Advanced Creature Creation
Once you have the basic information about your creature, focus if necessary on other aspects and resources such as resistance, classification, the creature's fantasy and philosophy, if it has any unique characteristics, etc. The options are vast and only your imagination limits you.
Collectives
Some creatures act in groups with many individuals, ranging from swarms of insects to army units. To simplify the control of these groups of creatures, the Collective rule is used.
To create a collective, you need at least 4 identical creatures, sharing exactly the same characteristics. For the creation of a Collective to be viable, the base creature cannot be Medium or larger. Additionally, it is not possible to create a collective of creatures with the roles of Elite or Paragon, due to the unique and individual nature of these creatures.
Keep in mind that a collective needs all the creatures involved to be able to act together, which means that individualistic creatures are not able to form collectives.
A Collective receives a new name (which usually follows the format “Creature Collective”) and an increase in some of its characteristics. It is important to note that the Attribute, CR and Rune values of a Collective are the same as those of the individual creature.
When creating a Collective, the creature increases by 2 size categories and its damage dice increase by 2 categories. Additionally, the creature's role changes, making it necessary to calculate its new hit dice according to the creature creation rules. In addition to this change in rule and new amount of hit dice, the Collective also receives additional hit points, according to the Creatures and Collectives table:
| Role | Additional hit Points | |
|---|---|---|
| Individual | Collective | |
| Minion | Soldier | 10 |
| Grunt | Elite | 5 × the creature's proficiency bonus |
| Soldier | Paragon | Paragon's TL × the creature's proficiency bonus |
Additionally, every collective receives the characteristics Collective and Division:
Collective. The Collective can enter and leave the space of a creature that is the same size as or smaller than its own, the space within the Collective is considered difficult terrain and the Collective has advantage on attack rolls against creatures within it. Division. The Collective can split into two Collectives of the same name and 1 smaller size category using a bonus action, losing half of its maximum and current hit points in the process and having its damage and size dice decreased by one category. A Collective can unite with another of the same type and size using a bonus action, adding their maximum hit points and increasing their damage dice and size by one category. A Collective cannot be smaller than one size category larger than the original creature. A Collective of this size can split into 1d4 copies of the individual creature.
If the union of two Collectives makes their size greater than two categories above the individual creature, the Collective's Role is modified, increasing from Soldier to Elite or from Elite to Paragon. Alternatively, if the Collectives are already Paragons, the Collective's Threat Level is increased by half the original value. E,g.: When joining two T4 Paragon Collectives, the resulting Collective will be an T6 Paragon.
Lair
Every good antagonist needs a seat of power—a place of their own where they can retreat to regain their strength and, if pursued, hold the tactical advantage to defend themselves and their home. There are different types of Lairs, and each one offers a range of options to help you enhance your encounters. Since Lairs serve as bases for powerful enemies, only Paragons can possess a Lair.
A Paragon that inhabits a Lair is referred to as a “Lair Owner” or “Lair-Owning Creature”.
Regional Effects
Lairs are great narrative objectives for players to aim for: a large hex core surrounded by harbingers of glorious evolution; a huge ancient and once-prosperous city, now ruled by an army of rune elementals and their twisted desert magic; a large Demacian fortress full of wizards captured by wizard hunters, etc.
All lairs have regional effects 1 mile around them, these effects can be either distortion of the region, with their influence attracting non-native beings or distorting the local fauna and flora, directly intervening with their forces, or supernatural or even impossible climatic effects.
All lairs have regional effects extending for 1 mile around them, these effects can be either distortion of the region, with their influence attracting non-native beings or distorting the local fauna and flora, directly intervening with their forces, or supernatural or even impossible climatic effects.
Lair Actions
Those poor players who are brave or foolish enough to enter the Big Villain's lair at the table could end up finding themselves in very dangerous situations. All lairs are hostile territories where even short rests, if not carefully planned, can cause the end of an entire table, as danger lurks around every corner, whether with the enemy's troops marching and on guard or even with the lair directly hindering the players, acting as an extension of the enemy itself.
Every lair has the following effect:
- Short, long and full rests inside a lair have a 30% chance of going wrong, 3d4 creatures will appear disrupting the process.
When in combat, the Lair obeys the following rules:
- Lair Initiative is always 20;
- The Lair always loses in the Initiative tiebreaker;
- If the Lair requires a Safeguard in any effect, the DC will always be represented equal to 10 + half of the Lair Owner's proficiency bonus + ⅓ of the Lair Owner's CR;
- If any Lair effect causes damage, that damage will always have a value equal to the Lair Owner's Pulse Die.
Types of Lairs
Different creatures have different needs and strategies. Each type of lair is applied to a specific objective. The types of lairs below are just examples that you can or cannot use on your tables, if you don't agree, you can create your own using Creating Effects.
Nest
Creatures that permeate or live by choice in nature usually look for a nest, a place for themselves, whether for their young or just to rest from territorial battles. This type of Lair follows the following rules:
Regional Effects
Each nest has at least one regional effect linked to the nature of the Lair Owner and the ideal environment for it.
Ex.: A Desert Elemental Dragon might generate a sandstorm around its nest, while an Ice Elemental nest in the Freljord might be surrounded by a constant snowstorm.
Furthermore, the ecosystem around the Nest will always be affected in some way by the Lair Owner.
E.g.: An atrocious guarreroz has infiltrated Demacian territory, now the fauna cannot deal with this new local predator, a large sea monster is infesting the nearby seas with its offspring or even a large infernal influences the region around it, affecting the local inhabitants and animals acting and sometimes observing the players.
Lair Action
One of the lair's actions will always interact with the Lair Owner, which could be recharging a resource or mirroring a skill.
The Lair Owner emits a warning roar. As it does so, 3 (1d6) creatures come to its aid, appearing within 30 feet of it at the start of the next round, acting on the lair's turn.
Choose one of the following effects:
- A creature within 15 feet of the Lair Owner gains vulnerability to one type of damage dealt by him until the end of the next round.
- A target creature must make a Dexterity saving throw, or be pulled toward the Lair Owner.
Fortaleza
This type of Lair is ideal for those creatures that live in society or value a place that can offer accommodation, security for their forces to rest, as well as places to set traps or mount a good defense. This type of Lair follows the following rules:
Regional Effects
When commanding a fortress, a creature can command its forces. Creatures allied with and commanded by the Lair Owner will increase their activities around the area.
E.g. A group of dark ninjas are attacking and looting caravans and supplies near the roads, mage hunters increase their presence in a region by arresting and capturing mages, or even members of a gang of inventors are using unstable technology and attacking local authorities.
Water sources, if not stolen, can be poisoned, as well as traps and ambushes can be frequent on nearby roads.
Lair Action
One of the lair's actions will always interact with an attack or characteristic of the owner, facilitating the attack or mobility to be increased.
Twice per combat, the Lair Owner may summon an Elite to the battlefield to assist him, this Elite may have their own Initiative or act immediately after the Lair Owner's turn.
When choosing this Lair, choose one of the following:
- The Lair Owner can order projectiles to be fired in a circle with a radius of 15 feet at a point of his choosing within 60 feet.
- The Lair Owner can order a creature to attack a target of his choice, the creature will use its reaction to move half its speed and make an attack roll against the creature, if it is within its range.
Obelisk
When seeking power, some Spiers seek refuge in ancient, desolate places, where they draw raw energy from some magical source or perform nefarious experiments to increase their powers. This type of Lair will always have a core, this core is a fixed object, with a number of hit points equal to 5 × the Lair Owner's CR and AC equal to 10 + double the Lair Owner's proficiency bonus. If the core is destroyed, the regional effects end and the Lair Owner loses his lair actions.
Regional Effects
The climate becomes strange and supernatural, weather phenomena such as tornadoes, lightning storms, earthquakes or similar, related to the nature of the Lair Owner, become frequent in the region.
When choosing this Lair, choose a type of magic. Magical effects and random spells will occur in the region and some creatures will frequently be seen in the area. The types seen are presented in relation to the type of magic chosen in the table below:
| Magic | Types of creatures |
|---|---|
| Yordle | Fae |
| Celestial | Celestial Subtype |
| Elemetal | Elementals |
| Spiritual | Spirits or Undead |
Lair Action
One of the lair's actions will always be to generate a line of magical energy that causes damage corresponding to the type of magic selected. If there is no associated damage, the damage caused will be runic.
The Core will energize the Lair Owner, granting him a number of mana points equal to his CR.
The Core will cast a spell that has Concentration on a target or point of the Lair Owner's choice.
Retreat
Once a creature that owns a lair is defeated while outside its lair, that creature can use the Retreat action, causing it to return to its Lair at the start of its next turn. This action is an effect that requires concentration. By doing so, the Lair Owner may regain an amount of hit dice equal to or less than his CR to recover, remaining in the shadows, planning his next move until he has fully recovered. Each hit die used in its recovery is considered as a long rest for the creature in its lair.
Fantasy and Philosophies
Fantasy and philosophy represent two sides of the same coin of a creature, both are necessary for the main concept of the creation of the creature but they operate in different ways
Fantasy
Fantasy works with the idealization of the master's playful thoughts about the division of creatures into archetypes on paper, it tries to guide the master on how to draw a creature, what it will be, what its strengths and what its weaknesses will be.
Fantasy separates creatures into archetypes, these archetypes are called, in Runarcana, as Types and Sub-types. In the system, there are 12 types of creatures: Constructs, Dragons, Elementals, Spirits, Fae, Beasts, Humanoids, Fiends, Shapeshifters, Undeads, Plants and Voidborns. Each of these types has its own identity.
Power Level
Certain types of creatures actually have a higher hierarchical order in Runeterra's cosmology than others, which results in more powerful effects and damage. The table below shows the values in relation to the CR of passive and active characteristics and effects with a pure damage value related to their type. In the options below for types, subtypes and mutations you will be constantly reminded that if you do not agree with the options presented you can create your own, but follow the values below if you want a cohesive experience.
- Passive. The value refers to passive values of characteristics when activated as constantly active damage or damage attributed to some ability.
- Active. The value refers to active traits, such as a flame-coated strike, a plasma breath, etc.
- Raw value. The raw value is similar to passive characteristics, but which cannot be deactivated at the will of their bearer (usually auras) which always cause fixed damage that is not affected by any attribute or secondary value.
| Types | Passive | Active | Raw Value |
|---|---|---|---|
| Fiends, Spirits, Voidborns | 1/3 | 1/2 | 5 |
| Undead, Dragons, Elementals | 1/4 | 1/3 | 4 |
| Constructs, Fae, Shapeshifters | 1/5 | 1/4 | 3 |
| Humanoids, Plants, Beasts | 1/6 | 1/5 | 2 |
Philosophy of Creatures
No creature is complete without its appropriate characteristics, whether they come from its type or from some function applied within the battlefield - such as powerful defenses, dangerous attacks or strategic utilities. But how do you build and balance these resources?
Creature Traits
Traits are any notable abilities or qualities a creature may have. Each and every creature needs at least one of the following options:
- Attacks are active skills that affect one or more enemy targets, either through an attack roll or with a saving throw effect.
- Defenses seek to protect the creature, they are continuous effects and sometimes of a spontaneous nature, such as an advantage in a certain safeguard, a barrier activated by a certain condition or simply a sudden escape from a difficult situation.
- Utilities are activated abilities that affect yourself and/or willing allies. Utilities work through attractive and interesting choices, such as reducing enemy movement, strengthening allies, etc.
Every creature has a theme defined by the set of its Fantasy and Role, that is, a direction to follow when defining its traits. The table below shows how many traits a creature should have based on its costume and function already discussed. Be careful not to overcomplicate your creations, keep it simple and focus on quality over quantity.
| Role | Fantasy Traits | Role Traits |
|---|---|---|
| Minion | 1 | 0 |
| Grunt | 1 | 1 |
| Soldier | 2 | 1 |
| Elite | 2 | 2 |
| Paragon | 3 | 3 |
Fantasy. It's tied to the creature's type: is your creature a mighty dragon that breaks the heavens from above and attacks the ground with a powerful breath? Or is it a gigantic construct forged of steel and magic?
Role. It represents your role within combat: how many players will your creature have a unique effect to rival? Is it a Grunt that takes advantage of small opportunities and collective bonuses? Or will it be a great villain, a Paragon who seeks great skills to annihilate an entire group of adventurers?
Note: The Multiple Attacks feature does not count toward a creature's maximum number of traits.
Creating a Feature
To create a trait for your creature, follow these steps:
- Category: Choose a category: Are you doing an Attack, Defense or Utility trait?
- Activation time: Decide how long it takes to activate your effect.
- Rarity: Decide how rare your trait will be - the rarer it is, the more powerful it will be.
- Block: If your trait is an attack, choose how your targets can defend themselves - do they use their armor class or a specific saving throw?
- Range: Choose an effective range for your trait – are you targeting yourself, a few specific targets, or a wide-range area?
- Targets: If your characteristic has targets, choose how many and which targets your creature can affect.
- Activation: Decide how long it takes for your trait to take effect once activated.
- Effects: Set special effects for your characteristic, such as damage, conditions, forced movement, etc.
Activation Time
Activation times represent the effort required to use your trait. The greater this effort, the longer the time. There are five activation time categories: Choose one that best suits your characteristic.
| Type | Description |
|---|---|
| Action | The creature must spend its Action to activate the feature. |
| Bonus Action | The creature must spend its Bonus Action to activate the feature. |
| Passive | The feature is activated constantly and indefinitely. |
| Reaction | The creature must spend its Reaction to activate the feature. |
| Time | The creature must channel its characteristic for a certain time (minutes, hours, days, weeks, etc.) to be able to activate it. |
Rarity
Traits come in three rarities of increasing power and effectiveness, namely Common, Uncommon and Rare. When creating a trait, choose a rarity for it. The higher the rarity of your trait, the more powerful the trait and, consequently, the creature that possesses it. On the other hand, the greater the rarity, the fewer uses the characteristic will have.
Common Trait
A common trait is a basic, reliable ability that can be activated passively, at will, or once per turn without significant limitations. This type of trait involves everything from physical traits of the creature, such as a heat-resistant shell or natural weapons; down to its most basic and intuitive skills, such as using a sword, whipping a tail or even casting a magic trick.
Uncommon Trait
Uncommon traits are more powerful than their common counterparts, however they require special resources (charges, ki, mana, ammunition, etc.) or need a period of time to gather their strength. When creating an unusual trait, choose one of two limitations: Recharge or Count.
Minions do not have unusual traits.
Recharge
When your creature uses a recharge trait, that trait is exhausted until the creature meets certain criteria. The creature will always have its recharge activate at the start of combat, unless it used the resource before the start of combat. Alternatively, if the creature is accompanying the players, it regains this trait when completing a short, long or full rest.
Traits with recharge have a recharge range. At the start of each turn after using the trait, the creature rolls 1d6. If the result obtained is within the feature's recharge range, the creature becomes able to use that trait again.
When creating this type of trait, you must choose a cooldown interval from the 'Recharge Interval table based on the creature's Role. The higher the creature's Threat Level, the easier it will be to recharge its trait.
| Role | Recharge Margin |
| Grunt | 6 |
| Soldier | 5 to 6 |
| Elite/Paragon | 4 to 6 |
Countdown
When your creature uses a countdown trait, it will be exhausted until a period of time is met. Once a countdown resource is exhausted, start a countdown. At the start of each creature's turn, the countdown is reduced by 1, and when it reaches 0, the creature becomes able to use its trait again.
Unlike recharge, features that have a countdown cannot use it at the beginning of combat, making it necessary to start the countdown before the trait can be used.
When creating this type of characteristic, you must choose a counting period from the Counting Time table, based on your Role. The higher the creature's Threat Level, the faster the feature can be used.
| Role | Countdown Rounds |
| Gunrt | 2 × proficiency bonus |
| Soldier | Proficiency bonus |
| Elite/Paragon | ½ × proficiency bonus |
| Tip
At face-to-face tables, instead of writing down the countdown (and to avoid getting lost with many counting creatures) you can use markers made of paper or plastic or even place dice right next to the miniatures, if you use them. |
Rare Trait
Rare Traits are special abilities that, when exhausted, take a significant amount of time to recover (typically an encounter or two). These are some of its most powerful features - limit breaks, secret techniques, masterwork spells, etc. When describing a rare trait, spice up your description. These are one of the most dangerous and exciting skills, so put on a good show.
Minions and Grunts cannot have rare traits.
Once a Soldier uses a rare trait, it cannot be used again during that encounter. Alternatively, if this Soldier is accompanying the players, choose to either recover this trait upon completing a full rest or set a recovery event for this creature to regain this trait.
Recovery
Elites and Paragons are able to recharge their Rare Traits when a certain event is triggered, such as reaching half of their maximum hit points, draining a place of power, consuming a potion, sacrificing a victim, etc.
Choose an option from the Recovery Events table or create your own. Alternatively, you can randomly set a recovery event by rolling a d6 and using the event corresponding to the value obtained from the table.
| D6 | Events |
| 1 | The creature is left with half or less of its maximum hit points. |
| 2 | A significant friendly creature has been reduced to 0 hit points. |
| 3 | The creature collects (or receives) ammunition for the trait. |
| 4 | The creature makes or receives a worthy sacrifice. |
| 5 | The creature absorbs a large amount of power. |
| 6 | The creature reduces a player to 0 hit points. |
Blocks
If your creature makes an attack, your target must have the chance to defend itself, whether it's countering a sword with a shield, dodging an explosion with incredible precision, or even defying a command spell with unwavering determination.
In general, there are two main forms of blocking in the system, with one of them having ramifications. For most attacks, AC is used as a block, while the so-called Failure effects use safeguards, using a choice between STR, DEX, CON, INT, WIS or CHA. Each of these options deals with a particular range of themes and effects. When creating a trait, choose a defense that is most appropriate for your particular attack.
Blocking Options
To help you choose a block, consider the main effect of your creature's attack and what influence it will be trying to have on the target, and how it is trying to reach it? Based on this, define which type of block is suitable for this attack, keeping in mind the characteristics of each block:
- Armor Class (AC) is about armor and fighting skill. When the creature tries to hit a target with something that can be dodged, parried, or absorbed, the target must be aware and block with AC.
- A Strength (STR) save is about muscle and raw power. When the creature attempts to move, grapple, or restrain a target with physical force, the target must hold its ground and steady with a Strength Saving Throw.
- A Dexterity (DEX) save is about accuracy and reflexes. When the creature tries to hit a target with something that explodes, or emitted over an area, the target must move with precision and dodge with a Dexterity Saving Throw.
- A Constitution (CON) save is about resilience and resistance. When the creature attempts to alter or affect a target's physical form (extreme temperatures, poison, corruption, blindness, deafening), the target must grit its teeth and endure with a Constitution Saving Throw.
- An Intelligence (INT) save is about sanity and knowledge. When you attempt to affect a target's mind and mental abilities, the target must maintain its sanity and focus on an Intelligence Saving Throw.
- A Wisdom (WIS) save is about instinct and perception. When you attempt to subtly influence a target's judgment without them knowing it, the target must take advantage of your insight and notice with a Wisdom Saving Throw.
- A Charisma (CAR) save is about presence and soul. When you attempt to overtly control a target or forcibly transform or transport its essence, the target must maintain its sense of self and challenge you with a Charisma Saving Throw.
If necessary, use the Defensive Keywords Table to facilitate your decision and determine the appropriate option.
| Block | Keywords |
| AC | Mirar, atirar, estocar, cortar, esfaquear, perfurar, bater. |
| STR | Push, Pull, Slide, Grab, Press, Drag, Squeeze, Stretch, Crush, Contain, Move. |
| DEX | Gust, Wave, Explosion, Spray, Rain, Eruption, Line, Area, Zone. |
| CON | Temperature, Poison, Corruption, Disease, Chemistry, Body, Sense, Physiology |
| INT | Mind, Madness, Confusion, Memory, Hallucination, Delirium. |
| WIS | Deceive, Enchant, Influence, Deceive, Disguise, Hide, Manipulate, Illusion. |
| CHA | Dominate, Possess, Control, Manipulate, Command, Demand, Polymorph, Ban. |
Varying Defenses
There are many ways to achieve the same objective in combat. How you describe your attack will define how it can be defended, use this to delve into the fiction and create a wide variety of narrative-rich attacks for your creatures.
Range
Range defines the effective limits of your trait: Where are targets at risk and where are they safe?
Use the information provided about each range type to choose the range of your feature and define its specific details. In Runarcana, there are three basic categories for range: Personal, Targeted and Area.
- Personal. Features without external or internal range focus. You are trying to affect yourself in some way.
- Targeted. Targeted ranges focus on specific targets. You are trying to affect things near or far from you.
- Area of Effect. Area of Effect ranges focus on specific regions. You are trying to affect things within a certain space (a sphere, a cone, a line, a cube, etc).
Specific details about each range are available in the Range Model table.
| Range | Description |
| Personal | No reach beyond yourself. |
| Targeted (Point) | A chosen point is your choice. |
| Targeted (Range) | Single or multiple targets at a distance of 5/10/15/30/60/120 feet. |
| Targeted (Touch) | Physical touch, a creature or object other than you within 5 feet. |
| Area (Circle) | A sphere area with a radius of 5/10/15/30/60/120 feet at a point up to 30/60/90/120 feet away. |
| Area (Cone) | A cone area 10/15/30/60 feet starting from the creature. |
| Area (Cube) | A cube area with each side measuring 5/10/15/30/60/120 feet at a distance of up to 30/60/90/120 feet. |
| Area (Cylinder) | A cylinder area with a radius of 5/10/15/30 feet and a height of 10/20/30/40 feet at a point up to 30/60/90/120 feet away. |
| Area (Line) | A 30/60/90/120 feet long line from the creature, stopping at the first target hit. |
| Area (Square) | A square area with each side measuring 5/10/15/30/60/120 feet at a distance of up to 30/60/90/120 feet. |
Targets
To use a trait, you must have a target: Who or what are you trying to affect?
When creating a characteristic, you must define the number of targets affected by it and the type of target it affects, as described below. If your trait is particularly specific, consider creating it by applying a specific behavior, size category, or creature type.
Number of Targets
Each characteristic can affect a number of different targets:
- None: The characteristic has no defined targets
- Single Target: The trait hits a single target
- Limited Targets: The characteristic reaches a specific number of targets delimited by the skill.
- All: Exclusive to characteristics and area effects, the characteristic hits all targets in its area of effect.
Target Types
Some traits specify targets not by quantity, but rather by the type of target affected:
- Target: The trait can affect any creature or object to which it is directed.
- Object: The trait affects an inanimate and immobile item.
- Creature: The trait can affect anything that is not an object.
- Ally: The trait only affects individuals who are friendly to the trait's user.
- Enemy: The trait only affects individuals who are hostile to the trait's user.
- Type or Subtype: The trait only affects individuals who have a specific type or subtype listed in the trait.
- Self: The characteristic affects the creature that uses it.
Limited Targets
When creating a feature with a limited number of targets, the maximum number of targets your creature can have is determined by its CR: the higher its CR, the more targets it can hit.
Use the Target Limitation table to define how many the creature's characteristic can have based on its CR.
| CR | Maximum number of targets |
| 1 - 5 | 2 |
| 6 - 11 | 3 |
| 12 - 17 | 4 |
| 18 or more | 5 |
Stall
If your creature has an uncommon or rare trait, you can use a stalling method to change when and how it targets, makes its attacks, or applies its effects - a fireball becomes a ticking time bomb, a punch becomes a death-doomed fist, a healing power becomes a regeneration power, etc.
Using a Stall is a way of not only changing the dynamics of a fight, but also a way of increasing the danger that an enemy presents.
There are two different types of postponement: Delay and Condemnation. Choose one of these options when you want to spice things up.
Delay
When you activate a delayed feature, the creature must wait until some time has passed (i.e., 1, 2, or 3 turns) before choosing targets and making attacks. These are your countdown attacks – things that mark, end, or charge energy. Use them to threaten areas and encourage your players to move to avoid getting hit.
While the Delay is active, the creature is concentrating on the effect, even if the trait doesn't require concentration. If it already has concentration, it becomes included in the effect.
Using Traits with Delay
When you use a delayed trait, first describe what your creature is doing (charging energy, throwing an explosive, causing a cave-in, etc.) and the likely area or targets that will be affected by the attack. After that, follow the steps below:
- Create a visible countdown timer (you can use a die next to a miniature to represent it).
- At the start of your turns, reduce the timer by 1.
- When the timer reaches 0, choose your targets immediately (if necessary, make attack rolls).
- Apply effects to any affected target before you and continue with the rest of your turn.
If the creature cannot choose targets when the timer reaches 0, the trait ends.
Damaging or healing effects receive the following benefits through Delay:
- Damage effects have their value increased by 2 times their original value (minimum of 1) for each turn on the timer.
- Healing effects have their value multiplied by the number of turns passed on the timer.
Condemnation
When you hit a target with a Condemnation trait, you must wait until some time has passed (i.e. 1, 2, or 3 turns) before you apply the effects.
These are your pressuring traits - things that corrupt, spread or accumulate. Use them to give your players a sense of impending doom.
Activating Doom Traits
When using a doom trait, choose your targets and make attacks if necessary. When a target is hit, they gain a new countdown timer - the Doomsday Clock.
At the start of each of the target's turns, reduce the doom clock count by 1. When the value reaches 0, the target suffers the effects of the trait.
When using Condemnation, at the start of each of the condemned creature's turn, the effect's damage dice increase by an amount equal to half the proficiency bonus of the creature that applied the condemnation, dealing that damage to the creature when the end clock counts down to 0.
Dispelling Condemnations
Every condemnation has a trigger, a mark that remains on its target causing some effect, these condemnation effects can be nullified if the target spends an action to take a reasonable countermeasure such as bathing in water to extinguish the fire, removing a poisonous stinger, focusing the mind against a hallucination, etc. Depending on the action taken, this may require one or more skill checks or saving throws from the target.
Creating Effects
At the heart of each characteristic, trait, or lair action is its effect. Effects are part of a rule that describes how a certain creature's ability works and affects the world. But how do you build and balance these effects? What is appropriate for a common attack, or an uncommon trait, a rare bonus action utility, or a devastating final attack?
This chapter presents options such as duration, how to deal damage, what it affects, etc. 6 effect types are also presented to help you develop and complete your characteristics.
Effect
An effect describes the mechanical impact of a trait within the game, how much damage is dealt, what conditions are applied, what benefits your ally receives, how long they last, etc.
This chapter details six effect categories: Deal damage, inflict condition, force movement, resource destruction, change terrain, and strengthen allies. Mix and match these types of effects to create a wide variety of characteristics for your creatures.
Effect Duration
The effects can have different durations - some disappear in an instant, while others remain for a longer period of time. There are six basic duration categories:
- Instant: The effect ends immediately after being used.
- End of your next turn: The effect ends at the end of the creature that used it's next turn.
- End of Target's Next Turn: The effect ends at the end of the target's next turn or when an appropriate counterattack action is taken.
- Concentration: The effect lasts for a specified period of time, but the creature must maintain concentration on it, and can only keep one effect of this type active at a time. Effects that require concentration are terminated in the following situations:
- The effect ends after its duration has ended (normally 1 minute).
- If a new effect that requires concentration is activated by the creature, the previous effect ends.
- If the creature fails a concentration saving throw (made when taking damage or in appropriate situations), the effect ends.
- Continuous: The effect remains active indefinitely, normally having a condition to affect the targets. “Aura” effects are continuous effects, forcing targets to make a saving throw to resist their effect whenever they enter the area or start their turn inside it.
- Final Saving Throw: At the end of each of its turns, the target can make a saving throw to end the effect (choose a saving throw and calculate its DC).
Creating an Effect
To create an effect, the master uses Effect Points (EP). You gain an EP number when you create a trait, as shown below. The rarer the resource, the more points you earn.
Offensive Effects
When creating offensive effects, each creature's characteristic has an amount of EP equal to ⅓ of its CR (rounded up) + a value based on its Role, as indicated in the Points per Role table:
| Role | Effect Points (EP) |
|---|---|
| Minion/Grunt/Soldier | 1 |
| Elite | 2 |
| Paragon | 3 |
When creating a trait, you receive or lose points based on the following rules:
- If the trait has a prerequisite or activation condition, receive +1 additional point.
- If the trait has Delay or Condemnation, receive +2 additional points.
- If the trait can be used with a Bonus Action or Reaction, lose -1 point.
- If the trait can be used as part of another action or as a free action, lose -2 points.
This calculation is unic for each trait that the creature has.
E.g.: The GM decides to create a different Cannonguiejo, capable of firing a hail of bullets. During creation, it was decided that this creature will be an Elite of CR 15, based on this, each trait of the creature will have 7 Effect points (5 EP from its CR + 2 EP from its Role). To create the creature's rain of bullets, the GM chooses to add the Delay effect, making it have 9 EP to create this specific trait.
Secret Base. If your creature has a lair and you want to create your own original lair action, it is considered as if you were creating a trait for a Paragon.
Causing Damage
First, when creating your effect, answer the question: Will this effect cause damage? If the answer to this question is yes, think about how it will cause this damage? Will it be in a melee or ranged targeting attack? Or will it be in a large area explosion?
If you want to create an effect that directly targets one or more creatures, use the Target Damage table to define the number of targets affected by the effect:
| Cost (EP) | Number of Targets |
|---|---|
| 1 | 1 or Self |
| 2 | 2 |
| 3 | 3 |
| 4 | 4 |
| 5 | All creatures in range |
For melee effects, all targets must be within the creature's melee attack range. Additionally, if the effect has an attack roll, it only affects creatures whose AC is equal to or lower than the value obtained in the hit roll, and there is no need to make multiple rolls in a single effect.
If you want to create an effect that acts in a specific area, use the damage range areas table to define the area of effect:
| Aea | EP | spot | Base | Additional |
| Circle | 1 | Circle with radius centered on the creature | 10 feet radius | +5 feet radius per additional EP |
| 2 | Centered on a point in the defined range | Within 30 feet of the creature | +30 feet of range with each additional EP | |
| Cone | 1 | Cone extending from the creature | 10 feet | The cone gains +10 feet per additional EP |
| 2 | Centered on a point in the defined range | Within 30 feet of the creature | +30 feet of range with each additional EP | |
| Cube | 2 | Cube centered on the creature | 10 feet-long side | Side length doubles with each additional EP |
| 3 | Centered on a point in the defined range | Within 30 feet of the creature | +30 feet of range with each additional EP | |
| Cylinder | 1 | Cylinder with creature-centered base | 5 feet in radius and 20 feet in height | +5 feet in diameter and +20 feet in height per additional PE |
| 2 | Centered on a point in the defined range | Within 30 feet of the creature | +30 feet of range with each additional EP | |
| Line | 1 | Line extending from the creature | 5 feet wide and 15 feet long | Line length doubles with each additional EP spent (value varies based on initial line width and length) |
| 2 | 10 feet wide and 30 feet long | |||
| Square | 1 | Square centered on creature | Each side measures 10 feet | Side length doubles with each additional PE |
| 2 | Centered on a point in the defined range | Within 30 feet of the creature | +30 feet of range with each additional EP |
- Area. Defines the “shape” of the characteristic’s area of effect.
- EP. Base cost in EP to create an effect with the specific area and to increase its range, based on its center point.
- Point. The focal point where the area of effect begins.
- Base. Base area/range measurement of the effect.
- Additional. Additional value in the area or range of the effect with each additional expenditure of EP. The number of additional stacks that an area effect can have depends on the rarity of the characteristic: common characteristics cannot have an additional one, uncommon characteristics can have an additional 1 per base area, and rare characteristics cannot have an additional 2 per base area.
When creating an effect of this type, you can generate an additional area of the same type and rarity by spending an amount of EP equal to the area's base EP cost. When you do this with a creature-centered effect, the additional area appears within 10 feet of the initial area (except for lines, which appear from the same point but in a different direction).
If the area has a base cost of 1 EP, you can spend an additional 2 EP to double the area of effect.
Areas with a higher base PE cost also receive the benefits of the same area with a lower PE cost, in addition to being able to receive and accumulate the additional benefits of both. E.g.: When creating an effect in a circle area, you can use 2 EP so that the area is a circle with a radius of 10 feet centered on a point within 30 feet of the creature, and you can use an additional 2 EP to increase the radius of the area of effect by 10 feet or to increase the range of the effect's central point.
Mitigating Damage
Area effects or other attacks that are not melee or ranged normally cause creatures within their area of effect to perform saves, for these saves there are effects that negate damage on a success and those that only cause half damage on a success. See the rules below and then choose:
- Armor Class. To apply the effect's damage, the creature must hit a target with an attack roll.
- Half damage. A creature that succeeds on the saving throw takes only half damage on a successful save. Effects of this type are simpler, allowing players a window of survival and typically also negate adverse conditions that the effect would normally apply.
- Damage Negation. A creature that succeeds on the saving throw is unaffected and takes no damage from the effect, ignoring it completely. Effects whose saving success causes damage negation typically have higher damage, a particularly dangerous effect that affects creatures in the area, or an extremely (or no) cost or condition for their use.
When creating an area effect, the EP cost of the effect is changed based on the form of damage mitigation, based on the Damage Negation and Division table:
| Effect | DC | EP |
| Negates Damage on a Success | 10 + Proficiency Bonus + Attribute | 0 |
| Armor Class | Attack all targets within the area | 1 |
| Half Damage on a Success | 8 + Proficiency Bonus + Attribute | 2 |
For better inspiration, see the damage below and fantasize: Will it be a rain of arrows causing piercing damage? Will it be a large Glacial vortex? Could it be a psychic blast with hand-picked creatures? Or would it be a big purple Disruptive beam? The possibilities are many.
| Simple Physical Damage | Magic Physical Damage | ||||
| Piercing | Slashing | Bludgeoning | Incisive | Lacerating | Crushing |
| Simple Elemental Damage | Magic Elemental Damage | ||||
| Acid | Lightning | Force | Antimonic | Plasma | Runic |
| Cold | Fire | Radiant | Glacial | Incinerating | Luminary |
| Shadow | Thunder | Poison | Lunar | Noctiferous | Vibrational |
| — | — | — | Intoxicating | — | — |
| Spiritual Damage | True Damage | ||||
| Necrotic | Disruptive | ||||
| Psychic | Gravitational | ||||
| — | Cronal | ||||
Inflict Condition
To inflict a condition, you must first consider which one is most attractive to your creature, which one best fits its costume and function. Certain conditions have more drastic and powerful effects than others, because of this, they are divided by levels, unlike other characteristic properties and effects, which are usually divided by rarity. The more dangerous a condition, the higher its EP level and cost.
- Level 1. Mundane conditions, almost any creature can apply them with any prerequisite. Level 1 conditions include Grappled, Prone, Blinded, Scorched, Poisoned, Intoxicated, Bleeding, Deafened, and Slowed.
- Level 2. Average conditions, some creatures can apply them through the use of spells or with natural characteristics of their bodies. Level 2 conditions include Frightened, Restrained, Charmed, Invisible, and Taunted.
- Level 3. Strong conditions, enforced by heavy magical effects, powerful sutras, and unique creature characteristics. Level 3 conditions include Stunned, Weakened, and Exhausted.
- Level 4. Very strong conditions, also coming from magical sources, but much higher. Great creatures linked to the destiny of the world or outside it have them. Level 4 conditions include Unconscious, Paralyzed and Silenced.
The EP cost of each condition is equal to its Level, you can choose another condition of a lower level by spending 1 additional EP point. More details about each condition can be found in Appendix A - Conditions.
After choosing the condition, define how it will be applied and its duration, using the Condition Duration Time table. Then, finish by choosing an effect duration from the table below:
| EP | Effects | Description | |
|---|---|---|---|
| 0 | Instantaneous | The effect occurs immediately. | |
| 0 | Start of the creature's next turn | The effect lasts until the start of the target creature's next turn. | |
| 0 | Continuous | The effect occurs when a creature enters a certain area or begins its turn within it. | |
| 1 | End of the creature's next turn | The effect lasts until the end of target creature's next turn. | |
| 1 | Final Saving Throw | The effect lasts for 1 minute linked to a creature that was affected, and the creature suffers from the effect until the save is successful or the time ends. | |
| 2 | Minor Concentration | The effect lasts for 1 minute, tied to a creature that focuses on the effect. | |
| 3 | Greater Concentration | The effect lasts for 10 minutes, tied to a creature that focuses on the effect. | |
Change Terrain
Certain creatures, depending on your fantasy, can and will apply effects to the terrain, altering it and adding layers of complexity to surprise players. The Terrain Modifications table presents options for effects related to terrain modifications based on their rarity:
| Rarity | Modification | Description |
|---|---|---|
| Common | Wall | Creates an area that cannot be crossed by physical means without the permission of the creature that created it. |
| Common | Difficult Terrain | Creatures spend double their movement when they are within this area. |
| Common | Half Coverage | Creates an area that grants +2 AC and advantage on Dexterity saves when between a source of damage and your target. |
| Common | Full Light | Creates an area where creatures within have disadvantage on Stealth checks. |
| Common | Darkness | Creates an area where you cannot see in or out of it unless you have Darkvision. Additionally, nonmagical light sources are turned off. |
| Common | Noise | Creatures within the area become Deaf. |
| Common | Uncomfortable | Creates an area where you have disadvantage on concentration tests. |
| Common | Unstable | Creates an unstable area in which creatures become Prone when they fail any Dexterity saving throw. |
| Uncommon | Cancellation | Creates an area that cannot be crossed by magical means and spells do not affect anyone within the area. |
| Uncommon | Painful | When enemy creatures enter for the first time or when they start their turn within the area, they take damage equal to the CR of the creature that created it. |
| Uncommon | Heavily Obscured | Creates an area where you cannot see in, out, or through. |
| Uncommon | Silenced | Creates an area where creatures are Silenced and Deafened. |
| Uncommon | ¾ Coverage | Creates an area that grants a +5 bonus to AC and Dexterity saving throws while between a source of damage and its target. |
| Rare | Full Coverage | Creates an area that prevents one or more creatures from being directly targeted by attacks or spells while the area is between them and the source of damage. |
| Rare | Magical Darkness | Creates an area of magical darkness, preventing creatures from seeing in, out, or through it, even with darkvision. Additionally, non-magical light cannot illuminate the location and magical light sources are turned off. |
| Rare | Insurmountable | Creates an area that cannot be crossed by physical, magical or spiritual means unless the creature that created it allows it. |
The effect's EP cost varies according to its rarity (1 EP for common, 2 EP for uncommon and 3 EP for rare). You can choose to spend 1 additional EP to choose an additional effect of equal or lower rarity to the one you chose.
Destroy Resource
Certain creatures work on disrupting rather than dealing damage or controlling the battlefield with conditions and crowd control, these creatures focus on elimination and even absorbing resources for themselves.
When creating a resource destruction effect, the EP cost varies depending on the rarity of the resource (1 EP for common, 2 EP for uncommon, and 3 EP for rare). The list of resources that can be destroyed, their rarity and the rules for each can be found in the Resource Types table:
| Rarity | Resource | Description |
|---|---|---|
| Common | Life Drain | The creature drains an amount of life equal to the amount of damage dealt or equal to its CR, whichever is less. |
| Common | Wealth | The creature consumes the player's material possessions, pieces of gold, jewelry, precious stones or other resources with monetary value. The value of riches that can be consumed in this way is equal to 100 x the creature's CR in gp. |
| Common | Charges | The creature consumes 1 charge of mundane or altered items, if the item is magical or similar and would be destroyed by losing charges, nothing happens. |
| Uncommon | Hit Dice | The creature consumes 1 unspent hit die from the target. |
| Uncommon | Mana Destruction | The creature consumes an amount of the target's unspent mana points equal to its CR. If the target's mana value reaches 0 through this effect, it cannot cast spells until it completes a long rest. |
| Uncommon | Ki Destruction | The creature consumes an amount of the target's unspent Ki points equal to half its CR. If the target's Ki point value reaches 0 through this effect, he cannot cast spells or use Sutras using ki until he completes a long rest. |
| Rare | Maximum Hit Points | The creature consumes an amount of the target's maximum hit points equal to the value of the damage dealt or its CR, whichever is greater. |
| Rare | Item Bonuses | The creature applies a value of -1 to a magic, techmaturgical or masterwork item that has a bonus and is being carried by the target. If the item's bonus value reaches 0 through this effect, the item becomes a mundane item until the target completes a full rest. |
| Rare | Death Saving Throws | The creature applies a failed death saving throw to the target that can only be recovered after its defeat or after a full rest. |
| Rare | Mana Drain | The creature drains an amount of Mana equal to half its CR. |
| Rare | Ki Drain | The creature drains a number of Ki points equal to ¼ of its CR. |
Force Movement
Some creatures have the ability to force other creatures to move, either by throwing smaller ones, pushing them with breaths of air or even pulling them through quicksand.
There are two ways to create an effect of this type: target attack or area attack.
When creating an effect that forces movement targeting a target, you can spend between 1 and 5 EP. If the effect is single-target, that target is moved 10 feet per EP spent; If the effect has multiple targets, the forced movement is 5 feet per EP spent. Most of these effects are Extraction or Shove.
When creating an effect that forces movement in an area of effect, the movement distance is affected not only by the amount of EP but also by the effect's resistance form:
- If the effect requires a saving throw, it follows one of the following rules:
- In effects that are completely negated if the creature succeeds on the saving throw, the forced movement is 10 feet per EP spent.
- In effects that cause half the damage if the creature succeeds in the saving throw, it is necessary to spend 2 initial EP + at least 1 additional EP to create the effect. The forced displacement is 10 feet, adding an additional 10 feet for each PE beyond the initial amount. The minimum expenditure is 3 EP to move a creature 20 feet.
- If the effect uses the target's armor class to hit, the forced displacement follows the rule of a multi-target targetable attack (5 feet per EP).
When you think about movements against your will, the first thing you think of is the act of pushing, but a creature doesn't always rely on brute force alone. The Type of Movement table presents some examples to inspire your imagination.
By default, a creature that is a size category of Huge or larger can use and apply the Shove option as part of an attack roll or area of effect.
| Types | Description | ||
|---|---|---|---|
| Transportation | The target is moved directly to the chosen point instantly, often caused by portals, teleportation effects and even banishment. Common saves can be Dexterity or Charisma. | ||
| Extraction | The target is pulled in a line toward something or someone, often caused by the construct's pneumatic hands, spectral currents, harpoons, or even roots. Common saves can be Dexterity or Strength | ||
| Shove | The target is pushed away from something or someone, often caused by a shield strike, a punch from a colossus or the kick of an animal. The most common save is Strength. | ||
Strengthening
Certain creatures may be able to assist their allies or provide their own buffs, with some even being able to do both simultaneously.
When creating a strengthening effect, the EP cost varies depending on the rarity of the resource (1 EP for common, 2 EP for uncommon, and 3 EP for rare). The list of strengthening, as well as their rarity and effects can be found in the Forms of Strengthening table:
| Rarity | Strengthening | Description |
|---|---|---|
| Common | Aggressive | Target creature's critical range increases by 1. |
| Common | Striker | Target creature has advantage on attack rolls. If you already have an advantage, you receive +2 on hit rolls. |
| Common | Damaging | Target creature can reroll dice that dropped 1 or 2 on damage rolls. |
| Common | Lucky | Target creature can reroll ability checks and attack rolls that failed. |
| Common | Hardened | Target creature is unaffected by Hard Terrain. |
| Common | Lethal | Target creature can ignore resistance to a chosen simple damage type when this effect is created. |
| Common | Purifier | Target creature can make a saving throw again against some constant effect. |
| Unusual | Relentless | Target creature gains immunity to one type of debilitating condition. |
| Uncommon | Protectionist | Target creature gains temporary hit points equal to the creature's CR. |
| Uncommon | Destroyer | The target creature's attacks have their damage increased by an amount equal to the creature's CR. |
| Unusual | Immunizer | Target creature gains immunity to a condition. |
| Uncommon | Traveler | Target creature gains a second form of movement between Swimming, Walking, Flying, Floating, and Digging. |
| Unusual | Sensory | Target creature gains a new sense. |
| Uncommon | Sprinter | Target creature gains +15 feet of additional movement. |
| Rare | Lurker | Target creature becomes invisible, this effect ends if it makes an attack roll, casts a spell, uses a sutra, or deals damage to another creature. |
| Rare | Deflector | Whenever target creature takes damage, it deflects half of that damage as a magical damage type chosen at the time this effect was created to its source. |
| Rare | Healer | Target creature regains hit points equal to twice the creature's CR. |
| Rare | Banishment | Target creature is banished. When the effect ends, it reappears in a location of the creature's choosing that granted the effect within 30 feet of the initial location from which it was banished. |
| Rare | Recharger | Target creature can recharge an exhausted trait or gain +1 counter on a countdown. |
Defensive Effects
Some creatures have the right resource to use to value their well-being, especially when their lives are at risk.
Defensive effects do not follow the rules of loss and gain of EP by type of action. Instead, the effect has an EP cost based on the type of action, described in the Action Time table:
| EP | Activation | |
|---|---|---|
| 2 | Passive (always active) | |
| 1 | Reaction | |
| 1 | Bonus Action | |
| 0 | Action | |
When creating a defensive effect, the EP cost also increases according to the rarity of the chosen effect (1 EP for common, 2 EP for uncommon and 3 EP for rare), in addition to being possible to spend 1 additional EP to add an effect of equal or lower rarity to the initially chosen resource, as part of the same effect. The Effect Duration Time table can be used as a reference for the cost of changes to effect duration, while the Defense Types table shows examples of defensive effects and their rarity:
| EP | Effects | Description |
|---|---|---|
| 0 | Instantaneous | The effect occurs immediately. |
| 1 | Start of the creature's next turn | The defense lasts until the start of the creature's next turn. |
| 1 | At the end of the creature's next turn | Defense lasts until the end of the creature's turn. |
| 2 | Shorter duration | The effect lasts for 1 minute. |
| 3 | Longer duration | The effect lasts for 10 minutes. |
| Rarity | Defense | Description |
|---|---|---|
| Common | Shielding | The creature gains +1* AC |
| Common | Defense without Armor | The creature's AC becomes 10 + your Dexterity modifier + the modifier of another attribute (chosen when creating the effect) |
| Common | Distract | An attacking creature must reroll an attack roll |
| Common | Defensive | The critical range of this creature's attacks increases by 1* |
| Common | Protector | This creature gains resistance to 1* simple damage type, chosen when this effect is created |
| Uncommon | Greater Shielding | The creature gains +3* AC |
| Uncommon | Hardness | The creature gains an DR value equal to its CR |
| Uncommon | Durable | This creature gains immunity to 1* simple damage type |
| Uncommon | Regenerator | The creature gains Regeneration at the start of each of its turns equal to its proficiency bonus* |
| Rare | Immunizer | The creature gains immunity to a condition |
| Rare | Deflector | When the creature takes damage, it deflects that damage + half its CR* as a magical damage type chosen at the time this effect was created |
| Rare | Magic Resistance | The creature gains resistance to 1* type of magical damage |
| Rare | Denier | This creature can negate a magical effect, coming from spells, sutras or altered items, the source of effect that can be nullified must be chosen at the time of its creation. |
| Rare | Ultimate Shielding | This creature increases your AC by +5 |
| * When acquiring an effect marked by *, you can choose to spend an additional amount of EP to increase the value or quantity of the effect by an amount equal to the amount of EP spent. | ||