Necromancy you possess.
- Necrotic Blast
- School: Necromancy | Type: Aggressive Instant | Range: Perception
- Effect: Necrotic Projectile: Create a projectile ball of necrotic energy and target one creature within your Perception range. Attack and Damage: The creature is attacked with a power of 3, inflicting Necrotic damage on a hit. Scaling Attack: The attack's power increases by 1 for every 5th rank of Necromancy you possess.
- Summon Imp
- School: Conjuration | Type: Utility Concentration | Range: Adjacent
- Effect: Summoning: Summon 1 Imp minion in an unoccupied space adjacent to you. Scaling Summons: The number of Imp minions you can control at once increases by 1 for every 5th rank of Necromancy you possess.
- Lifesteal
- School: Necromancy | Type: Utility Concentration | Range: Self
- Effect: Life Siphon: Each time you deal damage with your spell attacks, you regain 1 HP. Scaling Healing: The amount of HP regained increases by 1 for every 5th rank of Necromancy you possess.
- Summon Evil Spirit
- School: Necromancy | Type: Utility Concentration | Range: Adjacent
- Effect: Summoning: Summon 1 Evil Spirit minion in an unoccupied space adjacent to you. Scaling Summons: The number of Evil Spirit minions you can control at once increases by 1 for every 5th rank of Necromancy you possess.
- Raise Ghoul
- School: Necromancy | Type: Utility Concentration | Range: Perception
- Effect: Undead Servant: Target one corpse within your Perception range. The corpse rises as a Ghoul minion under your control. Scaling Control: The number of Ghoul minions you can control at once increases by 1 for every 5th rank of Necromancy you possess.
- Inflict Disease
- School: Necromancy | Type: Aggressive Instant | Range: Perception
- Effect: Disease Affliction: Target one creature within your Perception range. The creature must make a Fortitude saving throw. On a failure, the target takes 1 point of Biological True damage at the start of each of their turns for 5 rotations. Scaling Duration: The duration of the disease increases by 1 rotation for every 5th rank of Necromancy you possess.
- Rot
- School: Necromancy | Type: Aggressive Instant | Range: Perception
- Effect: Decaying Target: Target one creature within your Perception range. The creature must make a Fortitude saving throw. On a failure, the target takes 1d4 Biological True damage. Scaling Damage: The damage dealt by this spell increases by an additional 1d4 for every 5th rank of Necromancy you possess.
Protection
- Magical Shield
- School: Protection | Type: Utility Instant | Range: Self
- Effect: Gain 5 points of Magic Shield. Scaling Shield: The Magic Shield gained from this spell increases by 2 points for every 4th rank of Protection you possess.
- Magical Protection
- School: Protection | Type: Utility Instant | Range: Perception
- Effect: Target any 1 ally creature within your perception. Target creature gains 3 points of Magic Shield. Scaling Shield: The Magic Shield granted increases by 1 point every 4th rank of Protection you possess.
- Powerful Shield of Magical Protection
- School: Protection | Type: Defensive Instant (Reaction) | Range: Self
- Effect: Create a magical shield that blocks 1 attack from any aggressive creature for 10 points of defense. Scaling Defense: The defense of this spell is increased by 2 points at every 5th rank of Protection.
- Bubble Shield
- School: Protection | Type: Utility Concentration | Range: Perception
- Effect: Protective Sphere: Create a magical spherical shield within a 10x10x5 foot area anywhere within your perception. One-Way Barrier: All creatures within the bubble are protected from attacks originating outside the bubble, but not from attacks within the bubble. Durability: The shield has 12 points of Durability and disappears when it reaches 0. Free Movement: Creatures can enter and exit the bubble shield at will. No Stacking: This shield cannot be stacked in the same area or occupy the same space as another bubble shield. Scaling Durability: The shield's durability increases by 2 points at every 5th rank of Protection.
- Shielding Touch
- School: Protection | Type: Utility Instant | Range: Touch
- Effect: Touch of Protection: Target any 1 adjacent creature. Grant Shield: The target creature receives 5 points of Magic Shield. Scaling Shield: The magic shield granted increases by 2 points at every 5th rank of Protection.
- Anti-Bombardment Shield
- School: Protection | Type: Defensive Instant (Reaction) | Range: Self (15x15x5 ft. circular area, caster centered)
- Effect: Area Defense: Create a magical circular shield around yourself. The shield provides a +4 Defense bonus to all creatures within the shield's area. Scaling Defense: The Defense bonus of the shield increases by 1 point for every 5th rank of Protection you possess.
- Wall of Protection
- School: Protection | Type: Defensive Instant (Reaction) | Range: Perception
- Effect: Protective Wall: Create a magical cube-shaped wall covering a 15x5x5 foot area within your perception. One-Sided Defense: The wall protects creatures on one side from projectiles, reaching attacks, and ranged attacks, granting them 5 Defense against such attacks. No Adjacent Protection: The wall cannot be placed between ally and enemy creatures that are adjacent to each other. Scaling Defense: The Defense of the wall increases by 1 point for every 5th rank of Protection you possess.
- Elemental Protection
- School: Protection | Type: Defensive Instant (Reaction) | Range: Self
- Effect: Elemental Damage Reduction: When you are attacked by a spell that deals Elemental damage of any kind, reduce the damage from one instance by 2 points. Scaling Reduction: The damage reduction increases by 2 points for every 5th rank of Protection you possess.
- Hardened Shield
- School: Protection | Type: Defensive Instant (Reaction) | Range: Self
- Effect: Physical Damage Reduction: When you are attacked by a creature that deals Physical damage of any kind, reduce the damage from one instance by 2 points. Scaling Reduction: The damage reduction increases by 2 points for every 5th rank of Protection you possess.
- Magic Protection of Destruction
- School: Protection | Type: Utility Instant | Range: Self
- Effect: Destruction Immunity: You are immune to harmful spell effects from the School of Destruction for 2 rotations. Scaling Duration: The duration of this immunity increases by 1 rotation for every 5th rank of Protection you possess.
Psyche
- Enchanting Allure
- School: Psyche | Type: Aggressive Concentration | Range: Perception
- Effect: Charm: Target any non-aggressive creature within your Perception range. The creature must make a Will saving throw. On a failure, the creature is Charmed by you for the duration of the spell. Charmed Condition: A charmed creature can't attack you or target you with harmful abilities or magical effects. The charmed creature regards you as a friendly acquaintance.
- Warcry
- School: Psyche | Type: Utility Instant | Range: Perception
- Effect: Call to Action: You call out to all ally creatures within your Perception range. Those who are not Deafened can hear your call. Command Movement: Choose up to 3 ally creatures who heard the call. These creatures can immediately move up to 3 spaces. Scaling Control: The number of ally creatures you can command increases by 1 for every 4th rank of Psyche you possess.
- Taunting
- School: Psyche | Type: Aggressive Concentration | Range: Perception
- Effect: Forced Focus: Target one creature within your Perception range. The creature must make a Will saving throw. On a failure: The creature is forced to only attack or Harm you until the end of the spell's duration or until you lose concentration.
- Shorthand Taunting
- School: Psyche | Type: Aggressive Instant | Range: 15 feet (or 3 spaces)
- Effect: Brief Taunt: Target one creature within 15 feet (or 3 spaces) of you. The creature is forced to only attack or Harm you for 3 rotations. Scaling Targets: The number of creatures you can target with this spell increases by 1 for every 4th rank of Psyche you possess.
- Mind Control: Force Movement
- School: Psyche | Type: Aggressive Instant | Range: Perception
- Effect: Compelled Movement: Target any one creature within your Perception range. The creature must make a Will saving throw. On a failure: The creature is forced to move up to 8 spaces in any way they can move, but they must follow a path of spaces of your choosing. Scaling Movement: The number of spaces the creature must move increases by 1 for every 5th rank of Psyche you possess.
- Inspiring Leader
- School: Psyche | Type: Utility Instant | Range: Perception
- Effect: Temporary Saving Throw Bonus: Target up to 3 creatures within your perception. These creatures gain a +1 bonus to any one saving throw of their choice for 2 rotations. No Stacking: They cannot benefit from any other saving throw bonuses granted by spell effects during this time. Scaling Bonus: The saving throw bonus increases by 1 point for every 5th rank of Psyche you possess.
- Mind Control: Command Enemy Creature
- School: Psyche | Type: Aggressive Instant | Range: Perception
- Effect: Forced Action: Target one creature within your Perception range. The creature must make a Will saving throw . On a failure, the creature is forced to perform one of the following actions on their next turn: Attack a target of your choice with 1 Battle card attack, Drop their weapon or offhand item, Move up to 3 spaces in any pathing of your choosing. Scaling Movement: The forced movement distance increases by 1 space for every 1 rank of Psyche you possess.
- Giving Orders
- School: Psyche | Type: Utility Instant | Range: Perception
- Effect: Call to Action: You call out to any 2 ally creatures of your choice. If these creatures are not Deafened, they may immediately perform one of the following actions: Move up to 5 spaces toward you, Move up to 5 spaces toward any 1 enemy creature of your choice, Move up to 5 spaces toward any 1 object of your choice. Scaling Movement: The movement allowed by this spell is increased by 1 space for every 1 rank of Psyche you possess.
- Will Breaker
- School: Psyche | Type: Aggressive Concentration | Range: Perception
- Effect: Willpower Reduction: Target one creature within your Perception range. The creature must make a Will saving throw. On a failure: The target creature's Will saving throw is reduced by 1 for the duration of the spell. Scaling Penalty: The penalty to the target's Will saving throw increases by 1 for every 10th rank of Psyche you possess.
- Mind Blast
- School: Psyche | Type: Aggressive Instant | Range: Perception
- Effect: Psychic Assault: Target any one creature within your Perception range. The creature must make a Will saving throw. Damage: On a failure: The target takes 1d4 points of Psychic True damage. On a success: The target takes half the rolled value of Psychic True damage. Scaling Damage: The damage of this spell increases by an additional 1d4 for every 5th rank of Psyche you possess.
Reprisal
- Curse Removal
- School: Reprisal | Type: Utility Instant | Range: Perception
- Effect: Curse Dispelling: Target one creature within your Perception range. You dispel 1 curse affecting the target. Scaling Dispelling: The number of curses you can dispel increases by 1 for every 5th rank of Reprisal you possess.
- Dispel Magical Projectiles
- School: Reprisal | Type: Defensive Instant (Reaction) | Range: Perception
- Effect: Projectile Dispelling: As a reaction, target 1 magical projectile within your perception. The projectile is dispelled. Scaling Dispelling: The number of projectiles you can dispel increases by 1 for every 5th rank of Reprisal you possess.
- Dispel Minion
- School: Reprisal | Type: Aggressive Instant | Range: Perception
- Effect: Minion Banishment: Target 1 Minion creature within your Perception range. The minion must make a Will saving throw, but automatically fails if they are a minor minion type. On a failure: The minion is dispelled, returning to its original plane or dissipating into nothingness. Scaling Targets: The number of minion creatures you can target with this spell increases by 1 for every 5th rank of Reprisal you possess.
- Counterspell
- School: Reprisal | Type: Defensive Instant (Reaction) | Range: Perception
- Effect: Spell Negation: As a reaction when another creature within your Perception range casts a spell, you can attempt to counter it. The creature must make a Will saving throw. On a failed save, the spell does not take effect and is lost.
- Anti-Magic Bubble
- School: Reprisal | Type: Utility Concentration | Range: Perception (15x15x5 ft. sphere)
- Effect: Anti-Magic Zone: Create a 15x15x5 foot spherical area of anti-magic in any target area. Silence Effect: All creatures within this sphere are Silenced for the duration. Scaling Area: The sphere's area of effect increases by 5x5x5 feet for every 5th rank of Reprisal you possess.
- Silence Creature
- School: Reprisal | Type: Aggressive Instant | Range: Perception
- Effect: Silence: Target any one creature within your Perception range. The creature must make a Will saving throw. On a failure, the target creature is Silenced for 2 rotations. Scaling Duration: The duration of the Silence effect increases by 1 rotation for every 5th rank of Reprisal you possess.
- Suppress Magic
- School: Reprisal | Type: Aggressive Concentration | Range: Perception
- Effect: Magic Suppression: Target any one creature within your Perception range. The creature must make a Will saving throw. On a failure: The target creature is unable to use spells from 1 School of Magic of your choice for the duration of the spell.
- Spell Rebound: Destruction
- School: Reprisal | Type: Utility Instant | Range: Self
- Effect: Spell Reflection: You place a magical ward upon yourself that rebounds any 1 spell cast on you from the School of Destruction back to its caster. Duration: The ward lasts for 2 rotations. Scaling Duration: The duration of the ward increases by 1 rotation for every 5th rank of Reprisal you possess.
- Spell Rebound: Witchcraft
- School: Reprisal | Type: Utility Instant | Range: Self
- Effect: Spell Reflection: You place a magical ward upon yourself that rebounds any 1 spell cast on you from the School of Witchcraft back to its caster. Duration: The ward lasts for 2 rotations. Scaling Duration: The duration of the ward increases by 1 rotation for every 5th rank of Reprisal you possess.
- Spell Rebound: Necromancy
- School: Reprisal | Type: Utility Instant | Range: Self
- Effect: Spell Reflection: You place a magical ward upon yourself that rebounds any 1 spell cast on you from the School of Necromancy back to its caster. Duration: The ward lasts for 2 rotations. Scaling Duration: The duration of the ward increases by 1 rotation for every 5th rank of Reprisal you possess.
Restoration
- Demigod Healing
- School: Restoration | Type: Utility Instant | Range: Self
- Effect: Self-Healing: You are healed for 5 points of HP. Scaling Healing: The amount of HP healed increases by 2 points for every 5th rank of Restoration you possess.
- Healing Song
- School: Restoration | Type: Utility Concentration | Range: Perception
- Effect: Area Healing: All ally creatures within your Perception range are healed for 1 point of HP at the start of each of their turns, but must not be under the Deafened status effect. Scaling Healing: The amount of HP healed increases by 1 point for every 5th rank of Restoration you possess.
- Healing Touch
- School: Restoration | Type: Utility Concentration | Range: Touch (Adjacent)
- Effect: Targeted Healing: Target any 1 adjacent ally creature. The target is healed for 5 points of HP. Scaling Healing: The amount of HP healed increases by 2 points for every 5th rank of Restoration you possess.
- Healing Magic
- School: Restoration | Type: Utility Instant | Range: Perception
- Effect: Ranged Healing: Target any 1 ally creature within your perception. The target is healed for 3 points of HP. Scaling Healing: The amount of HP healed increases by 1 point for every 5th rank of Restoration you possess.
- Mend Armor
- School: Restoration | Type: Utility Instant | Range: Touch
- Effect: Armor Repair: Target 1 suit of armor. Each piece within the suit is mended for 1 point of AP. Unbroken Armor Only: This spell can only mend items that are not broken. Scaling Mending: The amount of AP mended per piece increases by 1 point for every 5th rank of Restoration you possess.
- Mend Broken Item
- School: Restoration | Type: Utility Instant | Range: Touch
- Effect: Item Repair: Target one broken item and mend it, restoring 1 point of Durability. Scaling Repair: The amount of Durability restored increases by 1 point for every 5th rank of Restoration you possess.
- Stabilize
- School: Restoration | Type: Utility Concentration | Range: Perception
- Effect: Prevent Death: Target one ally creature within your perception. If the target creatureās HP is reduced to 0, the creature is healed back up to 1 HP. Scaling Healing: The amount of HP healed increases by 1 point for every 5th rank of Restoration you possess.
- Cure Disease
- School: Restoration | Type: Utility Instant | Range: Touch or Self
- Effect: Disease Removal & Healing: Target yourself or one creature within Touch range. The target is cured of the Diseased condition and healed for 1 point of HP. Scaling Healing: The amount of HP healed increases by 1 point for every 5th rank of Restoration you possess.
- Cure Poison
- School: Restoration | Type: Utility Instant | Range: Touch or Self
- Effect: Poison Removal & Healing: Target yourself or one creature within Touch range. The target is cured of the Poisoned condition and healed for 1 point of HP. Scaling Healing: The amount of HP healed increases by 1 point for every 5th rank of Restoration you possess.
- Death Prevention
- School: Restoration | Type: Utility Concentration | Range: Perception
- Effect: Temporary Immortality: Target one ally creature within your perception who is in an unstable or dying state (0 HP). The creature cannot be Destroyed for as long as this spell remains in effect.
Witchcraft
- Curse of Drain
- School: Witchcraft | Type: Aggressive Instant | Range: Perception
- Effect: Forced Discard: Target one creature within your Perception range. The creature must make a Will saving throw. On a failure, the creature is forced to discard 2 cards from their hand. Scaling Discard: The number of cards discarded increases by 1 for every 5th rank of Witchcraft you possess.
- Curse of Ruin
- School: Witchcraft | Type: Aggressive Concentration | Range: Perception
- Effect: Lingering Misfortune: Target one creature within your Perception range. The creature must make a Will saving throw. On a failure: The target creature is forced to discard 1 card from their hand at the start of each of their rotations. Scaling Discard: The number of cards discarded increases by 1 for every 5th rank of Witchcraft you possess.
- Curse of Despair
- School: Witchcraft | Type: Aggressive Concentration | Range: Perception
- Effect: Weakened Will: Target one creature within your Perception range. The creature must make a Will saving throw. On a failure: The target creature receives a -1 penalty to any one saving throw of your choice for the duration of the spell. Scaling Penalty: The penalty to the saving throw increases by 1 for every 5th rank of Witchcraft you possess.
- Curse of Synthera
- School: Witchcraft | Type: Aggressive Concentration | Range: Perception
- Effect: Lingering Agony: Target one creature within your Perception range. The creature must make a Will saving throw. On a failure: The target creature takes 1 point of magic damage at the start of each of their rotations. Scaling Damage: The magic damage dealt increases by 1 point for every 5th rank of Witchcraft you possess.
- True Death Curse
- School: Witchcraft | Type: Aggressive Concentration | Range: Perception
- Effect: Mark of Death: Target one creature within your Perception range. The creature must make a Will saving throw. On a failure: The target creature receives the True Death status effect for the duration of the spell.
- Crippling Plague Curse
- School: Witchcraft | Type: Aggressive Concentration | Range: Perception
- Effect: Debilitating Affliction: Target one creature within your perception. The creature must make a Will saving throw. On a failure: The target becomes Paralyzed at the end of every rotation in which they use a Battle card attack. The Paralyzed status effect ends at the start of the affected creature's next rotation.
- Curse of Blindness
- School: Witchcraft | Type: Aggressive Concentration | Range: Perception
- Effect: Veiled Sight: Target one creature within your perception. The creature must make a Will saving throw. On a failure: The target creature becomes Blinded for the duration of the spell.
- Synthera's Poison
- School: Witchcraft | Type: Aggressive Instant | Range: Perception
- Effect: Toxic Affliction: Target one creature within your perception. The creature must make a Fortitude saving throw. On a failure: The target creature receives the status effect of Powerful Poison for 1d6 rotations. Scaling Duration: The duration of the poisoned condition increases by an additional 1d6 rotations for every 10th rank of Witchcraft you possess.
- Kindle Curse
- School: Witchcraft | Type: Aggressive Concentration | Range: Perception
- Effect: Vulnerability to Flame: Target one creature within your perception. The creature must make a Will saving throw. On a failure: The target creature gains weakness to Burning damage for the duration of the spell.
- Shivering Curse
- School: Witchcraft | Type: Aggressive Concentration | Range: Perception
- Effect: Vulnerability to Frost: Target one creature within your perception. The creature must make a Will saving throw. On a failure: The target creature gains weakness to Freezing damage for the duration of the spell.
Example Monsters and Enemies
Goblin Scoundrel
Small Humanoid The Goblins (often referred to as Scoundrels) that infest ruins are wretched, stunted scavengers standing barely three feet tall, their leathery olive skin smeared with grease and war-paint made from ash. Dressed in "armor" cobbled together from stolen pot lids, mismatched boots, and leather scraps, they scuttle over the rubble with the agility of rats, clutching rusted scimitars and crude shortbows. While a single goblin is a cowardly, chittering nuisance, they pose a lethal threat to civilization because they hunt in overwhelming packs, employing vicious guerrilla tactics to ambush superior foes, swarming over them with a frantic, hunger-driven ferocity to strip the dead of everything from their copper coins to their bones.
Traits
- Skills: Stealth (+2).
- Languages: Common or Scoundrel.
- Special Senses: Darkvision up to 65 feet.
- Resistances: None.
- Immunities: None.
Attributes
| Name | Base | Modifier |
|---|---|---|
| Strength | 9 | 0 |
| Dexterity | 15 | +2 |
| Constitution | 9 | 0 |
| Intelligence | 8 | -1 |
| Wisdom | 12 | +1 |
| Charisma | 6 | -1 |
Note: They have advantage on stealth, Sleight of hand, and Acrobatic checks.
Combat (Minor Ranked Enemy)
- Health points: 12
- Armor points: 12
- Magic Shield: 0
- Initiative: +2
- Fortitude Save: 0
- Reflex Save: +2
- Will Save: +1
- Movement Speed: 1D4
- Focus: Dexterity
- Demayth points: 0
- Spell Rites: Cannot cast magic.
- Armor Pro.: Light Armor
- Weapon Pro.: Melee and Ranged Weapons
- Weight points: 10
- Melee Weapon Damage: 2D4
- Ranged Weapon Damage: 2D4
Schools of Magic None.
Religion They often pray to any god or goddess that aids them, some will pray to Buta for guidance or to gain Butaās blessing against being diseased while others offer prayers to Romana or Maka Kyky. The most commonly prayed to deity happens to be MuuāDya, the Fae enchantress.
Equipped Items
- Crude Leather Armor: Light Armor (Helm, Body, Gloves, and Boots). 3 Ap per piece = 12 Ap. This armor is made from leather boots, pots and pans, and other junk found in areas where they can scavenge these items.
- Crude Iron Scimitar: One Handed Light Weapon. Special Traits: Filthy Strikes: The weapon is coated in fieces, and can cause a disease of the BMās discretion.
- Crude Wooden Shortbow: Two Handed Ranged Weapon. Ammunition: X20 Crude Arrows
- Rope and Cloth Sling: One Handed Ranged Weapon. Ammunition: Rocks, Explosives, Harmful Potions, etc. Anything that can be thrown or used as an explosive.
Perks (Martial)
- Minor Ranked Enemies: The group shares 1 hand, but each Goblin has 1 SAP per goblin in each group. They get 1 MAP to move all goblins, and can move through creatures who are larger than themselves. At the start of battle, you draw 5 cards, and then draw 1 additional card per goblin in the group.
- Hit and Run: For each successful Battle card attack a goblin that Hits, they may move their movement speed again. This movement negates all attacks of opportunity.
Zombie
Undead Humanoid The Rotting Walkers are the animated corpses of the fallen, raised through foul Necromancy magic to serve as mindless laborers or soldiers. Their flesh is a canvas of decay, gray and sloughing off the bone, smelling of wet earth and copper. They do not possess the agility of the living; instead, they lurch forward with an unnatural, jerky stiffness, their eyes clouded with milky cataracts or glowing with a faint, necromantic witchlight. Unlike the Goblins who skitter and hide, the Rotting Walkers are a relentless tideāignoring pain and injury, driven only by the singular command to snuff out the warmth of life.
Traits
- Skills: Athletisicim (+1).
- Languages: What it knew in life, but cannot speak.
- Special Senses: Darkvision up to 65 feet.
- Resistances: None.
- Immunities: Shadow and Necrotic damage.
- Absorption: Poison.
Attributes
| Name | Base | Modifier |
|---|---|---|
| Strength | 12 | +1 |
| Dexterity | 5 | -2 |
| Constitution | 18 | +3 |
| Intelligence | 2 | -3 |
| Wisdom | 6 | -1 |
| Charisma | 2 | -3 |
Combat (Minor Ranked Enemy)
- Health points: 23
- Armor points: 00
- Magic Shield: 0
- Initiative: -2
- Fortitude Save: 3
- Reflex Save: -2
- Will Save: -1
- Movement Speed: 1D6
- Focus: Constitution
- Demayth points: 0
- Spell Rites: Cannot cast magic.
- Armor Pro.: What it wore in life.
- Weapon Pro.: What it wielded in life.
- Weight points: 16
- Melee Weapon Damage: 1D4
- Ranged Weapon Damage: 1D4
Schools of Magic None.
Religion They cannot pray as their soul is trapped in their body, and is unable to be freed unless freed by an external source.
Equipped Items
- Tattered Clothing: No Armor Class (Clothing) 0 Ap. Most Zombies wear the shredded remains of the clothes they died in. While it offers no protection, their dead flesh is naturally tough (represented by High HP).
- Rotted Fists and Teeth: Natural Weapon. Special Traits: Infectious Touch: The zombie slams its body weight into the foe or bites them. See Diseased Bite in Perks. These natural weapons deal Impact damage, or Piercing damage. Bites deal piercing while fist deal impact.
Perks (Undead)
- Minor Ranked Enemies (Horde): The group shares 1 hand. Zombies move as a singular, crushing wall. They get 1 Standard Action and 1 Quick/Movement Action per zombie. At the start of battle, you may draw 5 cards, and then draw 1 additional card for each Zombie in the group.
- Undead Fortitude: These creatures are notoriously difficult to put down permanently. Each time this creatureās HP is reduced to 0 points, it makes a Constitution Save, DC 12. On a success, it regains 1 HP instead of dying. Exception: If the damage that reduced them to 0 HP came from a Smite, Radiant, or Blessed weapon, this trait does not function, and they perish immediately.
- Diseased Bite: When this creature makes a successful Battle card attack (Bite/Slam) and deals damage to the opponentās HP, the opponent is exposed to infection. They must make a Fortitude saving throw, DC 11 or greater. On failure, they are infected with Corpse Rot disease. (Corpse Rot: Refer to Demayth Adventureās Player Guide for more information.)
For more information, you may refer to the Demayth: Adventures Bestiary.