REMOVA OS ANÚNCIOS!
Apoiando através de https://apoia.se/arddhu a partir do tier de Apoiador, você pode navegar na wiki sem anúncios e ainda colabora com o projeto!
Creatures - Preview 0.96
Introduction
No adventure is complete without a unique bestiary of creatures and monsters to challenge the players. But what do you do when the game ends and a new villain is needed? Or when you’re following several random tables and suddenly an unexpected encounter happens and you need to prepare an impromptu encounter?
This is the Creatures system for Runarcana. A revised system that presents creature mechanics, information guides on how to use them, templates for you to use at your table, and some tips for quickly creating encounters. The content here is aimed at Game Masters (GMs), whether they are veterans or newcomers.
Creature List
In this first phase of testing, we present a list of creatures created with the new Creature rules that can be found here.
These creatures are being introduced on a Test basis, as you will see, the "rewards" provided by them are not yet aligned with the Craft system and the Magic Item system that will be published.
Feedback
Your feedback is very valuable to us!
If you used the creatures at your game sessions and felt that something needs to be changed, talk to us on our official Discord, this help is extremely important so that the system can be improved and its edges can be smoothed out.
What are creatures?
A creature is defined as any type of living or non-living being that can be used and controlled by the GM as a narrative obstacle for the players. A large, powerful celestial dragon, a harmless faerie cat, or some type of humanoid friend or rival of one of the players can all be considered creatures.
Many of the creatures that roam the world of Runeterra are either solitary monsters or belong to some sort of organization or faction, and it is up to the players to stop their plans if they pose a threat.
ND | Prof. | Runes | XP Grunt | XP Soldier | XP Elite | XP Paragon | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Base | Pulse | Runes | Ind. | Col. | Ind. | Col. | Ind. | Col. | Ind. | Col. | ||
1 | +2 | d4 | 1d4 | Pulse | 9 | 25 | 19 | 50 | 38 | 100 | 75 | 200 |
2 | +2 | d4 | 1d4 | Rune | 21 | 56 | 42 | 112 | 84 | 225 | 169 | 450 |
3 | +2 | d4 | 1d4 | - | 33 | 87 | 66 | 175 | 132 | 350 | 263 | 700 |
4 | +2 | d4 | 1d4 | - | 51 | 137 | 103 | 25 | 206 | 550 | 413 | 1.100 |
5 | +3 | d6 | 1d6 | - | 84 | 225 | 168 | 450 | 337 | 900 | 675 | 1.800 |
6 | +3 | d6 | 1d6 | Rune | 108 | 287 | 216 | 575 | 431 | 1.150 | 863 | 2.300 |
7 | +3 | d6 | 1d6 | - | 136 | 362 | 272 | 725 | 544 | 1.450 | 1.088 | 2.900 |
8 | +3 | d6 | 1d6 | - | 183 | 487 | 366 | 975 | 731 | 1.950 | 1.463 | 3.900 |
9 | +4 | d8 | 2d4 | - | 234 | 625 | 469 | 1.250 | 937 | 2.500 | 1.875 | 5.000 |
10 | +4 | d8 | 2d4 | Rune | 276 | 737 | 553 | 1.475 | 1.106 | 2.950 | 2.213 | 5.900 |
11 | +4 | d8 | 2d4 | - | 337 | 900 | 675 | 1.800 | 1350 | 3.600 | 2.700 | 7.200 |
12 | + 4 | d8 | 2d4 | - | 393 | 1.050 | 787 | 2.100 | 1.575 | 4.200 | 3.150 | 8.400 |
13 | +5 | d10 | 2d6 | - | 468 | 1.250 | 937 | 2.500 | 1.875 | 5.000 | 3.750 | 10.000 |
14 | +5 | d10 | 2d6 | Rune | 539 | 1.437 | 1.078 | 2.875 | 2.156 | 5.500 | 4.313 | 11.000 |
15 | +5 | d10 | 2d6 | - | 609 | 1.625 | 1.219 | 3.250 | 2.437 | 6.500 | 4.875 | 13.000 |
16 | +5 | d10 | 2d6 | - | 703 | 1.875 | 1.406 | 3.750 | 2.812 | 7.500 | 5.625 | 15.000 |
17 | +6 | d12 | 3d4 | - | 843 | 2.250 | 1.687 | 4.500 | 3.375 | 9.000 | 6.750 | 18.000 |
18 | +6 | d12 | 3d4 | Rune | 937 | 2.500 | 1.875 | 5.000 | 3.750 | 10.000 | 7.500 | 20.000 |
19 | +6 | d12 | 3d4 | - | 1.031 | 2.750 | 2.062 | 5.500 | 4.125 | 11.000 | 8.250 | 22.000 |
20 | +6 | d12 | 3d6 | - | 1.172 | 3.125 | 2.344 | 6.250 | 4.687 | 12.500 | 9.375 | 25.000 |
21 | +7 | d12+2 | 3d6 | - | 1.547 | 4.125 | 3.094 | 8.250 | 6.187 | 16.500 | 12.375 | 33.000 |
22 | +7 | d12+2 | 3d6 | Rune | 1.922 | 5.125 | 3.844 | 10.250 | 7.687 | 20.500 | 15.375 | 41.000 |
23 | +7 | d12+2 | 3d6 | - | 2.343 | 6.250 | 4.687 | 12.500 | 9.375 | 25.000 | 18.750 | 50.000 |
24 | +7 | d12+2 | 3d6 | - | 2.906 | 7.750 | 5.812 | 15.500 | 11.625 | 31.000 | 23.250 | 62.000 |
25 | +8 | d12+4 | 5d4 | - | 3.515 | 9.375 | 7.031 | 18.750 | 14.062 | 37.000 | 28.125 | 75.000 |
26 | +8 | d12+4 | 5d4 | Rune | 4.218 | 11.250 | 8.437 | 22.500 | 16.875 | 45.000 | 33.750 | 90.000 |
27 | +8 | d12+4 | 5d4 | - | 4.922 | 13.125 | 9.844 | 26.250 | 19.687 | 52.500 | 39.375 | 105.000 |
28 | +8 | d12+4 | 5d4 | - | 5.625 | 15.000 | 11.250 | 30.000 | 22.500 | 60.000 | 45.000 | 120.000 |
29 | +9 | d12+6 | 4d6 | - | 6.328 | 16.875 | 12.656 | 33.750 | 25.312 | 67.500 | 50.625 | 135.000 |
30+ | +9 | d12+6 | 4d6 | Rune | 7.265 | 38.750 | 14.531 | 38.750 | 29.063 | 77.500 | 58.125 | 155.000 |
The general creature table contains information that is common to all creatures based on their Challenge Rating (CR) such as proficiency bonuses, their Rune information, and the Experience value that is gained by players who defeat them.
Stat Block
All creatures have a set of statistics, also called Creature Sheet, which present the individual values of information so that you can play with that creature. You can see this information in the model below:
Creature Name | Role | CR |
HP | AC | DR | Proficiency | Initiative |
VALUE | VALUE | VALUE | VALUE | VALUE |
Attributes | |||||
STR: Valor | DEX: Valor | CON: Valor | INT: Valor | WIS: Valor | CHA: Valor |
Bonus | Bonus | Bonus | Bonus | Bonus | Bonus |
Additional | |
Senses: | Tipos de sentidos, Passive perception. |
Speed: | Speed or speeds in feet |
Skills: | Attribute Mod (Skill). |
Languages: | Whether the creature can speak, read, and write any language (specify if only one). |
Experience | |||
Collective: | Value | Individual: | Value |
Defenses
Saving throws: Put saving throw + Proficiency.
Features
(This section describes the creature's characteristics following the model below:)
Feature Name. Description.
Attacks
(This section describes the offensive forms that a creature has following the model below:)
Attack Name. Weapon or Natural Weapon Attack, Melee or Ranged, +X to hit, Attack range, how many targets. On hit deals Y (damage die + X) damage of one damage type.
Runes |
Runic Pulse: VALUE Runes: Value |
Creature Example
Blue Sentry | Soldier | CR 3 |
HP | AC | DR | Proficiency | Initiative |
43 (10d8 + 3) | 11 | - | +2 | +1 |
Attributes | |||||
STR: 13 | DEX: 16 | CON: 12 | INT: 8 | WIS: 10 | CHA: 14 |
+1 | +3 | +1 | -1 | +0 | +2 |
Additional | |
Sentidos: | Darkvision 30 feet and Tremorsense 60 feet when on a surface or open space with your element (Earth), passive Perception 12. |
Speed: | 40 feet of Levitation. |
Skills: | Nature +3, Perception +2. |
Languages: | - |
Experience | |||
Collective: | 175 | Individual: | 66 |
Defenses
Saving throws: Charisma +4
Damage Resistances: Simple Physical Damage and Poison.
Damage Immunities: Energetic.
Damage Vulnerability: Thunder.
Condition Resistances: Poison.
Condition Immunities: Exhaustion, Paralyzed, Petrified, and Bleeding
Features
Sharp Core. The blue sentry has a small blue core inside it, all its attacks gain 6 (2d6) additional energy damage.
Attacks
Blue Bolt. Natural weapon attack, ranged, +5 to hit. 30/60 ft., 1 target. On a hit, deals 7 (2d4 + 3) piercing damage.
Runes |
Runic Pulse: Agate Pulse (1d4 Piercing Damage or 1d4 Energy Damage) Runes: Territorial Outbreak. 1 use. |
Some creature sheets may be missing some information, in which case it means the creature does not have those characteristics.
Trait Descriptions
Below are brief descriptions of each of the traits found on a creature's character sheet. These traits are explained in more detail later on, with mechanics and examples as well.
Creature Name
A creature's Name refers to its unique identifier, and is a model name for cataloging purposes. A creature named Demacian Soldier serves as an example of what a token of that creature might look like.
Role
A creature's Role refers to a mechanical and balancing characteristic that distinguishes different levels of power for a creature. This characteristic also serves to demonstrate how adept the creature is at leadership.
CR
A creature's CR is its Challenge Rate, this numerical value also has a mechanical purpose to divide creatures into categories that are compatible with the players' levels.
Type
Every creature is part of a Type, this type usually groups creatures with similar mechanical or biological characteristics. The Type represents the main essence of the creature, as it is primarily seen.
Subtype
The Subtype refers to one or more secondary aspects of the creature's nature.
Descriptors
The space for Descriptors can be used for other information that is presented as “keywords” and that can bring mechanical applications.
Size
Every creature has a Size category, as the name suggests this represents how big or small a creature will be represented within a grid map.
HP
The HP' represents the total number of Hit Points a creature has. When a creature is reduced to 0 hit points it is usually destroyed or killed immediately without having access to death saving throws.
AC
A creature's AC, or Armor Class, refers to how difficult it is to hit that creature with an attack.
DR
Some creatures have, in addition to their AC value, a built-in Damage Reduction ('DR) value. This value is applied whenever the creature takes any total damage and before any vulnerability or resistance to damage.
Proficiency
Just like players, creatures have a Proficiency bonus that is determined by their CR. This bonus is used in ability rolls, saving throws, among other possibilities, usually representing something with which the creature has training, or even proficiency.
Initiative
The value indicated in Initiative is the bonus that is added to the Creature's Initiative roll.
Attributes
Creatures have six attribute values, Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma, reflecting an abstraction of these attributes. Each Attribute is accompanied by its corresponding Modifier, which is the value most used in rolls and tests.
Senses
Senses' define a creature's passive Wisdom (Perception) score, as well as any special senses the creature might have.
Speed
A creature's Speed tells how far it can move on its turn when using its move action.
Skills
The Skills described are those in which the creature has training/proficiency or some natural ability.
Languages
The Languages that a creature can speak are listed in alphabetical order. Sometimes, a creature can understand a language but cannot speak it.
Experience
The Experience field contains the amount of experience points that are gained by players who defeat the creature. The field is divided into Collective, containing the amount of points divided among the members of a group who have participated in the confrontation, and the Individual field indicates the amount gained by a character who does it alone.
Defenses
In Defenses there are several characteristics related to the creature's defense, such as its safeguards among other possibilities such as resistances and even vulnerabilities.
Features
The Features field contains additional information about the creature, usually containing unique characteristics.
Attacks
All creatures can have one or more different Attacks that are indicated with their attack roll, damage and other information.
Runes
Creatures have Runic Pulse and Runes based on their CR which are reported in Runes.
Epic Actions
Epic Actions are powerful resources with which a creature can perform several actions each round, with some of them serving to help the creature defend itself against even the most persistent effects.
Lair Actions
Powerful creatures can have Lair Actions, these actions occur even when the creature is unable to perform actions.
Creature Traits
Roles
All creatures have a role, or a purpose for their use on the battlefield. Roles are pre-made templates to help you field an army of minions, grunt, soldiers, Elites, and Paragon. A Role defines how threatening a creature is on the battlefield, adjusting attributes and granting access to resources. There are four classifications that you as a GM can choose from:
- Minions: The Minion role exists only for Level 1 characters, and is the weakest role in any encounter. They are designed to be an easy challenge with utility only for players from levels 1 to 5.
- Grunt. The basic role of creatures, they are usually weaker troops designed to exhaust resources from higher-level players, the famous “Cannon Fodder”, but they make up for it by fighting in large numbers.
- Soldiers. Soldiers are the driving force of any army, soldiers generate enough threat to keep busy or even rival a single PC.
- Elites. They are powerful champions and experienced captains with twice the resistance and vigor of a soldier.
- Paragon. They are a force to be reckoned with and not to be underestimated, a Paragon is capable of facing a group of adventurers alone and still emerging from the conflict almost unscathed.
Minion
As described above, the Minion role exists solely to antagonize players from level 1 to 5. They have low health and deal very low damage, making them ideal for early level sessions and one-shots. Eight minions are a threat to a level 1 player, and are a great option when you want to pit your party against a crowd.
Challenge Rate | Team | Individual |
---|---|---|
1 | 12 | 4 |
Ignoble Servants
Every minion has a striking and notable characteristic, which makes it so special, especially when used against players.
Feature | Description |
---|---|
Disposable | “Disposable” minions are a great force but can always be found more if needed, i.e. they take double damage from effects and spells with the Failure effect (example Fireball) even if a minion succeeds in a failure effect or spell it takes damage normally instead of only taking half damage. |
Silly | When “Silly” minions need to make a strategic decision or interpret an ambiguous order, they have a greater chance of choosing the less effective option or misinterpreting an instruction. Whenever there is a binary choice (attack/defend, chase/flee, etc.), the GM can roll 1d20 on 10 or less and the minion must choose the least advantageous option. |
Unlucky | "Unlucky" minions are known for their tendency to suffer accidents and unexpected mishaps. They seem to attract bad luck, which often results in unfavorable outcomes for themselves or those around them. These types of minions have disadvantage on saving throws against conditions or effects that do not directly cause damage, such as enchantments, illusions, or traps. |
Clumsy | "Clumsy" minions have disadvantage on ability checks that require dexterity or precision, such as acrobatics, lockpicking, or ranged attacks, and a failure always results in a critical failure. |
Grunt
Grunts are similar to Minions in their role as expendable forces on the battlefield. However, they are slightly more resilient or trained, and are more sustainable challenges for all levels of players. They are still considered replaceable, but not as fragile as Minions. However, Grunts can be a major threat when they attack the enemy in large numbers.
- For each player, use 2 grunts with a CR equal to the group's average level, or replace a soldier with 2 grunts of the same level
- Grunts act in numbers by nature, use this to surround the group or flank it
- If you use a large number of grunts, unless one of them has a useful or different ability from the rest, give all the grunts who share the same sheet a single initiative so as not to waste session time and the players' patience
Replaceable
Unlike Minions, Grunts are only Replaceable, they are a great specific force but can still always be found if needed. Grunts in general, when they have this characteristic, they receive double damage on a failure and full damage on a success in an effect or magic that is not of the attribute indicated in it.
Soldier
Soldiers are the basic combatants, fighters, and warriors of your monstrous hordes, creatures that can face a player character on equal footing. A soldier is a threat to an adventurer of the same level. To start building a soldier consider:
- Soldiers are excellent for quick encounters, make 1 for each player with a CR equal to the average level of the group.
Elite
Elites are formidable champions, commanders, and leaders. These powerful combatants pose a great threat with their tougher armor, increased hit points, and increased damage; one Elite can threaten two adventurers of similar level. Elites are a great choice for “mini-boss” encounters where they can serve as direct subordinates, agents, and emissaries of the adventure’s main threat; consider using them as your secondary antagonists.
- Elites are excellent first mates or direct carriers of a greater threat serving as “Mini-bosses” with abilities similar to their masters, make 1 Elite for every 2 players with the CR equal to the average level of the players
- Elites are very resistant and durable, excellent for the roles of Leaders, Tank Destroyers and Frontline Fighters
- With mythical actions, Elites can act twice, use this to be… cinematic!
- NPCs and notable villains are excellent to be Elite.
Be Big, Be Bold, and Be Cinematic
While it may be tempting to use mythic actions to relentlessly attack the nearest character, this can lead to dull and tedious combat. Try to avoid using the same actions in a row. Blast your way across the battlefield! Push, taunt, threaten, pressure unsuspecting players, and be cinematic!
Any Challenge Level and Role |
---|
Taunt: The creature takes the Dodge action and taunts its enemies, daring them to attack it. |
Monologue: The creature speaks to its enemies while taking the Disengage action to reposition itself. |
Threaten: It threatens its enemies and prepares an action that is triggered if its demands are not met. |
Shove: The creature shoves a target within its reach. Make a melee attack against the target's AC. If it succeeds, you can choose between a) knocking the target prone b) pushing the target 10 feet away from the creature. |
Grapple: With its free hand, the creature grabs a target within its reach. Make a melee attack against the target's AC. If the creature succeeds, the target is grabbed by it. |
Change Environment: It uses the Use Object action to interact with the environment, such as knocking down a pillar, kicking open a door, starting a fire, etc. |
Support: The creature takes the Help action to aid an ally in an attack roll or ability check. |
More Power! (Countdown): It begins preparing a precision attack. The first attack it makes during its next action is rolled with advantage. If it takes damage before its next action (or is otherwise interrupted), this effect ends. |
Execute (Countdown): The creature prepares to kill a creature within reach with 0 hit points. The first attack the creature makes during its next action causes instant death to the creature. If it takes damage before its next action (or is otherwise interrupted), this effect ends. |
Paragon
Paragon are a force to be reckoned with, they deal overwhelming damage, have high defenses, act multiple times per round, and can ignore effects that would bring any simple creature to its knees. These are your bosses, towering threats, and secret weapons. These great evildoers usually wait until the climax of an adventure to appear. Some common examples include: A powerful Infernal dragon, an ancient Void Eye, a bone-chilling Spider Queen, etc.
- For a quick fight, make 1 Paragon with a Threat Level equal to the number of players
- Paragons are excellent for the roles of solitary creatures
- With Mythic Resistance Paragons can easily ignore devastating area attacks or spells
Variable Threat
Paragons can threaten a variable number of enemies. This value is usually displayed as part of the Role (A3 Paragon, A4 Paragon, etc.). For each threat point above A4, the Paragon gains an XP point multiplier equal to 0.25 as seen in the table below:
Threat | XP Multiplier |
---|---|
A5 Paragon | 1.25 |
A6 Paragon | 1.5 |
A7 Paragon | 1.75 |
A8 Paragon | 2.0 |
Epic Resistance
Paragons gain access to epic resistance, a powerful resource that allows them to have a Resilience value equal to their CR in exchange for a success on any test or saving throw.
Resilience
Resilience is a special resource linked to a creature's stamina and resistance, this reserve reflects how stubborn and resistant a creature is. Paragons have a resilience reserve equal to 1/3 of their maximum hit points, when this reserve reaches 0, the creature can no longer use it in that encounter. In addition, Paragons can spend Resilience points on:
Resist: Reroll a failed saving throw against a persistent effect. The creature can spend 1/2 its CR in resilience points to gain advantage on the saving throw.
Resolve: When a creature resists, it can spend resilience points equal to 1/4 of its challenge rating to gain advantage on the roll.
Challenge Rate
A creature's Challenge Rate (CR) describes how difficult a creature is for a group of 4 players. A creature's CR value ranges from 1 to 30. Each CR point defines the amount of experience that is received when defeating each creature.
The Challenge Rating system gives a creature's hit dice value, similar to the player's level, helping to define the average amount of damage per turn a creature should deal.
Type
Creatures have a Type, this characteristic serves to group them with other creatures that share biological, morphological, magical characteristics, among other possibilities. Some class characteristics or even spells only work with certain types of creatures, while others can work normally against any creature but have a special function against a certain type of Creature.
In addition to the Type, a creature can have one or more subtypes, as well as the Type, which makes the creature considered to be of that type for mechanical purposes such as spells, etc.
- Types. Represents the main essence of the creature, as it is primarily seen.
- Subtypes. Presents a secondary aspect to the creature's nature.
Types | Fantasy |
---|---|
Construct | Large and imposing beings made of materials manufactured by mortal and/or immortal hands for some purpose. |
Dragon | A majestic winged beast capable of devastating the earth with some element and tearing its enemies apart with claws and fangs. |
Elemental | Born from the energy of the world, these Beings present different aspects of the elements that form it, both physically and mentally, being able to be patient and thunderous like stone or explosive and aggressive like fire. |
Spirit | Ancient mysterious and even confusing beings of supernatural origin, acting and linked side by side to the mortal plane and the infinite cycles of death and rebirth. |
Faerie | Beings of chaotic origin and incredibly comical and funny, in a first way they can be cute and even childish. |
Beast | Mundane animals affected or not by magic, incapable of rational thought most of the time or acting on instinct. |
Humanoid | Bipedal creatures capable of rational thought most of the time, organizing themselves into cities, capable of communicating and using tools. |
Fiends | Spiritual parasites linked and fed on some spectrum of emotions and sensations with the sole purpose of propagating and generating more of these feelings. |
Shapeshifter | Beings capable of manipulating their form, whether freely or by having only two or more variations. |
Undead | Beings that had their death cycle interrupted by some external factor, be it by curse, intention of other beings or their own will. |
Plant | Creatures of plant origin originating from places with nature can move and have sentient thought, often disguising themselves as normal plants. |
Voidborn | Monstrosities coming from the void, a crack in reality where laws are unknown, they act purely on instinct, eliminating and undoing everything in their path, whether it is alive or not. |
All types can also be Subtypes. |
Types | Fantasy |
---|---|
Celestial | A creature influenced or touched by celestial forces or powers. |
Incorporeal | A creature without a physical body. |
Minotaur | A strong and robust creature capable of stunning enemies with its roars and strong horns. |
Troll | A huge creature with a high regeneration factor and threatening strength. |
Size
Every sentient or non-sentient creature has a size category, this defines the space the creature occupies, the range of its melee attacks, the Hit Dice, Armor Class and its ability to be stealthy.
Category | HD | HP | Area | Height | Weight | AC | Stealth | DR | Reach | |
---|---|---|---|---|---|---|---|---|---|---|
Diminutive | d2 | 1 | 1 by 1 ft. | 11 in. | 1/16 - 1/2 lb. | +4 | +8 | 0 | 5 ft. | |
Tiny | d4 | 2 | 2.5 by 2.5 ft. | 23 in. | 1/2 - 9 lb. | +2 | +4 | 0 | 5 ft. | |
Small | d6 | 3 | 5 by 5 ft. | 39 in. | 4 - 67 lb. | +1 | +2 | 0 | 5 ft. | |
Medium | d8 | 4 | 5 by 5 ft. | 9 ft. | 30 - 550 lb. | 0 | 0 | 0 | 5 ft. | |
Large | d10 | 5 | 10 by 10 ft. | 15 ft. | 14 ft. | 251 - 4,500 lb. | -1 | -1 | 1 | 5 ft. |
Huge | d12 | 6 | 15 by 15 ft. | 18 ft. | 2 - 16 tons | -2 | -2 | 2 | 10 ft. | |
Gargantuan | d20 | 10 | 20 by 20 ft. | 7 ft. | 16 - 125 tons | -4 | -4 | 4 | 15 ft. | |
Colossal | d20 | 10 | 25 by 25 ft. + | — | 125 tons or more | -8 | -8 | 8 | 20 ft. |
- Stealth. : Creature's bonus (or penalty) to using stealth.
- Reach. : Melee Range, the range of melee attacks made by the creature in feet.
- HP. : Hit Points, the creature's average hit points.
Damage Reduction
Some creatures have, in addition to their AC value, a built-in Damage Reduction (DR) value; this value can be acquired by some characteristic linked to the creature's type or subtype. DR is applied before taking any total damage and before any vulnerability or resistance to damage.
Senses
Senses define a creature's passive Wisdom (Perception) score, as well as any special senses the creature may have. Special senses are described below:
Darkvision
A creature with darkvision can see in darkness within a specific radius. The creature can see dim light within the radius as if it were bright light, and darkness as if it were dim light. The creature cannot discern colors in dark places, only shades of gray. Many creatures that live underground or in places with little light have this special sense.
Blindsight
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Eyeless creatures such as the Spectrecaller and the Xer'sai often have this special sense, as do creatures with echolocation or heightened senses, such as bats and feral dragons. If a creature is naturally blind, it has a note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.
Tremorsense
A creature with tremorsense can detect and identify the origin of vibrations within a specific radius, as long as the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense cannot be used to detect flying or incorporeal creatures. Many burrowing creatures, such as sand wurms and giant scarabs, have this special sense.
True Sight
A creature with true sight, up to a certain limit/range, can: See in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a creature that has been transformed by magic. In addition, the creature can see into the Spirit World within the same range.
Speed
A creature's speed tells how far it can move on its turn. There are several types of speed, when a creature has a speed in a type of movement, it means it is able to move at the speed described in that type of movement.
Walking
All creatures have a walking movement, simply called "creature speed". Creatures that do not have a form of land locomotion have a walking speed of 0 feet indicated on their character sheet.
Some creatures may have one or more of the following additional movement modes:
Climbing
A creature with climbing speed can use all or part of its movement to move on vertical surfaces. The creature does not need to spend extra movement to climb. A creature that ends its turn on a vertical or upside-down surface falls at the end of its turn.
Digging
A creature with digging speed can use its movement to move under sand, dirt, mud, or ice. A creature cannot burrow through solid rock unless it has a trait or feature that allows it to burrow through it.
Swimming
A creature with swimming speed does not need to spend half its walking movement to swim through water or similar liquids.
Levitation
A creature with the Levitation speed can use all of its movement to levitate above any surface. Creatures with this type of movement normally levitate passively, unaffected by difficult terrain, and will never fall to the ground if affected by conditions that slow their movement, making them difficult to knock down. Such a creature stops levitating when reduced to 0 of its maximum hit points or whenever it wants. A creature with Levitation can:
- Float. Ability to remain on a surface without sinking
Flight
A creature with flying speed can use all or part of its movement to bypass obstacles and difficult terrain that would normally only affect creatures with walking speed. A creature with flying speed can:
- Glide. A creature that glides slowly through the air.
- Hover. A creature that hovers remains in the air, being able to move sideways. A creature stops flying if it is reduced to 0 of its maximum hit points, and if it is affected by the Stunned, Prone, or Incapacitated conditions, it will fall and take falling damage depending on its height upon hitting the ground or a hard surface.
Languages
The languages a creature can speak are listed in alphabetical order. Sometimes a creature can understand a language but cannot speak it, and this is noted on its character sheet. When a creature's language reads "-", it indicates that the creature neither speaks nor understands any language.
Telepathy=
Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. The contacted creature does not need to share a language with the creature it contacted to communicate in this way, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages, but it cannot initiate or end a telepathic conversation. A telepathic creature does not need to see a creature and can end telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic creature contacts a different creature within range. A telepathic creature can initiate or end a conversation without using an action, but while the monster is incapacitated, it cannot initiate telepathy and any current contact is ended.
Defenses
Saving throws
Saving throws are reserved for creatures that are trained or naturally predisposed to resist certain types of effects. The value shown on a saving throw is the total value already added to the proficiency with the ability. For example, a creature that is not easily charmed, frightened, or provoked might gain proficiency in the Wisdom saving throw. Most creatures do not have proficiency in saving throws, but they may gain one or more due to their Role.
Resistance Scale
Some creatures have Vulnerability, Resistance, Immunity, or Absorption to certain types of damage as shown in the Damage Interactions table. Additionally, some creatures are immune to certain conditions. If a Creature is immune to a game effect that is not considered damage or a condition, it has a special characteristic or trait.
Interaction | Description |
---|---|
Vulnerability | The creature takes double damage. |
Weaknesses | When taking damage of the specified type, the target must make a Constitution saving throw with a DC of 10 or half the damage taken, whichever is greater. If it fails, it receives disadvantage on all attack rolls and ability checks for a number of rounds equal to 10 - (half the Constitution modifier + proficiency bonus). If the damage is ongoing, such as from the Scorched condition, this duration restarts for each turn in which the damage is taken. |
Normal | No additional interaction with the damage taken. |
Resistance | The creature takes half the damage. |
Immunity | The creature takes no damage. |
Absorption | The creature heals itself from the damage taken. |
Actions
All attacks require an action to be performed, this section details how you can use the creature's actions. When a creature performs an action, it can choose from options in the Actions section of its character sheet or use one of the actions available to all creatures, such as the actions: Dash, Hide or Help. As described in the Combat chapter of Runarcana RPG.
- Melee or Ranged Attacks. The most common actions a creature will perform in combat are melee or ranged attacks. These can be magic attacks or weapon attacks, where the "weapon" can be a manufactured item or a natural weapon, such as a claw or tail spike.
- Creature vs. Target. The target of a melee or ranged attack is usually a creature or a target, the difference is that a "target" can be a creature or an object. **Range. Every attack has a Range in feet of how far that attack can be made, sometimes even with a minimum and maximum range, beyond which you will receive punishments or the attack will miss.
- Hit. Any damage done or other effects that occur as a result of an attack hitting a target are described after it has hit the target. You have the option of taking the average damage or rolling the damage; therefore, both the average damage and the die expression are shown on the sheet.
- On Success or Failure. If an attack has an effect that occurs in the event of effects that cause the target to fail, this information is shown after the notation "Success:"
- Ammunition. A creature must carry enough ammunition for ranged attacks. You can assume that a creature has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a missile weapon such as a bow, crossbow, or bullets for a firearm.
- Multiattack. A creature that can make multiple attacks on its turn has the Multiattack ability. A creature can't use Multiattack when making an attack of opportunity, which must be a single melee attack.
Bonus Actions
If a creature can use a characteristic or trait with its bonus action, it will be written on its character sheet. If a creature does not have special bonus actions, this section will be absent.
Reactions
If a creature can use a characteristic or trait with its reaction, it will be written on its character sheet. In addition, this creature can make an attack roll if another creature leaves melee range. If a creature does not have special reactions, this section will be absent.
Casting
Certain creatures may have certain spells in their arsenal to help them represent a concept or action. Unlike players, non-humanoid creatures can always cast spells innately, that is, in a way that does not need to use material and/or Somatic Components.
Activation Time
Some actions/attacks have an activation time, which represents the effort required to use this characteristic. The greater this effort, the longer the time. There are five categories of activation time.
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 constantly activated for an indefinite amount of time. |
Reaction | The creature must spend its Reaction to activate the feature. |
Time | The creature must spend a certain amount of time (minutes, hours, days, weeks, etc.) channeling in order to activate the feature. |
Recharge
Some creature actions and features may have a recharge. When a creature uses a recharge feature, that feature is exhausted until the creature meets the criteria described in the feature. Some examples of Recharges:
- Count: When your creature uses a feature that has the count descriptor, that feature will be exhausted until a certain period of time is met. Once a count feature is exhausted, start a countdown. If your count requires a turn, at the beginning of each of your turns, reduce the count by 1. When it reaches 0, the feature can be used again. (Tip: Instead of writing down the turn and not getting lost with many creatures with counts, you can use markers made of paper or plastic, or even place dice right next to the miniatures.)
- Life: Recharge occurs when the creature has hit points equal to or less than the specified value.
- Mourning: Recharge occurs when a significant friendly creature has been reduced to 0 hit points.
- Gathering: Recharge occurs when the creature collects (or receives) ammunition.
- Channeling: Recharge occurs when the creature absorbs a large amount of power.
- Conquest: Recharge occurs when the creature reduces a player's hit points to 0.
Delay
Some characteristics can be delayed so that instead of happening immediately, they accumulate power, amplifying their effect. A fireball becomes a time bomb, a punch becomes a fist doomed to death, a healing power becomes a regeneration power, etc. There are two types of delay: Channeling and Condemnation.
Channeling
A feature that has Channeling only happens after a certain amount of time has passed. These are countdown attacks – things that mark, end, or charge energy. The purpose of these effects is to threaten large, specific areas and encourage your players to move to avoid being hit. While Channeling is active, the creature is concentrating on the effect even if the feature does not require concentration.
Using Features with Delay
When activating a creature's Channeling, choose the area described in the feature. Then:
- Create a visible countdown timer (you can use a die next to the miniature to represent it).
- At the start of your turns, reduce the timer by 1.
- When the timer reaches 0, choose your targets immediately and make attacks if necessary.
- Apply effects to any targets affected before you and continue with the rest of your turn.
- This process can be interrupted. When the timer reaches 0 and your creature cannot choose targets, the feature ends.
Damage'. The effect's damage die scale increases by 1 for each turn on the timer.
Dispelling Channels
A creature that is Channeling something must make a Concentration roll when it takes damage. On a success, the channeling continues.
Doom
When a creature hits a target with a Doom feature, the creature must wait until some time passes before the effect is visible. These are pressure features - things that corrupt, spread, or accumulate; using them gives players a sense of impending doom.
Using Doom Features
When activating a Doom, choose your targets or make attacks, described on the creature's sheet. When a target is hit, it gains a new countdown timer - The Doom 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 characteristic.
Damage. The number of damage dice of the effect increases by 0.5 times (minimum of 1 die) while the target creature is condemned at the start of each turn, until it is dispelled.
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 or saving throws from the target.
Runes
Runes for creatures are ways to expand the range of possibilities with them, giving the master even greater versatility when using them.
All Runarcana creatures are presented with a suggestion of Runes appropriate to their Challenge Rate, normally chosen because they are closest to the main concept or archetype of that creature, its environment or some preponderant characteristic, but these are just suggested runes.
We encourage the GM to change these runes to others that he considers more appropriate to the creature's purpose or function, especially since the runes bring with them a suggestion of modification of appearance for the creatures.
With runes, creatures have a wider range of what they can do and how they can be used in a campaign. Understanding how they work and the various permutations that can be made allows the same creature to be used in many different ways, combining both mechanical differences and differences in description and narrative.
Runic Pulses and Runes are further down the Rune List.
Runes and Creatures
Unlike players, creatures receive their Runic Pulse and their first Rune at different CRs. Creatures receive proportionally more Runes than players, and can choose the same Rune more than once.
Runes that are chosen a second time receive an upgrade in addition to the increased number of uses. If chosen a third time, the rune only receives the increased number of uses.
Evoked and Summoned
Normally only real creatures (like summoned creatures) have Runes. Creatures that are summoned by magic do not normally have Runes, only some powerful magics or creatures summoned by specific items can have Runes.
Each creature has a set of Pulse and Runes appropriate to its CR as a suggestion. We encourage the GM to modify these characteristics to provide even more diversity and to be able to use the creatures in different ways, even if their mechanical model is one that he is already accustomed to.
Epic Actions
Epic actions are an incredible resource with which the creature can perform several actions each round and have the ability to defend itself even from the most persistent effects. Below are some possibilities for Epic Actions:
Act
A creature that uses its Epic Action to Act regains its reaction (if expended) and can take an action or bonus action except for the Dash, Disengage, Dodge, and Ready actions. The creature can expend some or all of its feet of movement as part of this special action. Acting in this way does not count as a turn. Effects that occur at the beginning or end of the turn do not trigger.
Resist
The creature can reroll a failed saving throw against a persistent effect.
Lair Actions
Powerful creatures such as creatures in the Paragon role or even Legendary and Mythic creatures can have Lair Actions. When this happens, their character sheet describes their lair and the special effects that can be created while the creature is residing there.
These actions can occur for a variety of reasons, whether by voluntary acts of the creature or simply by being present at some sort of ritual or ceremony.
Actions
If a mythical or legendary creature has lair actions, it can use them to harness the magic of the environment in its lair. All lairs have an initiative value, some starting at 20 while others may have lower or higher values, and the creature can use one of its lair action options, or fail to use any of them that round.
Regional Effects
The mere presence of a mythical or legendary creature in its lair can have weird and wonderful effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the creature is killed or otherwise leaves its lair.
Creating Combat Encounters
Balancing Combat
Combat balancing in Runarcana is done using Full Rest as a baseline. This means that players are expected to recover all of their original and class resources spent over the course of three days after each Full Rest.
Thus, each day of Runarcana's adventure includes 2 to 3 combat encounters of medium or hard difficulty, totaling 6 to 8 encounters of the same difficulty over the course of 3 days.
If the GM wants to increase the challenge, it is possible to insert even more combat encounters in this time frame or increase their difficulty, making it even more difficult for the players.
It is important to understand that during the first encounters in this 3-day interval, players are in possession of most of their resources, making them easier encounters to deal with due precisely to the range of options they can use.
Some resources are recovered on a short rest, others on a long rest, but only on a full rest are all resources recovered. This means that each day some resources can be recovered, which makes tactical planning more nuanced.
Therefore, adding an additional encounter on the third day, without having to take a short rest beforehand, can be an excellent way to increase the challenge even further. Although players may be low on resources on the third day, the short and long rests taken earlier should be taken into account, as they can provide players with extra breathing room.
Still, it is not necessary for the GM to always follow the formula of encounters spread out over these 3 days. This recommendation is given only as a control criterion so that the GM can more easily control how difficult the encounters should be to present tangible challenges for their players. With time and experience at the table, the GM will understand when it is important to include combats or avoid them to obtain a better flow of adventure.
Note that, depending on the type of adventure, or even the specific moment in which the players are, combat encounters may not be necessary. Likewise, in cases where players actively seek out such confrontations, more experienced creatures may end up seeing this as an opportunity.
Amount and Difficulty
Each player is able to face individually 1 creature with the soldier role or 4 creatures with the grunt role of CR equal to his level. By default, Runarcana combat encounters are balanced for a group of 3 to 5 players of equal or close level.
In this way, meetings can be created taking this proportion into consideration:
- A group of 3 players can face 12 Grunts, or 3 Soldiers, or 1 A3 Paragon with CR equal to the players' or the group's average.
- A group of 4 players can face 16 Grunts, or 4 Soldiers, or 2 Elites or 1 A4 Paragon with CR equal to the players' or the group's average.
- A group of 5 players can face 20 Grunts, or 5 Soldiers, or 2 Elites and 1 Soldier or 1 A5 Paragon with CR equal to the players' or the group's average.
However, this criterion is not absolute; experienced players and additional resources such as special items acquired during the journey can make this task easier. If you want to increase or reduce the difficulty, first take the average of the levels among all and then apply modifiers according to the table below:
Challenge | Challenge Rate |
---|---|
Very Easy | Group average up to - 4 |
Easy | Group average up to - 2 |
Normal | Group average |
Hard | Group average up to + 2 |
Deadly | Group average up to + 4 |
Try different combinations in each encounter, such as if the table has 4 players, try using 8 grunts and 2 soldiers, or 2 soldiers and an elite, or even combining lower and higher CRs, such as using an A2 Paragon, 1 soldier and 4 grunts.
By default, the XP model adopted is an A4 Paragon, all XP for all other roles are divisions of a Paragon of the same CR. See the example below adopting the XP that a group of players at Level 9 gained.
Role | Modifier | Total EXP |
---|---|---|
Paragon | Integer Value | 5000 |
Elite | 1/2 | 2500 |
Soldier | 1/4 | 1250 |
Grunt | 1/8 | 625 |
If you choose a Paragon with a higher threat. For each threat point above A4, your Paragon gains an XP point modifier equal to 0.25 (A3 has 0.75, A4 has 1.00, A5 has 1.25, etc.) modifying the total XP in the process, Action points and Mythic Resistances.
Modifying Encounters
It is possible that in some cases, some specific factors may modify an encounter, affecting its difficulty either due to the location where it takes place, or even the situation.
When this happens, the experience of the encounter can also change. Factors that favor the players tend to reduce the amount of experience received, while factors that disfavor the players increase the amount of experience received.
If the reason for the factors being favorable to the players is planning, this should not negatively affect the experience, on the contrary, in such cases it is interesting to reward the players for this reason, encouraging more decisions to be made using exploration or interpretation and not just combat.
Below are some examples of factors that, when disadvantaged by players but not the enemy, can result in a bonus:
- Adverse conditions such as the entire group being surprised
- The enemy has a tactical advantage due to terrain or cover
- The characters are facing some debilitating condition or taking damage each round due to some environmental effect or magic
- The characters are in a condition of reduced mobility and defense, being easy targets such as hanging from a rope, in the middle of climbing a wall or huge cliff, stuck to the ground or, in similar ways
If the above conditions are reversed, but are not intentional or part of the players' planning, they make combat easier and thus result in a reduction in the amount of experience received.
Intentional and Random Encounters
There are several ways to create a Combat Encounter, from random methods to controlled methods and, in some cases, selecting from ready-made tables. Here we have elaborated on the two simplest and most common ways to build them, the Intentional Encounter and the Random Encounter:
Intentional Encounter
When the GM intentionally builds a combat encounter, he has a scene in mind, with creatures that make sense to be in that scene and are usually part of the scenes built by the GM for his players to face.
Example: After investigation, the players discover that the person they are looking for is in a Noxian prison. Although the GM cannot be certain that this will generate a combat (after all, the players' creativity can seek different ways of resolution) he decides to create this Encounter with a detachment of 12 soldiers, 1 captain and 3 drakehounds. In this case, the GM separates the sheets of these creatures into an encounter, elaborating where each soldier is and how this sequence will occur, seeking to create a balance in each of the combats with a more difficult final combat.
Random Encounter
Random encounters happen in two ways: through the randomness of the Dice or through the consequences of the players' attitudes. While in the first way, the GM can decide that every certain amount of time he must make a roll on his random encounters table (which can be from 1 hour in the game or even outside of it), or even that certain attitudes force this roll, in the second way the GM can decide that certain actions and attitudes can attract unwanted attention.
Example 1: While the players are searching for information in Zaun, the GM secretly rolls the dice, getting a number on his random encounter table that indicates that no Encounters have been triggered. After another hour of searching, the GM makes another roll, this time he gets a number that triggers a Combat Encounter; a gang of thieves has taken an interest in them. To adapt this to the session, the GM asks one of the players to make a Perception roll. Upon getting a success, the player, whose character was wearing a gold medallion around his neck, notices a mean-looking guy keeping an eye on him. Thus, a possible random encounter begins.
Example 2: The players enter Demacia and are viewed with suspicion, but nothing that causes a combat encounter to occur, until one of the players uses magic visibly in the tavern to intimidate an informant. The GM can either decide that one of the present NPCs is a Mage Hunter who was resting, or he can make a roll on his random encounter table that has this Encounter. Since magic is frowned upon in Demacia, such an attitude causes the Mage Hunter to decide to leave his rest to “defend Demacia”.
Random Encounter Triggers
In the previous topic, we presented two Random Encounter triggers, in addition to these, it is possible that several other triggers exist. Each type of adventure, each table and GM will have the most appropriate triggers. Some examples:
- Time passing in-game. The characters have escaped from Bilgewater, and are being sought after with a bounty on their heads as they flee to another island. During this escape, the GM can establish that every hour during the escape, he must make a Random Encounters roll, to represent the possibility of the bounty hunters finding them.
- Time passing out of game. In a random table that ends up happening without much planning, the GM decides that every 2 hours of game time a Random Encounters roll should be made, to fill the adventure with combats without him having planned this in advance.
- Players losing focus and delaying the game. At a certain point, the players begin to get lost in side conversations and discussions outside the game. The GM decides to leave it up to fate to decide whether this will result in a combat encounter, so that they can once again focus on the game.
- Short or Long Rest. Taking a rest is not always possible, but it is still necessary. Characters who are being pursued, or who are in a dangerous or even wild region, may be the target of attacks when they stop moving to take a rest. When they declare that the rest is being taken, the GM makes a Random Encounters roll and if an encounter is scored, the rest may not be so peaceful.
- During a journey. Even a peaceful journey in a quiet region can have its dangers. Perhaps a gang of bandits are waiting around a bend, or perhaps the path the players are following passes near or over a creature's nest. When a journey is long or even uninteresting, a Random Encounter can bring renewed energy.
- Indiscretion. At times, characters stand out when they should remain discreet, whether because they are in an inhospitable city, because they are wanted, or even because they are taking too many risks. The example above of the use of magic in Demacia illustrates this trigger well. ====Random Encounter Table====
When creating a random encounter table, it is important to keep in mind the location and conditions. A dragon would hardly be part of a random encounter table inside a Demacian mansion against a Level 1 party.
Below is an example of a Random Encounter Table for an adventure in Bilgewater for a group of 4 level 6 players.
D12 | Encounter |
---|---|
1-4 | No encounters |
5 | 32 Sea Rats (Grunt) CR 4 - 1 Cursed Rat* (Paragon) CR 6 |
6 | 8 Pirates (Grunt) CR 6, 1 Sea Brute (Soldier) CR 6, and 1 Cannoneer Master (Soldier) CR 6 |
7 | 4 Razorfins (Soldiers) CR 6 |
8 | 2 Buhrus Initiates (Soldiers) - 1 Tidespeaker* (Elite) |
9 | 2 Naga Sorcerers (Elite) CR 6 |
10 | 1 Veteran Pirate (A4 Paragon) CR 6 |
11-12 | No encounters |
*After winning the first encounter, a new Encounter occurs. |
Not every combat encounter necessarily needs to be resolved with combat. In the example in the table above, when a result of 8 is rolled, an encounter with 2 Buhru Initiates and then one with 1 Voice of the Tides is triggered. The players can resolve this combat encounter when their Acolyte of Nagakaburos interacts socially and manages to prevent combat from happening. In such a case, the GM should evaluate the Experience gained precisely for the avoided combat. Although it is less than the experience that could be gained in combat, the cost is also lower, with the players' resources remaining unspent as well.
Another way to build a random encounter table is to establish that for each trigger fired, you roll 1d20, establishing what the chance is of an encounter happening. If you believe there is a 50% chance of this happening, when you roll the dice, if it comes up 1 to 10, the encounter does not happen, but if it comes up 11 to 20, you roll the dice corresponding to the encounter table you are using.
Of course, if it doesn't make sense for the result obtained to be the encounter, you can roll the dice again or even choose another option.
D6 | Encounter |
---|---|
1 | 32 Sea Rats (Grunts) CR 4 - 1 Cursed Rat* (Paragon) CR 6 |
2 | 8 Pirates (Grunts) CR 6, 1 Sea Brute (Soldier) CR 6 and 1 Master Cannoneer (Soldier) CR 6 |
3 | 4 Razorfins (Soldiers) CR 6 |
4 | 2 Buhrus Initiates (Soldiers) - 1 Tidespeaker* (Elite) |
5 | 2 Naga Sorcerers (Elite) CR 6 |
6 | 1 Veteran Pirate (A4 Paragon) ND 6 |
*After winning the first encounter, a new Encounter occurs. |
As you can see, the Example 2 table has exactly the same encounters as the Example 1 table, the difference between the two is one more dice roll to establish the chances of it happening. While in the first table, you already have a fixed probability, in the second table you have more control over this chance, which may suit your GMing style better.
Meaningful Encounters
One way to make combat encounters more interesting is to think about how to make them even more meaningful. We're not talking about treasures or different creatures, but rather how to create conditions that capture the players' attention and make them remember a combat. Below are some topics:
- Urgency. Whenever you have to fight against the clock, your perception of time changes. Urgency can make a simple battle more intense. For example, if there are only 10 minutes left until the bomb the villain placed in the factory explodes and destroys everything, being attacked by a swarm of mutant rats while escaping will certainly make the players fight much harder.
- Atmosphere. When danger is imminent and a combat could happen at any moment, the players will certainly think about their actions much more carefully. As they make their way through the underground laboratory of an ancient Ascendant, being attacked by increasingly powerful sand guardians that emerge from the walls of random rooms can create an ideal atmosphere for them to examine everything with increasing trepidation.
- Exhausting Resources. Random Encounters can be the most efficient tool for exhausting the players' resources, whether it's causing them to waste their mana casting spells, lose important life points, or even have to postpone a short rest that was planned for later. They will have to rethink whether they will be able to reach the top floor of the tower where they hope to find the villain they have been hunting for so long.
- Building Relationships. Helping an NPC who is being unfairly attacked or surrounded by many enemies can be the beginning of a friendship that will open many doors in a new city. Likewise, giving a real beating to the henchmen of the most powerful gang in the city can attract the attention of the gang leader who may be interested in seeing what these adventurers are made of.
- Developing the World. Perhaps a combat encounter with creatures the players already know, but with a different characteristic, such as a glowing crystal buried in their foreheads, can clue them in to something strange going on. These details can provide more information about the world or even create new interests.
- Story Advancement. From the central story to the individual stories of each of the characters, a random encounter can provide a clue as to where to find the man who killed the Hunter's brother, or even reveal that the villain's plan is already underway, with enhanced soldiers appearing more frequently.
It's important that random encounters aren't just a "kill some creatures and earn some coins" moment, something that gives players the impression that everything is random and their actions have no impact or agency in the world.
When a random encounter happens, elaborate on why the encounter happened, how it connects to the story or location, and what the consequences are. Defeating a gang of robbers on the road can cause a town that is being vilified to lose even more resources and become even more hungry, creating problems that can interfere with the characters’ journey.
It is up to the GM to get a sense of whether random encounters are fun for the players or whether they end up getting bored with the story not developing at the expected pace. But it is also up to the GM to understand when to leave the players wanting more, in anticipation of the next steps in the story.
Creature Runes
Just like players, all creatures in Runarcana possess Runes, intrinsic powers of the creatures of Runeterra that are the result of the resonance of the World Runes with all life forms in Runeterra, granting these creatures a Runic Pulse and runic powers through Runes based on their Challenge Rating, the creature's equivalent of character levels.
The distinction between creatures and simulacra is important, while a creature can be of different natures and this causes the reverberation of the Global Runes to grant them this runic ability, simulacra can be indistinguishable from creatures, but do not have Runes because they are the result of magic or other powers that are already derivations of the runic reverberations.
To make it more understandable, creatures in Runarcana are separated into these two categories, Creatures and Simulacra. While a Summoning spell brings a real creature, either by moving or teleporting, Evocation spells create simulacra of these creatures, which is why they do not have Runes.
Some spells such as Summon Familiar and Animal Companions have Runes. Additionally, some powerful items and runes can create simulacra (summonings) with Runes, but these cases are rare and are the exception that proves the rule.
Each creature has a set of Pulse and Runes on its sheet that are appropriate to its CR as a suggestion. We encourage the GM to modify these characteristics to provide even more diversity and to be able to use the creatures in different ways, even if their mechanical model is one that they are already familiar with.
Rune Activation
Each Rune has its own activation rules, this activation is mostly a combined effect, as described below. If there is no information on the Rune itself, only one can be activated per round, an exception to this rule are Epic Actions.
Joint Activation: Every activation of a rune is not defined in the Rune itself, this means that it must be used together with some type of action described in the Rune, such as an attack, action, bonus action, reaction, etc.
Passive Effect: Some Runes have passive components, they happen regardless of your will, after the description of the conditions specified in the rune itself, starting together with your skills or those of third parties.
Lasting Effect: Some rune effects may have a persistent effect. For example, activating the rune for the next 2 rounds will make a creature hit Blind.
Each Rune has a number of uses described on the Rune itself, with each use one is deducted from the total, when the total is 0, the creature cannot use it anymore in combat.
When a Rune declares an attack, the creature uses its Rune Attack Modifier to use it, rolling 1d20 and adding this modifier to the result, which must exceed the target's AC. Since Runes are a natural ability of each essence, both the Modifier and the DC of these are defined based on the creature's CR.
Rune DC: 8 + proficiency bonus + half CR (minimum of 1) 'Rune Attack Modifier: proficiency bonus + half CR (minimum of 1)
Pulses
The Runic Pulse is a natural attunement that reverberates in each creature. This pulse is a manifestation that develops in each being, being shaped by their actions, decisions and way of acting. Each of the Pulses are like pillars that structure a foundation of personality far beyond magic.
Creature pulses work differently to player pulses, especially due to the creatures' characteristics and their use. For this reason, although they are similar to player pulses, they have different names to avoid complications.
- Jade: The Jade Pulse is focused on mitigating damage received by the creature
- Agate: The Agate Pulse amplifies damage caused by the creature
- Pearl: This Pulse enhances other allied creatures
- Onyx: The Onyx Pulse provides life regeneration for the creature
- Lazulite: The Lazulite Pulse allows for diverse and versatile uses
Jade Pulse
A creature that has the Jade Pulse can choose based on its CR a number of damage types for which it has Damage Reduction. The creature's Damage Reduction is equal to the value obtained in its Pulse Die roll.
ND | Physical | Elemental | Spiritual | Magicial | Dice |
---|---|---|---|---|---|
1-4 | 1 | 1 | 0 | - | 1d4 |
5-8 | 1 | 1 | 0 | - | 1d6 |
9-12 | 1 | 2 | 0 | S | 2d4 |
13-16 | 1 | 2 | 0 | S | 2d6 |
17-20 | 2 | 3 | 1 | S | 3d4 |
21-24 | 2 | 3 | 1 | S | 3d6 |
25-28 | 2 | 4 | 2 | S | 5d4 |
29-30+ | 2 | 4 | 2 | S | 4d6 |
- Physical: Amount of physical damage to be chosen
- Elemental: Amount of elemental damage that must be chosen
- Spiritual: Amount of spiritual damage that must be chosen
- Magical: From CR 9 also affects the magical version of damage
Agate Pulse
A creature that possesses Agate Pulse deals its Pulse die as additional damage from a number of damage types based on its CR.
- CR 1: Physical 1, Elemental 1
- CR 9: Physical 1, Elemental 2
- CR 13: Magic Damage
- 'CR 17 ': Physical 2, Elemental 3, Spiritual 1
- CR 25: Physical 2, Elemental 4, Spiritual 2
Pearl Pulse
A creature that possesses the Pearl Pulse is able to choose one or more creatures at the start of each round based on their CR, so that the creature gains some benefit. This bonus lasts until the end of the round and is not subject to magic. A creature can choose itself as the target of this Pulse.
CR | Quantity | Shield | Bonus | Damage | ||||||
---|---|---|---|---|---|---|---|---|---|---|
1-4 | 1 | 3 | +1 | +2 | ||||||
5-8 | 1 | 5 | +1 | +2 | ||||||
9-12 | 2 | 10 | +1 | + 3 | ||||||
13-16 | 2 | 13 | +2 | +3 | ||||||
17-20 | 3 | 15 | +2 | +4 | ||||||
21-24 | 3 | 20 | +2 | +4 | - | 25-28 | 4 | 23 | +3 | +5 |
29-30+ | 5 | 25 | +3 | +6 |
- Quantity: The number of creatures that can be affected
- Shield: Temporary Hit Points that the creature receives
- Bonus: Additional value in hit, armor class, and skill checks and saving throws
- Damage: Additional damage dealt by the affected creature
Onyx Pulse
A creature that possesses Onyx Pulse passively regains a certain amount of hit points at the start of each of its turns based on its CR. When that creature takes no damage in a turn, it regains its pulse die in hit points at the end of the round.
CR | Combat |
---|---|
1-4 | 1 |
5-8 | 2 |
9-12 | 4 |
13-16 | 6 |
17-20 | 8 |
21-24 | 11 |
25-28 | 15 |
29-30+ | 20 |
Lazulite Pulse
A creature that possesses the Lazulite Pulse receives a certain number of points based on its CR and can use it in several ways. Also based on the CR, the creature recovers a certain amount of points per round, and cannot have more than its maximum. The points can be spent and allow the following uses:
- 1 point. Increase the difficulty of all enemy creature rolls within a radius defined by the CR by 1 for 1 round. Maximum use per turn. May be spent more than 1 point at a time.
- 1 point. Perform an additional counterattack reaction.
- 1 point. Reduce the damage taken from 1 attack by an amount equal to the pulse die.
- 1 point. Increase the damage of an attack by an amount equal to the pulse die.
- 2 points. Grant the pulse die value in temporary hit points to an ally.
- 4 points. Make an additional attack at any time.
- 5 points. Perform an action (if it is an attack, only perform 1 attack) at any time.
CR | Points | Radius | Max Reactions | Recover |
---|---|---|---|---|
1-4 | 3 | 10 ft | 1 | 1 |
5-8 | 5 | 15 ft | 1 | 1 |
9-12 | 7 | 20 ft | 1 | 2 |
13-16 | 11 | 25 ft | 2 | 2 |
17-20 | 13 | 30 ft | 2 | 3 |
21-24 | 15 | 40 ft | 2 | 3 |
25-28 | 20 | 50ft | 3 | 4 |
29-30+ | 25 | 60ft | 3 | 5 |
Runic Powers
All creatures possess magic, whether they want it or not, and this magic manifests itself either actively in great and powerful effects or passively in subtle effects. The attunement and reverberation seems to be stronger the more powerful the connection.
Runes enhance what a creature can do while also modifying the creature's appearance, as a reflection of that runic power. For a better description, see below what each rune represents.
- Uses. Tells how many times a rune can be used, normally runes can be used a number of times equal to the creature's proficiency bonus.
- Imposing. Presents a set of suggestions on how the rune modifies the creature's appearance, as described, they are just suggestions, and it is up to the master to decide whether to follow or not, creating or adapting their own ideas.
- Enhancements. When creating a creature, raising or reducing its CR certain numbers of improvements can be applied, the GM can choose to add a second or third rune or increase the number of uses a rune can offer.
- Runic Dedication. When a creature, be it an NPC or a major recurring antagonist in the campaign, increases its CR enough by focusing on a single rune, when improving it for the 7th time the rune reaches a special and very powerful potential.
List of Runes
Below are the Runes for Creatures.
Offspring Elder
Uses. Half Proficiency.
Imposing. This variant appears to be a slightly larger version, with cracks on its exterior or with fragments of itself allocated on its body as if they were scales, at the slightest sign of danger, by instinct or programming these seeds, pieces or parts of itself are rejected from the main body and form into new creatures or almost identical to the original but smaller in size.
Due to some peculiar circumstance, this creature is able to generate smaller counterparts when it feels threatened, either by dividing itself, expelling its own offspring from its body or through smaller fragments of its being. When activating this rune, the creature rolls 1d2, summoning the value in creatures with offspring of (name of creature with this rune) appear acting immediately at the end of the creature's turn, these creatures do not have runes. The summoned creatures will always be 2 sizes smaller than the Brood Elder.
Enhancements: When picking up this rune more than once, the die grade increases by 1 for each time it is picked up.
Runic Dedication: When picking up this rune for the 7th time, the creature can use it as a reaction when targeted by an attack roll and as a bonus action.
Presence Eraser
Prerequisite: Charisma 17
Uses. Half Proficiency.
Imposing. This variant appears to be a more obscured version, as if the very perception of the environment were forcibly torn away from those around you. Your form appears distorted, emanating an opaque darkness that drowns out sounds and disorients the senses, while whispers echo in the minds of your enemies.
By using this rune as a bonus action, the creature can create an aura of supernatural will around itself to dull the senses of nearby enemies. All enemies within 15 feet of the creature must make a Charisma saving throw (DC 8 + Proficiency + Charisma Modifier) or take 2d8 psychic damage and are Blinded, Deafened, and Muted. A creature that fails this saving throw can reroll it at the start of its turn.
Enhancements: Whenever you choose this rune more than once, the creature gains an additional activation.
Runic Dedication. When taking this rune for the 7th time, the creature has a 25-foot aura with the rune's active effect passively, a creature that enters or starts its turn within the area must make the saving throw described above and when activating the rune it emits a beam in a 60-by-5-foot line instead of an effect around it and the damage increases to 10d8.
Immobile Body
Prerequisite: Constitution 17. Soldier, Elite, or Paragon
Uses. Half Proficiency.
Imposing. This variant appears to be a larger and heavier version either due to body density such as denser muscles or a more resistant material, in addition to a strong connection with the earth that can be seen as floating boulders around it.
This creature is a tenacious and stubborn being, being able to resist the worst trials in addition to modifying the terrain to help it in the process. As long as this creature has at least 1 hit point it cannot be Pushed, Pulled, Lifted or be forced to fall without its permission. When activating this rune for the next 10 minutes tremors will form in an area of 10 feet of the creature, all creatures that enter for the first time must make a Strength saving throw (with the DC equal to 10 + constitution modifier + creature's proficiency) if they fail they will be Prone.
Enhancements: Whenever you choose this rune more than once, the creature gains an additional activation.
Runic Dedication. When taking this rune for the 7th time, the creature begins to create tremors in an area of 25 feet around it, using a bonus action the creature can make pillars or stakes of 10 by 5 feet appear from the surface where it is, within its tremor zone, creatures in the area must make a Dexterity saving throw with the DC equal to the DC of the rune mentioned above or will be thrown 15 feet into the air, fallen creatures have disadvantage.
Unstoppable Force
Prerequisite: Strength 17. Soldier, Elite, or Paragon
Uses. Half Proficiency.
Imposing. This variant appears to be an ideal version of the strength of its peers with a more advantageous physique than the common one, another thing that stands out is that this creature will always have a reinforced plate or some structure in its front such as an ice horn, or crystal for an elemental or dragon, or even a plate of bones or metal coated and reinforced for a beast or construct.
Thanks to its unmatched physical size and iron will, the creature with this rune can ignore difficult terrain. By activating it as a reaction when some effect causes it to have the conditions, Grappled, Restrained, Charmed, Stunned, Paralyzed or Taunted to ignore the condition.
Enhancements: Whenever you choose this rune more than once, the creature gains one additional activation
Runic Dedication. When picking up this rune for the 7th time, the creature now has the action below once per combat:
Stampede. As a bonus action, the creature will advance 30 + 10 Feet per size above large in a specific direction (the size of the total area is a rectangle with the base area equal to the creature's size, and the length equal to the distance traveled in feet), creatures in the area must make a dexterity saving throw (with the DC equal to 8 + proficiency + the strength modifier) or be pushed along with the creature until the end of the path, suffering bludgeoning damage equal to twice the Challenge Level to all creatures in the path, a creature that succeeds in the saving throw of the path suffers half the damage and is not pushed. During the stampede, the creature is invulnerable to physical damage and passes through any magical structures and barriers, only being stopped by very massive objects such as mountain bases, solid rock or metal or the ground itself. At the end of the stampede, the creature receives 10 feet of movement per size category above large additional and immunity to 1 type of physical damage for 3 turns. ====Pack Leader==== Prerequisite: Wisdom 17. Soldier, Elite, or Paragon
Uses. Half Proficiency.
Imposing. This variant appears to be an older and more experienced version than its peers, even its elders with longer hair, raw arcane power radiating from its fissures or made from long-lost technology, being able to guide its allies in the most difficult situations.
Thanks to its long lifespan, this creature is able to patiently decipher movement patterns and detect flaws in enemy defenses, signaling to its allies. When this creature performs an attack action, it leaves the enemy marked as part of the action; allied creatures can make attack rolls with advantage against marked creatures. When activating this rune as a bonus action, the creature emits a strong signal, either by roaring, shooting sparks of power into the air, or manifesting rays of light toward targets. When doing so, all allied creatures within 20 feet can use their reaction to perform the following actions:
- Move. The creature can move toward a marked creature equal to half its movement.
- Attack. The creature can make an attack roll against a marked creature.
- Retreat. The creature can move half its speed as if it were using the disengage action.
Enhancements: Whenever you choose this rune more than once, the creature gains one additional activation of the rune.
Runic Dedication. When taking this rune for the 7th time, the creature can choose up to two additional enemy creatures on the battlefield to also be marked. All friendly creatures within 30 feet receive +2 on attack rolls and saving throws against effects, as long as they remain within this area and ignore difficult terrain.
Bloodlust
Uses. Half Proficiency.
Imposing. This variant appears to be a more savage and unstable version than usual, either due to a flaw in its creation or a thirst for battle acquired through trauma or extensive battles, either way its gaze appears to have no life, only a scarlet glow and constant sounds of fury echoing through the twisted and trembling shadow of its thirsty form to attack everything and everyone in its presence.
This creature is more aggressive and destructive by nature than others of its kind, sometimes reveling in it and going into a battle rage whenever the opportunity arises. Whenever this creature makes an attack roll or forces an enemy creature to make a saving throw and deals damage in the process equal to or greater than 1/3 of the target's maximum health, the target creature becomes Bloodied and marked for 1 day, requiring a Medicine Check (with a DC of 8 + Half the creature's CR) to stop the source of the bleeding. While marked, the creature with this rune always knows its location even if it cannot hear or see the creature. In addition, when activating this rune as a bonus action, the creature can choose to receive a bonus on its hit or damage rolls equal to its CR. In the event of a critical hit, the creature can keep the rune activated and use it on its next attack.
Enhancements: When taking this rune more than once, the creature gains an additional activation.
Runic Dedication. When picking up this rune for the 7th time, the creature can make an additional attack equal to the number of activations in a combat.
Transcendent Being
Uses. Half Proficiency.
Imposing. The creature appears to be a more radiant and wise version of its peers, possessing a calming and familiar gaze and an aura or manifestation of primal power linked to its nature that orbits it, such as stars of cosmic dust, bubbles of water, or spheres of energy.
Compassionate beings are usually found in refuges or sanctuaries providing healing and relief to those who seek it, some creatures are born with this potential and can use it in their need or in others. By activating this rune as a bonus action the creature gains 3 spheres that circulate around it, by doing so the creature can use a bonus action to grant a target creature within 45 feet 3d8 + its CR in temporary hit points and truesight as long as the temporary hit points are not reduced to 0. When activating this rune the creature can spend one of its spheres as part of the same activation bonus action.
Enhancements: When taking this rune more than once, the creature gains an additional activation.
Runic Dedication. When taking this rune for the 7th time, the creature gains 1 additional sphere per activation and its temporary hit dice are now 9d8.
Arcane Suppression
Uses. Half Proficiency.
Imposing. This creature is a very rare variant among its peers, possessing materials either implanted or growing naturally in its bodies that allow it to suppress magic and magical effects. Other creatures feel uncomfortable or even weak around its presence.
By choosing this rune, the Creature gains a 5-foot antimagic aura around it as long as it is not stunned, incapacitated, or unconscious. In addition, when activating this rune, the creature can choose a target of its choice as long as it can see it to suppress its magic or make it an invalid target for spells, granting any spells or magical effects on the creature for 10 minutes.
Enhancements: When taking this rune more than once, the creature gains an additional activation of the rune.
Runic Dedication. When taking this rune for the 7th time, the creature gains a 10-foot anti-magic area and can target all creatures it can see instead of 1 in its activation.
Territorial Outbreak
Uses. Half Proficiency.
Imposing. This creature appears to be a slightly larger and more damaged version of its peers, but don't let the scars and marks of ancient battles fool you; this creature may have its natural weapons more developed and rigid, horns, claws, barbed fangs or even ancient weapons still embedded in its flesh.
For some creatures, the territory is their place of refuge and sacredness. Many of them prefer to die rather than have their soil desecrated by invaders. Some of them stand out, especially those that use this rune, gaining an outburst of aggression towards invaders. A creature that has the territorial outburst causes it to activate innately every time it enters combat. At the start of each turn of this creature, it recovers the average of its hit die in hit points if it has at least 1 hit point. In addition, the creature can choose to enter as a bonus action a state of Territorial Frenzy equal to 1/3 of its CR (minimum of 1) turns. By doing so, the creature gains an additional extra attack as if it had multiple attacks with any weapon, whether natural or not, for every two creatures within its territory (If the creature has multiple attacks, one more attack is added).
Enhancements: By taking this rune more than once, the creature gains an additional activation in its Territorial Frenzy state.
Runic Dedication. When taking this rune for the 7th time, the creature now has the recovery per turn of this rune equal to the average of 4 hit dice + its constitution modifier and in addition, the creature is constantly in its Territorial Frenzy pushing creatures smaller than it by 5 feet or 10 feet on a critical.
Ravenous
Prerequisite: Soldier, Elite or Pinnacle.
Uses. Half Proficiency.
Imposing. This creature appears to be in a state of perpetual hunger. Dark, purple, or green saliva constantly drips and splatters from its fangs while its claws glow with a pulsing, hungry energy. Its presence drains the energy around it, leaving the surroundings cold and devoid of life. The sound of panting and hungry noises echoes as its hunger seems never to be sated.
Once per turn, when hitting an enemy with a melee attack, the creature can use its reaction to activate this rune and drain the target's life essence, the creature taking 5d10 necrotic damage, and the creature gaining Temporary Hit Points equal to the damage dealt.
Enhancements: Whenever you choose this rune more than once, the creature gains one additional activation.
Runic Dedication. When picking up this rune for the 7th time, the creature can activate this rune as a bonus action, gaining its effect until the end of the turn. Every time it hits a creature, temporary hit points from this rune start to accumulate.
Runes for Familiars
When casting or making a pact, both essences mix.
The Special Companion
Prerequisite: Familiar.
When a caster summons a Familiar, a unique bond is created between both, this bond grants a certain synergy between essence and magic. When summoning a familiar, the caster can choose a familiar bond, this bond is maintained by the familiar until the caster's next full rest or when the familiar dies.
- Defensive Bond: This familiar has a bond with the caster as a second part of it. When summoning this familiar, it gains a bonus of vitality points equal to half the caster's maximum level. In addition, whenever the caster linked to this familiar casts a spell that has a debilitating condition, the familiar's next attack on the target creature grants -1d4 on the spell's next saving throw.
- Offensive Bond: This familiar is linked to the strong emotions of its caster against its enemies. Whenever the caster linked to the Familiar casts a spell that deals damage, the familiar's next attack is increased by 1d4 for each spell level, with the damage of this attack being the same as the spell cast. If the spell has no damage, the damage of this attack is Energy.
- Exploring Bond: This familiar is linked to the caster's desire for adventure. The range of shared senses is doubled, in addition the familiar gains 30 feet of darkvision, if the familiar already has darkvision then it gains an additional 30 feet and its movement is increased by 5 feet for each level of the caster.
The Mystic Companion
Prerequisite: Pact Mystic Familiar.
This creature is an extraplanar being that grows in power with its bearer. For every 5 levels (5/10/15/) of the player, the mystical familiar gains one of the following abilities.
- When the familiar has less than ¼ of its maximum health points, it becomes invisible for 1 minute. After this rune is activated for the first time, it can only be activated again when the familiar's caster takes a short, long, or full rest.
- Using a bonus action, the familiar can grant a creature within 20 feet of the familiar 30 feet of flying movement and an extra attack on the creature's next turn.
- Using a bonus action, the familiar can make an attack on a creature within 30 feet of it, causing 4d8 damage. If the familiar is demonic, the damage is Nightfall, or if the familiar is Fey, the damage is Luminary. Additionally, the target creature upon taking damage must make a DC 18 Charisma saving throw; if it fails, the creature is Restrained until the end of its next turn.