Types and Traits
A creature's type is not just an “aesthetic label”, each type and subtype has unique characteristics that are common to all creatures that possess them. The traits and abilities of each type will be described in this Chapter.
Although it is possible for any type to also be a subtype, causing a single creature to receive characteristics of more than one type, the main traits of each type are obtained only by creatures that have them as a Type, having a “minor” version for creatures that have it as a Subtype.
Types
Constructs
Constructs, the designation given to those beings that arise not from nature, but from ingenuity and inventiveness, are a fascinating enigma. Forged in workshops or molded in laboratories, these beings are the result of complex and often unknown materials, whose mere existence defies conventional knowledge and piques the curiosity of those who encounter them for the first time.
Constructs boast a diversity almost as wide as human creativity, coming in almost infinite shapes and sizes, suitable for a myriad of functions. However, they are perhaps best known for their roles in safety and security, serving as tireless sentries or as sophisticated, infallible security mechanisms.
Each construct is a testament to the skill and insight of its creator, but it is also more than that - it is a unique entity, a mechanical expression of life that defies the boundary between the natural and the artificial.
Regardless of its construction process, every Constructo follows the following attributes:
Saving Throws. Because it is created for a greater purpose such as battles or security and made from materials largely refined from raw materials, you have Strength and Constitution saving throws.
Damage Reduction. Constructs are ingenious automatons made to last and resist threats and the world, because of this you receive 1/5 of the value of your CR in DR.
Armor Class. 12 + your Constitution or Dexterity modifier.
Damage Resistance. Psychic and Poison Damage.
Damage immunity. Necrotic Damage.
Immunity to conditions. Frightened, Charmed, Poisoned, Exhausted, Paralyzed, Taunted and Bleeding.
Senses. Darkvision 60 feet.
Speed. 30 feet of walking, this value increases to 60 on Huge or larger sizes.
Skills. Normally, constructs are nothing more than programmed machines, but nothing prevents these machines from having specific training or programming. If you choose to have skills, choose 1 between: Arcana, Athletics, Stealth, History, Perception or Technology.
Massive Body. Because of their stature, constructs receive additional hit points based on their size category.
| Size Category | Additional Hit Points | ||
|---|---|---|---|
| Wood | Stone | Metal | |
| Diminutive | — | 5 | 10 |
| Tiny | 5 | 10 | 20 |
| Small | 10 | 15 | 25 |
| Medium | 20 | 30 | 50 |
| Large | 40 | 60 | 100 |
| Huge | 80 | 120 | 200 |
| Gargantuan | 160 | 180 | 240 |
| Colossal | 200 | 240 | 300 |
Construct as Subtype
When you create a creature that has the Construct subtype, it gains the following characteristics:
- Immunity to conditions. Choose one from Poisoned, Paralyzed or Bleeding. When adding the constructo subtype to a creature that is of the Dragon, Beast, Humanoid or Plant type, analyze and consider: “will the creature be more of a Construct than the chosen type?” If the answer is yes, it becomes resistant to poison damage and can choose immunity to the Poisoned condition. Otherwise it loses immunity to the Poison condition.
- Semi-Massive Body. The creature gains additional hit points equal to half (rounded up) the Massive Body table value.
Dragons
Dragons are, indisputably, creatures of immeasurable majesty and power, whose grandeur is accompanied by an overwhelming pride and a sensitive temperament. Imposing, these winged leviathans bear thick scales covering their massive bodies and long necks, proclaiming their status among the most supreme of creatures.
A notable and fascinating feature in most dragons is the presence of wings on their bodies. In some, these structures display the incredible ability to exude jets of raw elements, while in other, more slender examples, their ability to fly appears to defy the laws of physics, moving with magical grace while blowing intense beams of light.
The most extraordinary of all findings, however, is the demonstration of control over elements by certain specimens. These rare beings seem to have mastery over the foundations of the universe, a feat that transcends natural capabilities.
Whether a terrestiral, celestial or spiritual dragon, all dragons follow a model of attributes, as seen below:
Saving Throws. Due to their unusual size and resistance, dragons have safeguards in Strength, Dexterity or Constitution.
Damage Reduction. —
Armor Class. 10 + the dragon's proficiency bonus + its Scale Value.
Damage resistance. A type of damage resistance based on the Power Through the Ages table.
Damage immunity. A type of damage resistance based on the Power Through the Ages table (if you have one).
Senses. Blindsight 60 feet, Truesight 30 feet for Elder.
Speed. Dragons are capable of flight by nature, having a walking speed equal to 5 feet × their Scale Value and a flying speed equal to twice that value.
Power Through the Ages. As they age, dragons become more imposing, their scales strengthen, their natural weapons develop, and their connection to the source of their power (be it celestial or elemental) deepens. A dragon's life stages are divided into Egg, Hatchling, Young, Adult and Elder.
A Dragon Egg is a Small object with AC 12, resistance to simple physical damage, immunity to the type of simple elemental damage of the type of dragon it will hatch from, and hit points defined based on a Hatchling's CR. The resistances, size category and standard Scale Value for each stage of a dragon's life are available in the Power Through the Ages Table:
| Age | Size | Degree of Resistance | Scale Value |
|---|---|---|---|
| Egg | Small | Immunity to a Simple type of Elemental damage | — |
| Hatchling | Medium | Resistance to a Simple type of Elemental damage | 1,5 × proficiency bonus |
| Young | Large | Immunity to a Simple type of Elemental damage | 1,5 × proficiency bonus |
| Adult | Huge | Immunity to Simple Elemental damage and resistance to a Magic Elemental damage | 2 × proficiency bonus |
| Elder | Gargantuan | Immunity to a Magic type of Elemental damage | 2 × proficiency bonus |
- Age. The dragon's stage of biological development.
- Size. The average size category of a dragon of the indicated age
- Degree of Resistance. Resistance or Immunity of a dragon of the indicated age. Most dragons have resistance to the same type of damage they deal with their breath weapon.
- Scale Value. A value that defines the main characteristics of the Dragon based on its age.
Breath Weapon. When feeling threatened or provoked, dragons are capable of releasing a powerful elemental blast. A dragon's breath weapon is an area effect that requires a saving throw between Dexterity or Constitution and has a recharge based on the dragon's CR and Role.
When creating a breath weapon, you must define a Simple Elemental damage type (or Magic Elemental for Elder), the breath weapon will cause an amount of d6 of this type of damage based on its area, varying between circle, cone, sphere or line, following the following description:
- Circle. The dragon expels an elemental breath around itself, striking nearby creatures. The breath weapon reaches all creatures within a radius equal to the dragon's melee attack range, dealing double its Scale Value in damage dice.
- Cone. The dragon exhales an elemental breath that spreads in a cone in front of it. The cone starts from the dragon, has a range equal to 5 feet × its Scale Value, and deals its Scale Value in damage dice.
- Sphere. The dragon fires elemental energy at a specific point, exploding and dealing damage in a sphere at the chosen point. The sphere's radius is equal to the dragon's melee attack range and can be centered on a point of the dragon's choosing at a location within a distance of the dragon equal to 5 feet × its Scale Value. The sphere deals half the dragon's Scale Value in damage dice.
- Line. The dragon fires a beam or elemental shot in one direction, dealing damage in a line. The line starts from the dragon, has a width equal to the dragon's melee attack range, extends for a distance equal to 10 feet × its Scale Value, and deals twice its Scale Value in damage dice. In some cases, the attack may stop on the first target hit or be reduced with each target it hits.
From the Adult stage onwards, dragons can have more than one type of breath weapon, with a different area or type of damage for each weapon. An Adult dragon gains an additional breath weapon type for every 10 CR, while an Elder gains an additional breath weapon type for every 8 CR. Alternatively, instead of receiving an additional type of breath weapon, the dragon may choose to strengthen one of its breath weapons, increasing its damage dice category by 1 and adding an amount of additional dice equal to half the proficiency bonus for an Adult or equal to the proficiency bonus for an Elder.
Dragon as Subtype
When you create a creature that has the Dragon subtype, it gains the following characteristics:
- Draconic Scales. The creature's Armor Class becomes 12 + its proficiency bonus. If the creature's AC is higher, it adds half of its proficiency bonus to its AC instead. Both effects do not apply if the creature is wearing armor.
- Breath Weapon. The creature gains a breath weapon type. The Scale Value for this breath weapon is equal to half the creature's proficiency bonus.
Elementals
Conceived from the primordial energies that weave the very fabric of our world, elementals are entities whose variations in shape, appearance, size and behavior are as vast as the elements they represent. They are the living embodiment of the fundamental elements, a pure and primordial manifestation of power.
There are those that rise with the grandeur of mountains, carved from massive rock and boasting a presence as imposing as the tallest peaks. These titans of the earth seem almost immutable, a testament to the constancy and resistance of the element they embody.
In contrast, there are Elementals of more modest stature, which imitate the form of humans. Don't let their superficial resemblance to humanity fool you, as they are made of more volatile and sensitive elements. There are those forged in dancing flames, their body a kaleidoscope of heat and light. Some are born from liquid, flowing and undulating like the rivers and seas they mirror. Still others are as ethereal as the air we breathe, almost invisible to the inattentive eye.
Each elemental is a wonder in its own right, a celebration of the raw and unrestricted power of nature in its purest and most brutal forms, but despite this, the following attributes follow:
Saving Throws. Due to their chaotic and ancient nature, elementals above Small receive proficiency in Charisma Saving Throws and when they are above Large they receive proficiency in Wisdom Saving Throws.
Damage Reduction. —
Senses. 10 + Dexterity modifier.
Damage resistance. Poison Damage.
Damage immunity. One damage type related to the 'Elemental Origin table.
Resistance to conditions. Poisoned.
Immunity to conditions. Bleeding, Exhaustion, Paralyzed and Petrified.
Senses. Darkvision 30 feet and Seismic Sense 60 feet when on a surface or open space with your element.
Speed. Additional 10 feet for each size category above Large.
Skills. Choose 2 from: Arcana, Athletics, History, Intimidation, Nature or Perception.
| Element | Resistance | Vulnerability | Immunity | Speed |
|---|---|---|---|---|
| Earth | Simple Physical Damage | Thunder | Acid | 30 feet of Walking |
| Water | Poison | Acid | Cold | 20 feet of Walking and Swimming |
| Wind | Lightning | Fire | Thunder | 40 feet of Flying |
| Fire | — | Cold | Fire | 30 feet of Levitation |
| Dark | — | Radiant | Shadow | 30 feet of Levitation |
| Light | — | Shadow | Radiant | 40 feet of Levitation |
| Energy / Crystal | — | — | Force | 40 feet of Levitation |
Elemental Aura. The creature receives an aura of simple elemental damage, hostile creatures that begin or enter for the first time take damage equal to ⅓ of the CR rounded down. Additionally, the creature deals its pulse die as additional damage of the type related to the Elemental Origin table in its attacks.
Elemental as Subtype
When creating a creature that has the Elemental subtype it gains the following effects
- Elemental Body. The creature gains resistance to elemental damage from the Elemental Essence table and vulnerability to the vulnerability damage from the Elemental Origin Table.
| Element | Resistance |
|---|---|
| Earth | Acid or Simple Physical Damage |
| Water | Poison or Cold |
| Wind | Lightning or Thunder |
| Fire | Fire |
| Dark | Shadow |
| Light | Radiant |
| Energy / Crystal | Force |
Spirits
Emanating directly from the spiritual realm, spirits present themselves in a myriad of forms and facets. They are the expression of the multiplicity of existence beyond the physical, manifesting as varied creatures, from feral forms to aspects that mix the humanoid and the arboreal, and much more.
Each spirit has an origin and nature that are as diverse as their appearances. Some are echoes of once-living beings, vibrant traces that cross the border between life and death. Others emerged at the dawn of time, primordial and ancient, eternal witnesses to the march of history. There are still those who were conceived by the will of other spiritual entities, born from a transcendental energy source.
Regardless of its origin, each spirit is a distinct individuality within the fabric of the spiritual plane, a breath of existence that illuminates the realm beyond physical reality.
Saving Throws. Because of your timeless nature and long existence you receive Saving Throws in Constitution, Wisdom or Charisma.
Damage Reduction. Half of the CR (Minimum of 1)
Armor Class. 10 + your Dexterity or Wisdom modifier.
Damage resistance. Simple physical damage and Poison damage.
Damage immunity. Cronal Damage.
Resistance to conditions. Poisoned.
Immunity to conditions. Clutched, Exhausted, Paralyzed, Petrified and Restrained.
Senses. Darkvision 60 feet, can see the ethereal and spiritual planes.
Speeds. 30 feet of walking and 40 feet of Levitation.
Skills. A Spirit has a number of skills of its choice equal to 1/5 of the CR (minimum 1). For every 10 CR, the creature can gain a Specialty in a skill with which it has proficiency.
Spiritual Energy: Spirits are beings that were born in the spiritual world and therefore can naturally manifest magic or sutras in exchange for their own essence. When creating a Spirit, it automatically has access to the magic of the spiritual realm, gaining a number of Ki points equal to 0.75 x its CR, which can be used according to the type of spirit created, as described in the Spiritual Manifestation table:
| Spirit | Essence |
|---|---|
| Speelcaster | This Creature becomes an innate caster of spiritual spells, being able to cast spells with a maximum level equal to half the creature's CR (maximum 9). |
| Master | You can use any Sutra from any Bodhisattva list, as long as your prerequisite level is equal to ⅓ of your CR. |
| Fighter | You can use Ki to increase your spiritual might. As part of a movement action you can spend 1 Ki point to gain 10 feet of additional movement speed, your speed increases by 10 feet for each Ki point spent. As a reaction you can spend 2 Ki points to gain advantage on a saving throw, and you can spend 3 Ki points to add to a melee or ranged attack roll your hit dice as additional damage, the number of hit dice increases by 1 for every 3 Ki points spent. |
Spirits as Subtype
When you create a creature that has the Spirit subtype, it gains the following characteristics:
- Medium. You now have 1/4 of your ND as Ki points (minimum 1) and can choose any option from the Spiritual Manifestation table, with the following restrictions:
- Spellcaster. You must choose 1 spiritual magic mystery.
- Master. You must choose a type of sutra.
- Fighter. Choose between gaining additional movement, advantage on save, or additional damage. You will always spend 2 Ki points.
Fae
Natives of the great kingdom between the material and spiritual realms, in some areas of this extremely colorful and playful plane live beings known as fey, they are more fun and somewhat comical versions of plants, animals, objects and sometimes a mixture of them. But despite this, they should not be underestimated because even the most innocent and harmless of them hide a hidden nature, usually revealing itself as deceitful and unstable.
Saving Throws. Due to their chaotic nature, fey can choose a saving throw between Dexterity, Constitution, Charisma or Wisdom.
Armor Class. 8 + your Dexterity modifier.
Immunity to conditions. Charmed and Taunted.
Senses. Darkvision 30 feet.
Speeds. 30 feet of walking + an additional 15 feet for every 5 of CR.
Skills. Choose 2 from: Acrobatics, Arcana, Stealth, Animal Handling, Nature, Perception, Sleight of Hand or Survival.
Fae Instability. When creating a fae, create a characteristic that interacts with its theme, beings on this plane are chaotic by nature and this chaos can influence one of their aspects, as seen in the table below. If the effect causes damage, it will do an amount equal to ⅕ of the CR, if the effect is to grant healing or temporary hit points, the amount will be equal to ¼ of the CR. See the step by step below:
1. First, use the creature's CR as a basis for determining the dice used in the effect and how many times they can be used, as described in the Number of Effects Table. This die only defines the die to be rolled to define the effect that will occur, not referring to values such as damage or healing.
Number of Effects CR Dice Amount 5 or less d4 1 time 6 to 14 d6 1 time 15 to 20 d8 2 times 21 to 25 d10 2 times 26 to 30 d12 3 times
2. Then choose the theme of the effect to be created. Alternatively, you can roll 1d10 and use the Effect Theme Table to set the theme based on the result rolled..
Effect Theme Dice Value Dice 1 or 6 Speed 2 or 7 Defense 3 or 8 Attack 4 or 9 Utility 5 or 10 Spell
3. Finally, define the number of targets affected by the effect or roll another d10 to determine the numbers of targets based on the Targets Table.
Targets Dice Value Effect 1 or 6 Affects a random creature 2 or 7 Affects an allied creature of your choice 3 or 8 Affects an enemy creature of your choice 4 or 9 Affects yourself 5 our10 Affects all creatures except you
Fae as Subtype
When you create a creature that has the Fae subtype, it gains the following characteristics:
- Being of Chaos. Receive an effect from the iteration table, the effect always affects only you, in addition, if the effect grants healing or temporary hit points, the value will be equal to ⅕ of your CR.
Beasts
Living from the highest skies to the deepest parts of the oceans, beasts are known for their diverse species around the world, they are known for animals from different faunas and kingdoms, being found in practically all places, regions or even in areas more populated by other creatures, usually as pets or pests.
Saving Throws. Due to their savage nature, Beasts can choose a Saving Throw from Strength, Dexterity or Constitution.
Armor Class. 10 + Dexterity modifier.
Senses. Choose a type from the Habitat Table.
Speeds. Choose one from the Habitat Table.
Skills. Choose 2 from: Athletics, Stealth, Nature, Perception or Survival.
| Feral Attributes
For the most part, Beasts are like any other animal, irrational and act on instincts, but have you ever wondered why their attributes (Int, Wis, Cha) are usually the same? See Below:
Take this into consideration when creating your beast. |
Vast Diversity. When creating a Beast, choose its Habitat and then choose whether this beast will be a Common Beast or whether it will be a Fantastic Beast.
Habitat. Some types of beasts, even among their species, have unique properties which will show that only that species of beast can benefit, such as owls, which can see in the dark differently than other birds or turtles that have shells unlike other reptiles.
| Location | Speed | Senses |
|---|---|---|
| Aquatic | 50 feet or more Swimming | 45 feet of Echolocation or Abyssal Vision |
| Land | 50 feet or more of Walking | Keen Smell or Keen Hearing |
| Air | 50 feet or more of Flight | 45 feet Echolocation or Keen Vision |
| Underground | 50 feet or more of Excavation | 15 feet of Seismic Sense or 30 feet of Darkvision |
- Abyssal Vision. The beast has advantage on Perception tests linked to underwater vision. Additionally, the beast can see an additional 15 feet underwater.
- Echolocation. The beast has Blindsight but loses this sense if it acquires the Deaf condition.
- Keen Hearing. The beast has advantage on Perception checks linked to hearing.
- Keen Smell. The beast has advantage on Perception checks linked to smell.
- Keen Vision. The beast has advantage on Perception checks linked to vision.
- Seismic Sense. The beast has seismic sense, being able to perceive creatures that are in contact with the ground or the same substance/object as the creature itself within range, except incorporeal creatures.
Food Chain. Common beasts are the animals of our world, when creating one think about how this beast has its own characteristic that defines it, linking it to its habitat and its species. See some examples of characteristics below, they are listed by some aspects with some examples of animals.
- Predator. Wolves, lions, crocodiles, snakes some form packs, predators usually have offensive characteristics such as Pack or Boat Tactics
- Prey. Animals that are prey sometimes depend on defensive characteristics such as camouflage, poison or extra movement to defend themselves, often not having such characteristics.
Some animals can be both prey and predators, possessing a mix of characteristics. The Number of Characteristics table presents a limit on the number of recommended features based on the creature's CR:
| CR | Characteristics |
|---|---|
| 1 to 5 | 1 |
| 6 to 10 | 2 |
| 11 to 16 | 3 |
| 17 to 20+ | 4 |
Fantastic Beast. Due to their diversity, Beasts have a mutation exclusive to this type, being a much more powerful version that may exists naturally or not in fauna.
Feral Characteristics
The list below represents a set of characteristics and their effects that beasts can choose from, if you don't agree, you are free to create your own.
| Predatory beasts | Prey beasts |
|---|---|
| Pack Tactics. The beast has advantage on attack rolls against a creature if at least one friendly creature is within 5 feet of that enemy creature. | Sure-Footed. The beast has advantage on saving throws to resist the Prone condition. |
| Pounce. If the beast moves at least 30 feet toward an enemy creature it can immediately make an attack roll (claw or bite), the enemy creature must then make a DC 10 Strength saving throw + the beast's Strength modifier or be knocked Prone. From CR 2 onwards, the beast can immediately make another attack as a bonus action if the creature is Prone. | Running Charge. If the beast is Huge or larger and moves at least 30 feet toward an enemy creature it can immediately make an attack roll (horn, tusk, or stomp), the enemy creature must then make a DC 15 Strength saving throw + the beast's Strength modifier or be knocked Prone. If the creature remains Prone, the beast can immediately make another attack as a bonus action. |
| Poisonous fangs. This beast's bite attacks add Poison damage equal to 1d6 + its proficiency modifier, the damage die increases by one for each size category above small and for every 5 Challenge Ratings above 0. | Charge. If the beast moves at least 30 feet toward an enemy creature it can immediately make an attack roll (horns or fangs), the enemy creature must then make a DC 12 Strength saving throw + the beast's Strength modifier or be knocked Prone. |
| Bloodthirsty Smell. The beast now has a keen sense of smell from 3 miles away related to smelling blood, once it has smelled it, the creature has advantage on Perception and Survival checks related to tracking the source of the blood. | Relentless. If a source of damage would reduce the beast to 0 hit points, it is reduced to 1 + its Constitution modifier. This effect occurs a number of times equal to the beast's proficiency bonus. |
| Flyby. The beast does not provoke attacks of opportunity when it flies out of melee range of an enemy creature. | Digger. The creature gains half its movement from burrowing and leaves a tunnel in its wake. |
| Amphibian. The creature can breathe both water and air. | Shell. The beast has AC 18 and can use its reaction to increase it by +5. |
| Hold Breath. The creature can hold its breath for 10/20/30/45/60//90/120 minutes underwater, respectively from Small to Clossal. | Camouflage. The creature has advantage on Stealth checks. |
| Standing Jump. The beast's long jump is 10 times X feet and its high jump is 5 times X feet with or without a running start, where X is equal to 1 + the number of size categories above Diminutive that it has. | Mimic. The beast can imitate simple sounds it has heard, such as a person whispering, a baby crying, or an animal chirping. A creature that hears the sounds can tell they are imitations with a successful DC 10 Insight check. |
| Spider Climbing. The beast can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check. | Poisonous Constitution. The beast has resistance to Poison damage and whenever an attack roll deals damage to that beast with a melee attack, the attacking creature takes Poison damage equal to the beast's proficiency bônus. |
| Web Sense. While in contact with a web, the beast knows the exact location of any other creature in contact with the same web. | Nimble. The beast can use the disengage or dodge action as a bonus action. |
| Web Movement. The beast ignores the movement restrictions caused by webs. | Breathe Water. The beast can only breathe underwater. |
Beasts as Subtype
When you create a creature that has the Beast subtype, it gains the following characteristics:
- Chimera. The creature receives an additional type of movement in relation to the animal, if it already has one, half the value is added, in addition, it receives a characteristic for every 10 points of CR.
Humanoids
Humanoids are beings that organize themselves into groups, they are mostly found in various corners of the world, their societies can be found in tribes, large cities and empires. Humanoids, unlike other classifications of creatures, do not appear to be directly related but are called creatures with a specific appearance of two arms, 2 legs and a head and opposable thumbs and are capable of forming a society.
Saving Throws. —
Armor Class. 10 + your Dexterity modifier. Additionally, humanoids can use equipment such as armor or shields to increase their AC.
Speed. 30 feet of walking.
Skills. A Humanoid can choose a number of skills equal to ⅓ of its CR (minimum 1). For every 10 CR, the creature can gain Specialty in a skill with which it has proficiency.
Altered Items. When equipping your humanoid, there are many types of items in Runeterra, many of them are manufactured by or with magic, being called magic items, some use iron engraved with runes, others are made using techmaturgy. Because of this diversity, any item of uncommon or higher rarity is considered an Altered Item for humanoid creatures.
The tables below should help you put together a humanoid, the first Altered Item Rarity Limit table describes how many altered items and their rarity a creature should have based on its CR, while the Maximum Number of Items table describes how many items per Role your humanoid will have. Although the maximum number of attunable items is still the same as a PC's for the creature, if the maximum number of items is greater than the limit, you can add more items that don't require attunement.
Ex: The maximum number of items table will always have priority, a CR 9 Grunt will always have 1 item while a CR 15 Soldier will always have 2 unless the limit of altered items is lower, if a Soldier is CR 2 unfortunately he can only have 1 item.
| CR | Uncommon | Common | Rare | Very Rare | Exceptional |
|---|---|---|---|---|---|
| 1 to 3 | 1 | — | — | — | — |
| 4 to 6 | 1 | 1 | — | — | — |
| 7 to 9 | 2 | 1 | 1 | — | — |
| 10 to 12 | 2 | 2 | 1 | 1 | — |
| 13 to 15 | — | 2 | 2 | 1 | 1 |
| 16 to 18 | — | — | 2 | 2 | 1 |
| 19 to 21 | — | — | — | 2 | 2 |
| 22 to 24 | — | — | — | — | 2 |
| 25 to 27 | — | — | — | — | 3 |
| 28 to 30 | — | — | — | — | 4 |
| Role | Quantity of Altered Items |
|---|---|
| Minion | — |
| Grunt | 1 |
| Soldier | 2 |
| Elite | 3 |
| Paragon | Same as its Threat Level |
| Quantity and Quality
When adding a weapon to a humanoid, always try to take into account the damage that that weapon can cause, the weapon's damage will often conflict with the damage per turn that a creature can have, there is no definitive answer as to whether the weapon's damage should remain at the damage per turn or if the weapon's standard damage should be maintained, this can vary by master, adventure, play style and difficulty, often weapons will work differently in the hands of creatures, try to use this to your advantage in your narrative: Why does the gun work differently? Has it been corrupted? Was it damaged? Or is it an experimental version which, when obtained by players, was modified? |
Armed and Equipped. When making this type of creature, consider giving some type of equipment from the equipment list or magical items, however, unlike players, your creature knows the hidden secrets of the equipment and can gain benefits from it if the equipment is of Uncommon rarity or higher. In theory, a Humanoid with an equipment should do 2× or 1.5× more than the players, such as dealing more damage, having more uses, etc. See the Equipment Mastery Table below:
| Type | Effect |
|---|---|
| Dicimator | When in possession of an Altered Item that is a weapon, this Humanoid can use a bonus action to cause lines, spheres or cylinders of the weapon's damage type to appear within 30 feet, creatures that enter or start their turn in the area must succeed on a Dexterity or Constitution saving throw (matching the effect causing the damage) DC 8 + the humanoid's proficiency bonus + ⅙ of its CR or take the weapon's damage + ⅕ of the humanoid's CR as additional damage. The maximum number of shapes the creature can create is equal to ⅙ of its CR. |
| Striker | When in possession of an Altered Item that is a melee weapon, the range of that humanoid's melee attacks becomes an area around the humanoid with a radius equal to the range of its melee attacks, still needing to exceed the AC of the attacked targets. Additionally, the creature deals ⅙ of its CR as additional damage when attacking with the Altered Item. |
| Sorcerer | When in possession of an Altered Item capable of casting spells or that has an active effect, this humanoid has double the uses/charges with the item and receives additional mana points equal to ⅙ of its maximum to cast spells, if it has any. |
Spoils. When this creature is defeated and investigated, it has a 70% chance to have item components equipped, such as parts, power-infused gems, ammunition, etc.; 20% chance of having the item intact or 10% chance of items having been heavily damaged during combat but can still be restored.
Humanoid as Subtype
When you create a creature that has the Humanoid subtype, it gains the following effects:
- Object Manipulation. The creature gains the ability to carry and handle equipment and is able to add its proficiency bonus to attack rolls with that equipment.
Fiends
The beings known as Fiends are born from an origin so dark and uncertain that even the term 'birth' itself seems inadequate. Shrouded in eternal shadows, some are as old as the cosmos itself, their unsettling whispers echoing from the depths of time, linked to feelings as old and primal as the first stars.
Other Fiends seem to be born from the darkness that inhabits the hearts of living beings. They feed on negative emotions, dark feasts of fear and pain and all their painful ramifications. These beings are not content with just feeding on the darkness. They cultivate, spread and intensify these sensations, camouflaging themselves among the common population and insinuating themselves into the minds of their innocent victims to spread their terrible feast.
There are also those Fiends who roam the world, settling in certain regions like a bad omen, a silent storm waiting to break. Patiently, they wait for the next unsuspecting traveler, the next sleepy village, ready to bring their reign of terror to the unwary.
So when night falls and the shadows lengthen, be careful. The Fiends are lurking, and in the darkness, they are closer than you think...
Saving Throws. —
Damage Reduction. ⅓ of the CR.
Armor Class. 10 + Dexterity modifier.
Damage resistance. Simple Physical (except from weapons coated or made of gold), Poison and Psychic Damage.
Damage immunity. Necrotic and Shadow Damage.
Immunity to conditions. Frightened, Charmed, Exhausted, Taunted.
Senses. Darkvision 60 feet.
Speed. —.
Skills. A Fiend has a number of Skills equal to ⅕ of CR (minimum of 1) among Arcana, Athletics, Acrobatics, Deception, Stealth, History, Intimidation, Insight, Perception, Performance, Persuasion, Sleight of Hand, Religion or Survival. For every 10 CR, a Fiend gains Specialty in a skill with which it has proficiency.
Manifestation and Supply. The Fiends work with the manifestation of negative feelings in order to feed on them. When choosing an emotion from the Emotions Table, every time a source of the effect is applied to an enemy creature within 30 feet, the fiend heals its CR in hit points.
Manifestation. The purer the feeling, the greater the fiend's hunger and desire to generate more of this feeling, in turn, the more powerful its manifestation will be and finally, the greater and pure this feeling, the more powerful this fiend will be naturally.
Combinations of sensations from the Emotions Table can decrease purity, as well as the connection of that sensation to a creature, object or place (like fear of spiders, for example). See the Manifestation of Emotion table, according to the degree of purity, the purer the feeling, the more powerful it will be.
| Manifestation | Pureity | CR | Score | Emotion |
|---|---|---|---|---|
| Feeling of a single person | Lower | 5 or less | 4 | Specific sensations |
| Feelings of a village | Moderate | 6 to 15 | 6 | 3 combinations |
| Feeling of a city | High | 16 to 25 | 8 | 2 combinations |
| Feeling of a region | Maximum | 26 or more | 10 | 1 pure sensation |
Every Fiend starts with an initial purity score, representing how pure the feeling it feeds on is. During a conflict, the Fiend can spend 1 or more points to activate skills or give disadvantage to the effects of its emotion, when a creature is affected by the Emotion's effect, the Fiend gains 1 Emotion Point, becoming Sated when surpassing its maximum score value in Emotion Points. When sated, the fiend increases one size category, gaining ⅓ of its ND in maximum hit points (healing itself by the same amount), dealing 1 additional damage dice in all attacks and causing creatures to have -1 saving throws from effects coming from the Fiend.
Food. Every negative sensation generates a Fiend, which feeds on this sensation like a small parasite, attaching itself to it. When creating your Fiend, choose an emotion from Joy, Desire, Pain, Fear, Lies and Anger. See below the possible effects in and out of combat of each feeling and how to demonstrate that a region, city or place has the presence of this fiend. These examples can be used to help create your Fiend:
- Joy. Fiends related to joy tend to influence one or more individuals, against each other or against a specific focus such as an object or place, causing them to feel joy when hurting or destroying or generating carelessness towards rules and norms, seeking only that which brings them more of that feeling.
- Effects. Joy Fiends can use an action to choose one creature within 10 feet and mark it. The marked creature must succeed on a Charisma saving throw with DC 10 + proficiency bonus + the fiend's Charisma modifier or they will be Charmed by the fiend for 1 hour, at the end of which the creature repeats the saving throw, restarting the effect on a failure. On a success, the creature becomes immune to this mark for 24 hours. When this trigger is activated, the marked creature becomes Taunted by the object defined in its trigger, doing everything possible to attack it and feeling joy in the process.
- Locations. Territories under the influence of this type of fiend become a place of desolation and hopelessness. People are constantly disrespected and humiliated, resulting in an environment of oppression, injustice and widespread sadness.
- Desire. Desire-related Fiends tend to influence one or more individuals to realize their greatest desires and ambitions without caring about the methods or consequences.
- Effects. Desire Fiends can use an action to cause a willing object or creature to emit a 15-foot aura around them for the next hour. Creatures that are in the area or start their turn there must succeed on a Wisdom saving throw with DC 10 + proficiency bonus + the Fiend's Charisma modifier or they will become Charmed, being attracted by the source of the aura for 1 hour and acting for the benefit of the Fiend, being able to repeat the saving throw at the end of the Fiend's turn. Once per round, the fiend can swallow one of the Charmed creatures to recover its CR in hit points, as long as the creature's role and CR are lower than the Fiend's.
- Locations. In this territory, the fiend of desire awakens unbridled ambition in the minds of people. Certain greedy individuals are consumed by an incessant search for power, riches or personal satisfaction, leading to conflicts of interest, rivalries and a constant competitive atmosphere.
- Pain. Fiends related to pain are the most common as they can arise from physical, emotional or even mental pain, such as war trauma, etc.
- Effects. Pain fiends often inflict fixed damage amounts equal to their score value as additional damage on their attacks or traits. Alternatively, they may be able to ignore a degree of resistance against a number of damage types equal to half the Fiend's proficiency bonus.
- Locations. Territories affected by this type of Fiend, cause the inhabitants to be tormented by constant and inexplicable physical and mental pain, making their lives miserable, or even hunting their victims to cause pain directly to the source causing disappearances in the process.
- Fear. Fear-related fiends tend to lurk in the shadows and take advantage of every opportunity to generate as much of this sensation as possible.
- Effects. Fear fiends tend to apply the Frightened condition lasting 1 turn to their attacks, in addition to having characteristics that apply or interact with this condition. Additionally, it is common for them to be able to create inanimate clones of themselves that have the Mimic characteristic.
- Location. Regions with this type of Fiend spread an aura of sinister fear. The inhabitants live with a constant feeling of distrust, as if danger is around every corner and something will emerge from the shadows, resulting in frightening supernatural events.
- Lie. Fiends related to lying tend to be slender and stealthy, creating illusions or taking advantage of lies, deception or keeping other people's secrets a secret.
- Effects. Lie Fiends generate illusory effects, often making it difficult for their true position (or body) to be discovered and disrupting the senses of their enemies, causing disadvantage in attack rolls and/or saving throws to resist their effects.
- Locations. Under the influence of this demon, the region is enveloped by a web of deceit and illusion, where false information is spread and the truth is difficult to find.
- Anger. The presence of these fiends fuels anger and violence in the region, resulting in constant conflicts, uprisings and an atmosphere of widespread hostility. People are easily driven to anger, resulting in disputes, rampant violence, and a constant sense of danger.
- Effects. Anger Fiends have a 15-foot aura around them, making creatures that enter or start their turns in the area must succeed on a Charisma saving throw with DC 10 + proficiency bonus + the Fiend's Charisma modifier or become Taunted by the nearest creature, whether friendly or not. The Taunted creature must attack the nearest creature, gaining a cumulative +1 to hit and damage rolls with each consecutive failed save up to a maximum equal to the Fiend's score. Affected creatures can repeat the saving throw at the end of each turn, and on a success, the effect ends and the creature becomes immune to the effect for the next 24 hours.
- Locations. The presence of this demon fuels anger and violence in the region, resulting in constant conflicts, uprisings and an atmosphere of widespread hostility.
| Design Notes
As previously stated, emotions can be combined, thus reducing purity in exchange for greater versatility. Use this to be inventive and stimulate your creativity as a master, see below some combinations of emotions to spark your mind: 2 COMBINATIONS | 3 COMBINATIONS Agony. Pain + Joy | Anguish. Pain + Fear + Joy Vice. Desire + Lies | Revenge. Anger + Desire + Joy Nightmare. Fear + Pain | Torment. Anger + Pain + Fear Secret. Lies + Fear | Obsession. Desire + Fear + Anger Despair. Pain + Fear | Perversion. Joy + Pain + Desir Hatred. Anger + Joyr | Depression. Fear + Pain + Lies |
Fiends as Subtype
When you create a creature that has the Fiend subtype, it gains the following characteristics:
- Partial Manifestation. This creature is linked to a single sensation or emotion, regardless of the degree of purity, as long as it follows the minimum CR value table. The creature has 4 Emotion Points.
Shapeshifters
Some beings are capable of indefinitely changing and altering their form, others have two or more distinct identities divergent in appearance and power, all of these examples fit together as shapeshifters, creatures capable of altering their appearance at will.
Saving Throws. —
Armor Class. 10 + Dexterity modifier.
Senses. Darkvision 60 feet.
Speed. —
Multiform. Every shapeshifter is capable of altering their form, but the manner and purpose of the transformation may vary. The main means of change are defined according to the Shape Types table:
| Type of Shape | Description |
|---|---|
| True Form | When creating this creature, choose any subtype for it. When in its true form, the creature will become the chosen type and have the shapeshifter subtype. The creature can reveal its true form by spending its action and exploding into an energy manifestation within 5 feet of the creature, dealing one type of Elemental or Spiritual damage chosen during its creation in an amount equal to its CR. If the creature's CR is 10 or higher, the damage can be magical. |
| Sho'ma Manipulation | The shapeshifter is able to change his form by spending a bonus action to that of a creature of his choice, as long as it is in the same size category as his own. When doing so, the shapeshifter gains a number of temporary hit points equal to his CR. The created creature can do this a number of times equal to its proficiency bonus. |
Undead
Created from the corruption of ancient magic, by pure intention for some purpose of war or by some unlucky soul that came into contact with some mysterious force with spiritual ties, undead are imprisoned beings, linked to the physical world whether a pure manifestation of their body, their soul or just their body, they in turn are tormented by the strange forces that dominate them, compelling them to act by distorting their senses and minds, if they have any mind left.
Saving Throws. Since your nature that defies and distorts natural laws, you receive a saving throw of your choice between Constitution or Wisdom.
Hit Points. Undead lose ⅓ CR in maximum Hit Points when created (minimum 1).
Armor Class. 10 + Dexterity modifier.
Damage resistance. Psychic, simple Physical (not from weapons coated or made of silver) and Necrotic Damage.
Vulnerability to damage. Radiant damage and physical damage dealt by weapons coated in or made of silver.
Damage immunity. Poison Damage.
Immunity to conditions. Bleeding and Exhaustion.
Senses. Darkvision 60 feet.
Speed. —
Skills. Undead have a number of Skills equal to ⅕ of their CR (minimum of 1) among Arcana, Athletics, Acrobatics, Acting, Deception, Stealth, History, Intimidation, Insight, Perception, Persuasion, Sleight of Hand, Religion, or Survival. For every 10 CR, an Undead will have a Specialty in a skill they have proficiency in.
Descycle. Undead never truly die, they are only momentarily neutralized. When reduced to 0 hit points, the Undead must make a Constitution test, with the Challenge Class equal to 10 or equal to half the damage caused, the DC value will be equal to whichever is greater. On a success, the undead returns to 1 hit point, on a failure, it returns to its plane or place of origin. Descycle is not activated if the creature is destroyed as a result of sources that directly interact with undead destruction such as a Spiritual Rite Acolyte's “Liturgy: Destroy Undead”. Furthermore, every undead receives a special characteristic at the time of its creation, see the examples below, you can choose one of them or create your own if you don't agree:
Collector
Rising from the tangle of souls and freshly slaughtered soldiers the great specter of spectral flames raises its macabre lantern powered by vital essence to trap the remainder in an inescapable cage. Collectors have effects triggered by the death of other creatures, such as resource recovery or empowerment of skills or effects. See below:
Empowerment. Whenever any creature is reduced to 0 hit points or dies within 30 feet of the Collector, it gains 1 Soul counter, these counters can be used in the effects below:
- Empower Effect. When the Collector uses an ability, he can choose to spend a number of Soul counters as part of the activation or attack action, doing so can increase the duration of the effect.
- By spending 5 counters, the Collector increases the duration of the effect by 1 additional turn.
- When spending 15 counters, the Collector increases the duration of the effect to 1 minute.
- When spending 30 counters, the Collector increases the duration of the effect to 10 minutes.
- By spending 100 counters, the Collector makes the effect last as long as desired (the effect ends if the Collector is reduced to 0 life points).
- Empower Attack. The Collector can spend his soul counters to increase the damage of his attacks by 1 die for every 7 - Collector's Threat Level in counters spent. If the attack recovers life or any resource, the value recovered is equal to ¼ of the CR per counter spent.
Executioner
The warrior had just given the fatal blow to that great being that had destroyed his regiment, strong and relentless this monstrosity had finally fallen after great sacrifices, but quickly in an explosion of fury and strength the beast stood up with scarlet red eyes raising his fists in the direction of his enemy, it was the end. Executioners have effects triggered by their own death.
- Seven Steps from Death. Executioners do not have Hit Points like other creatures, having 7 vitality counters and a damage threshold equal to the amount of hit dice they would normally have instead. Whenever he takes damage equal to or greater than his damage threshold, the Executioner loses a vitality counter. For every 3 vitality counters lost, the Executioner receives half his proficiency bonus as bonuses to AC, saving throws, hit rolls, and damage.
- Last Breath. When taking damage that would reduce its health counters to 0, the Executioner can use its reaction to negate that damage and rise again. When doing so, he can choose to lower his damage threshold by an amount of his choosing, converting his resilience into a necrotic blast in a 15-foot radius around him. Creatures in the area must succeed on a Constitution saving throw DC 10 + ⅓ the Executioner's CR or take an amount of d8 of Necrotic damage equal to the amount reduced in their damage threshold and become Paralyzed until the end of their next turns.
Defiler
Defilers are the undead who torment the living. These creatures are able to reduce and feed on resources from living beings by playing with them before delivering the final blow.
- Essence Devourer. When creating a Defiler, choose an attribute from the Essences Table, when the undead hits an enemy creature with an attack or ability, the creature must make a Constitution saving throw with DC 8 + Defiler's proficiency bonus + ¼ of its CR or will suffer ⅓ of the Defiler's CR as Necrotic damage and lose the value indicated on the table below:
| Resource | Reduction |
|---|---|
| Hit Points | The target's maximum Hit Points are reduced by an amount equal to the damage dealt. |
| Mana | The target's maximum Mana Points are reduced by 4. |
| Ki | The target's maximum Ki Points are reduced by 2. |
| Attribute | A creature's specific Attribute value is reduced by 1. If the creature gets a natural 1 on the save, the value is reduced by 2. |
These values remain until the affected creature takes a long or full rest.
Undead as Subtype
When creating a creature that has the Undead subtype, you can choose a reduced version of the archetypes presented above:
- Collector. The creature receives 1 Soul counter every time another creature is reduced to 0 hit points within 10 feet, and can spend these counters on the same abilities as the Collector, but at an increased cost, as indicated below:
- The costs of Empower Effect increase to 7, 22, 45 and 150, respectively.
- The extra damage from Empower Attack becomes 1 die for every 10 - Collector's Threat Level and the recovery becomes ¼ of the creature's CR for every 2 counters spent.
- Executioner. When the creature is reduced to 0 hit points, it can spend its reaction to negate death, returning to life with its hit point maximum halved as it does so.
- Defiler. When creating this creature, choose an option from the Essence Table, when this creature hits an enemy creature with an attack or ability, the enemy must succeed on a Constitution saving throw DC 8 + ⅕ of the creature's CR or will suffer ¼ of its CR as Necrotic damage and lose the value indicated in the Essence Table.
Plants
Plants are normally a common aspect in the daily lives of ordinary people, being found in all territories, even those that initially, in a preliminary look, would not have life and yet they are found in different shapes, sizes and defense mechanisms, despite normally being static beings, rooted in a location, sometimes because they are present in places of spiritual emanation, magical energy sources or simply through natural evolution they can acquire sentience and even the ability to walk around the world. When this occurs, see the information below.
Saving Throws. —
Armor Class. 10 + Dexterity modifier.
Vulnerability to damage. Slashing Damage.
Damage resistance. Psychic Damage.
Weakness to damage. Fire Damage.
Damage immunity. Poison Damage.
Immunity to conditions. Paralyzed, Prone and Unconscious.
Senses. Blindsight 15 feet or 1.5 x CR feet, whichever is greater.
Speed. —
Skills. Choose 1 from: Athletics, Nature, Perception or Survival.
Fake Appearance. While motionless, this creature is indistinguishable from an ordinary plant.
Will of Life. Plants have the innate ability to seek survival even in the most remote places. Every plant has a hit point Regeneration value at the end of its turn equal to ⅙ of its CR (minimum of 1).
Means of Survival. Plants have a means of survival acquired throughout their lives, whether natural or not, see the Means of Survival table, with some ideas for effects or create your own:
| Means | Way of Survival |
|---|---|
| Sprouting | This plant spreads like a plague through the soil. When it reaches 0 hit points and dies, the plant divides into a number of creatures equal to ⅙ of its CR. The creatures have the same appearance as the original, have -2 to their Strength and Constitution scores, have half the maximum Hit Points of the original plant and are one size category smaller. This effect can occur on sprouts indefinitely, as long as the size category of the creature that dies is not Small. |
| Deep roots | This plant feeds on other living beings. When making a melee attack roll against a creature that is not a construct, undead, spirit, or elemental type, the target creature must succeed on a Constitution saving throw with DC 10 + plant proficiency bonus + ⅕ of its CR or have its maximum strength score reduced by 2. |
| Thick Bark | This plant has a very thick bark and/or thick trunk. The creature gains triple its CR in additional maximum Hit Points. Additionally, the creature receives ⅕ of its CR in DR to a simple physical damage type of your choice. If the CR is 10 or greater, the chosen damage can be a magical physical damage. |
| Poisonous Sap | The sap of this plant is highly poisonous. When it hit sa creature with a melee or ranged attack roll, the creature deals half its CR as additional Poison damage. |
| Intoxicating Spores | Whenever this plant is hit by an attack roll, all creatures within 20 feet must make a Constitution saving throw DC 10 + the plant's proficiency bonus + ⅕ of its CR. On a failure, the creature takes double the plant's CR as Poison damage, loses its reaction this round and will be Intoxicated for 1 minute, being able to repeat the save at the end of each turn. On a success, the creature takes only half the damage and has no other negative effects. |
| Floral Conjurer | This plant is capable of innately casting Floral elemental mystery spells, with a maximum casting level equal to ⅓ of its CR. The plant knows a total of spells equal to half its proficiency bonus + its Threat Level. |
Plants as Subtype
When creating a creature that has the Plant subtype, it gains the following effects:
- Persistent. The creature gains Regeneration at the start of its turn equal to ⅙ of its CR (minimum of 1).
- Plant Body. The creature gains immunity to the Prone condition and weakness to Fire damage.
Voidborn
Beings originating from the void, their only intention is to seek to deconstruct and reconstruct, thus collecting information for their masters, voidborns often end up becoming trapped in the material world finding a goal or obsession to be fulfilled, this obsession usually involves a form of deconstruction and reconstruction to which the creature was assigned or tasked.
Saving Throws. Because of their unique nature, each vastinata plays a role in their environment, so Voidborns receive 2 Saving Throws from any combination of attributes of their choice.
Damage Reduction. Voidborns tend to have a thick carapace by nature, this carapace guarantees damage reduction if its bearer is alive and attached to it. The vastinata receives an RD value equal to ⅓ of its CR (minimum of 1).
Armor Class. 12 + Dexterity modifier.
Damage resistance. Disruptive Damage.
Damage vulnerability. Acid damage and Lunar damage.
Damage immunity. If it is Large or larger, a voidborn has immunity to Poison damage.
Immunity to conditions. —
Senses. Darkvision 60 feet.
Speed. 45 feet of Walking.
Skills. Choose 1 from any skill.
Adaptability. Whenever a Voidborn makes a Critical Hit, reduces a creature to 0 hit points or receives a critical hit, add 1 adaptability counter, this counter can be spent on an adaptation action. To receive an adaptation, the creature must concentrate on the adaptation for at least 1 turn, losing the adaptation if concentration is broken. Below are some examples of Adaptation:
- Accumulation. Accumulation adaptation works by extracting the mass potential of beings and applying it to the voidborn itself. The voidborn can use an adaptation action to alter its physical form and become stronger. Accumulation Adaptations can be acquired more than once, being strengthened each time they are acquired. The Accumulation Table presents examples of Accumulation Adaptations:
| Type of Accumulation | Adaptation Effect |
|---|---|
| Mass Accumulation | The creature grows by one size category, increasing its hit dice by one category and gaining an amount of additional hit points equal to half the creature's hit dice with each stack. If it reaches Immense size, each increase in size grants an additional hit die and increases the creature's AC by 1. |
| Deflector Carapace | Every time you are the target of an attack roll or effect in a line, roll 1d6, on a margin of 1 to 4 the attack or effect fails, on a margin of 5 or 6 the attack or effect returns to its source. Additionally, with each additional stack, the creature receives +1 DR. |
| BioConstructed Waterfall | The creature expels some of the accumulated material as a powerful acid, dealing additional Acid damage equal to ⅓ of its CR on all its melee attacks, increasing by the same amount with each stack. |
| Hyperventilated Lungs | The creature is capable of emitting a 5-foot cone of sound. All creatures in the area must succeed on a Constitution saving throw DC 10 + the voidborn's proficiency bonus + your Constitution modifier, or take Thunder damage equal to the voidborn's Hit Die multiplied by half its CR and are Deafened until the start of the voidborn's next turn. When acquired again, each additional stack increases the cone's range by 5 feet and the save DC by 1. |
- Observation. Observational adaptation works with data analysis to understand principles, applying them to something new. The voidborn can use an adapt action to gain an additional ability. After channeling, the effect of Observation Adaptations remains as long as the voidborn maintains concentration on it, being replaced if a new adaptation is made. The voidborn loses adaptation if it takes damage, moves or makes an attack. If you maintain the chosen adaptation until you take a rest, the adaptation becomes permanent, not requiring concentration to maintain it. The Observation Table presents examples of Adaptations by Observation:
| Type of Observation | Adaptation Effect |
|---|---|
| Energy Emission | The voidborn now deals an amount of additional Disruptive damage in its melee and ranged attacks equal to the voidborn's CR. |
| Hyperfocused Lenses | The voidborn becomes able to see in magical darkness and spells and traits cannot force him to sleep. |
| Multiple Eyes | This creature develops multiple eyes, being able to see in all directions and becoming immune to the Blind condition. |
| Disintegration Core | The voidborn can make a Disintegration Beam attack, a ranged natural weapon attack using Constitution or Intelligence (defined at the creation of the voidborn), with a range of 120/300 feet that deals Disruptive damage equal to the voidborn's hit die multiplied by 1/4 of its CR. The creature adds the attribute modifier used to define the hit. This attack has a cooldown based on the creature's CR and Role. Elites and Paragons add a value equal to their CR to the damage of this attack. |
- Evolution. Evolutionary adaptability works by increasing a creature's basic attributes or giving its body the right tools for the right jobs. Adaptation through evolution takes more than one turn to acquire, requiring you to maintain concentration on it for a number of rounds equal to 10 - the vastinata's proficiency bonus, this concentration works in the same way as concentration on spells. It is common for vastinata with evolution adaptations to have unique promotion or opulence rules, altering their CR or Function through adaptation. The Evolution Table presents some examples of Adaptations by Evolution:
| Type of Evolution | Adaptation Effect |
|---|---|
| Thorns of the Void | The creature is capable of firing a ranged natural weapon attack, using Strength or Dexterity (defined when receiving the evolution), with a range of 30/120 feet, dealing the voidborn's pulse die + the attribute modifier used as piercing damage and the voidborn's CR as additional Disruptive damage. If the Voidborn's CR is greater than 10, the Piercing damage may be Incisive. |
| Biomutated Muscles | The voidborn has its base speed increased by a number of feet equal to 10 times its proficiency bonus. Additionally, its carrying capacity and jumping distance double. |
| Camouflaged Skin | The creature becomes able to use an action to become Invisible for a number of turns equal to half its proficiency bonus. |
| Alien Vision | The voidborn becomes capable of seeing in a radius of 360 degrees, not being able to be surprised while conscious and having an advantage in perception tests linked to vision. |
Voidborns as Subtype
When creating a creature that has the Voidborn subtype, it gains the following effects:
- Body Carapace.The creature gains ¼ CR as DR, but gains vulnerability to Lunar damage.
- Partial Adaptation. The creature can now choose one of the options from one of the adaptation tables, but it takes twice as long to acquire it.
Unique Subtypes
Celestial
These creatures were often touched by magic from divine and celestial beings from the cosmos or created in their likeness for fun or to influence and carry symbolism, mystery or influence in the earthly world. When creating a creature that has the Celestial subtype, it receives the following benefits:
Damage Reduction. The creature has ⅕ of its CR as DR (minimum of 1).
Damage resistance. Luminary Damage.
Damage immunity. Radiant Damage.
Immunity to conditions. Charmed.
Celestial Bearer. If this creature has magical attacks or is a spellcaster, attacks and spells now ignore a degree of resistance to the damage they cause.
Incorporeal
Incorporeal Creatures are, as the name suggests, capable of altering their bodily form, becoming capable of piercing matter. Most creatures with the Incorporeal subtype have the Undead or Spirit types. When creating a creature that has the Incorporeal subtype, it receives the following benefits:
Saving Throws. Dexterity.
Speed. Your walking movement becomes a levitation movement, if you already have this movement, you receive an additional 30 feet.
Ethereal Body. As an action, this creature can become invisible until it takes damage, makes an attack roll, or imposes a saving throw.
Alternation. This creature is capable of alternating its tangibility, becoming, in fact, incorporeal. At the beginning of its turn, as a free action, the creature can choose to become intangible, receiving immunity to simple physical damage, resistance to poison damage and immunity to Paralyzed, Petrified and Bleeding conditions, but becomes incapable of causing any physical damage, and can return to its tangible form at the beginning of its next turn. When in its intangible form, the creature becomes vulnerable to Force damage.
Minotaur
Associated with the image of humanoid creatures with imposing muscles and horns that exude above-average vitality, Minotaur is a subtype that works as a parallel to one of the Origins available to players. When creating a creature that has the Minotaur subtype, it receives the following benefits:
Battle Will. When the minotaur drops below half its hit point maximum, it can immediately emit a ferocious roar, causing creatures within 15 feet of the minotaur to succeed on a DC 10 Constitution saving throw + the Minotaur's proficiency bonus + your Constitution modifier or be Stunned for a number of rounds equal to the minotaur's proficiency bonus + the Minotaur's Threat Level, and may repeat the save at the start of each turn, ending the effect prematurely on a success. Additionally, the minotaur receives RD equal to half its CR (minimum 1) for a number of rounds equal to the maximum Stun duration.
Stampede. When moving at least 20 feet toward a hostile creature, the minotaur can make a melee attack roll as part of this movement. The target of the attack must make a Strength saving throw DC 10 + the Minotaur's proficiency bonus + its Strength modifier. When adding this subtype, choose from the stampede options below:
- Run over. If the target fails the Stampede saving throw, the target creature is prone and the minotaur can make a melee attack roll against the target as a bonus action.
- Smash. If the target fails the Stampede saving throw, the target creature is pushed a distance in feet equal to 5 times ⅙ the Minotaur's CR.
- Pulverize. When stampeding, the minotaur can slam into the ground, causing all creatures within 5 feet of the minotaur to take the Strength save. On a failure, the creatures take Bludgeoning damage equal to the Minotaur's CR and are Prone. On a success, the creature takes only half damage and is not prone.
Troll
Whether in the winter Freljord or the deserts of Shurima, the resilient (and not so intelligent) Trolls are part of a subtype parallel to the Troll Origin available to players. When creating a creature that has the Troll subtype, it receives the following benefits:
Size. The creature becomes larger than the Medium size category (if it isn't already).
Senses. The creature now has darkvision and Keen Smell.
Troll Regeneration. The Troll has Regeneration, recovering an amount of life points equal to its proficiency bonus at the beginning of each turn, as long as it has at least 1 life point.
Song of the Ancestors. When creating this creature, you can choose a type of chant to be activated when the creature reaches ¼ of its maximum hit points, choosing from the options below:
- War Song. The Troll increases the Strength and Constitution scores of itself or another creature within 5 feet of it by a value ⅙ of its CR (minimum of 1) for the next 3 turns.
- Song of Vigor. The Troll's Regeneration value becomes double its proficiency bonus until the end of combat.
- Song of Protection. The Troll receives DR equal to the average of its hit dice until the end of the combat.
Mutations
When choosing a mutation, you must choose one of the mutations in your mutation list to add to your creature. These mutations can occur naturally or as a result of player actions, use them to grant extra benefits to an ally, enemy or group mascot.
Artificial
When a creature is exposed to an experiment aimed at physical enhancements or the alteration and transformation of its basic anatomy, mainly through techmaturgy, it receives an artificial mutation, often forcing the creature into severe pain and torture, degrading and even destroying its mind in the process. When creating a creature that has an Artificial mutation, it receives the following benefits:
Adaptive Physique. The creature acquires a physical enhancement, receiving one of the options below:
- Strength. The creature's carrying capacity and jumping distance are tripled. Additionally, the creature's successful melee attacks cause it to recover an amount of hit points equal to half its CR.
- Dexterity. The creature's speed increases by a number of feet equal to 5 × ⅓ the creature's CR. Additionally, successful ranged attacks from the creature cause it to recover an amount of hit points equal to ⅓ of its CR.
- Constitution. The creature now has Regeneration, recovering a number of hit points at the start of each turn equal to twice its CR, as long as it has at least 1 hit point. Additionally, the creature gains resistance to Intoxicating damage and immunity to Acid damage.
Additionally, the creature with this mutation chooses one of the Experimental Mutations below:
| Mutation | Effect |
|---|---|
| Bioengineered Composition | The experiment receives a subtype between Beast or Humanoid, and cannot choose a type or subtype that it already has. Based on the choice, the experiment receives the following benefits:
|
| Biomechanical Composition | The experiment receives the subtype Construct. Additionally, choose a techmaturgy line. Based on the choice, the experiment receives the following benefits:
|
Celeste
Somehow this creature came into contact with celestial beings and, whether out of appreciation or a mere whim of these beings, this creature returned different, possessing greater power within itself, but still maintaining its freedom. When creating a creature that has a Celeste mutation, it receives the following benefits:
Cosmic Radiance. This creature cannot be the target of Divination mystery spells or effects that would read its mind. Additionally, the creature with this mutation chooses one of the Celestial Mutations below:
| Mutation | Effect |
|---|---|
| Divine Arms | This creature's contact with celestial power allows it to call for help in times of need. The creature can use a bonus action to call for power and receive the following benefits for 1 minute:
Once the effect ends, the creature becomes unable to use it until the next encounter. |
| Celestial Body | Part of the celestial essence of the celestial powers that touched this creature was preserved in its core, with its body gaining stars, solar flame or a lunar glow. The creature permanently receives the following benefits:
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| Thousand Eyes | This creature was profoundly transformed by its connection with the cosmos and the celestial essence that permeates it. The creature receives a number of additional heads equal to 1/10 of its CR, each additional head can reflect the creature's original type, a beast type, or a humanoid type. This creature has 30 feet of true vision, with range increased by 10 feet for each additional head. Additionally, the creature can use the action Be Affraid! or Be Not Affraid!:
Be Affraid! or Be Not Affraid! (Recharge 6). When using this ability, the creature chooses one option from the following:
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Elemental
Upon coming into contact with the energy of the world, this creature acquired an elemental mutation, having part of this element mixed into its body, being able to manifest this power uncontrollably. When creating a creature that has an Elemental mutation, it receives the following benefits:
When creating a creature with this mutation, it is necessary to choose an element. Each element is associated with a type of damage, according to the table available in Chapter 10 - Magic.
Damage resistance. Simple damage from the chosen element. If the creature already have this resistance, it will have immunity to this type of damage and resistance to the magical version of it.
Elemental Chaos. Whenever it causes or receives damage of its elemental type or when it uses an ability related to its elemental type, the creature accumulates a Chaos Counter, with no maximum limit on how many counters the creature has.
Elemental Overload. Each element has a Counter Threshold (described in the Elemental Chaos Table), upon reaching this threshold, the creature enters Elemental Overload.
| Elements | Threshold |
|---|---|
| Primary Elements | 6 counters |
| Secondary Elements | 5 counters |
| Transition Elements | 4 counters |
| Tertiary Elements | 3 counters |
| Primordial Elements | 2 counters |
When suffering an Elemental Overload, the creature starts to receive its CR in damage from its element at the beginning of each turn, this damage ignores any degree of resistance that the creature has. In return, the creature now adds the same damage to any attacks, spells and characteristics that cause damage it has. Elemental Overload ends if the creature's Chaos Counters fall below its Threshold.
Additionally, the creature with this mutation chooses one of the Elemental Mutations below:
| Mutation | Effect |
|---|---|
| Elemental Body | This creature was infused with the element, gaining aspects of it throughout its body. The creature receives a degree of resistance to damage associated with its chosen element and the Elemental Aura characteristic.
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| Elemental Incarnation | This creature has a deep connection with elemental energies and can assume a more powerful form through this connection. Using an action, the creature can consume all Chaos Counters it has to assume an Elemental Embodiment for a number of rounds equal to the number of Chaos Counters consumed.
Elemental Embodiment. For the duration, the creature becomes the Elemental type, ignoring other types and subtypes, but does not lose its benefits. Additionally, the creature receives a degree of resistance to the magical version of its element's damage and its attacks now deal its pulse die as elemental magical damage of the chosen element. At the end of the transformation, the creature must succeed on a Constitution saving throw DC 10 + half its CR or cause an explosion of the element in a 20-foot radius centered on the creature. If the explosion occurs, for each Chaos Counter consumed during incorporation, the creature will suffer its pulse die as magical damage from the chosen element. Creatures in the area must succeed on the same Constitution saving throw or also take the damage. |
| Elemental Essence | This creature channels elemental magic through itself in a skillful, almost natural way. The creature gains the Elemental subtype and, when it makes an attack, the creature can consume 1 Chaos Counter to cause an additional effect based on its element. If this effect deals damage, restores hit points, or grants temporary hit points, the value will be equal to the creature's base pulse die.
Ex.: A mutation with the fire element can cause the Scorched condition on the target, wind can be used to push an enemy, earth can be used to grant a shield of temporary hit points to the mutation, water can heal it when landing an attack, etc. |
Spiritual
A spiritual mutation can be the result of a curse, a blessing, or simply prolonged contact with the spiritual realm. When creating a creature that has a Spiritual mutation, it receives the following benefits:
Damage resistance. Cronal Damage.
Timeless. The creature no longer ages and cannot die due to advancing age, receiving immunity to spells that alter its age or degradation of its body resulting from the Cronal mystery. Additionally, the creature with this mutation chooses one of the Spiritual Mutations below:
| Mutation | Effect |
|---|---|
| Blessed | This creature's soul was shaped by something greater, reflecting in its physical body through evident changes, this mold may have been by a very powerful entity from the spiritual realm, altering its shape and thoughts. The creature now has the Spirit subtype, receives resistance to one type of spiritual damage and one type of elemental damage between Intoxicating, Glacial, Incinerating, Runic or Vibrational. |
| Cursed | This creature is considered an aberration among its peers, a deformation with too many or too few limbs. Successful attack rolls by the creature now apply 1 point of Exhaustion to targets hit and saving throws imposed by it grant Exhaustion points upon failure. When adding this mutation, the creature gains resistance to one damage type between Antimony, Intoxicating or Necrotic and can apply it to one of the following options:
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Fantastic Beast
Fantastic beasts inhabit Runeterra side by side with mundane beasts, although they are often much more powerful and majestic, a fantastic beast can be either the combination of two or more species of animals, or a much larger beast or have more heads. When creating a Fantastic Beast consider the following points:
Awakened. This creature is a wiser (and perhaps older) version than common beasts, it now has its mental attribute values as a combination of values 8, 10 and 12, defined during its creation. Additionally, the creature is capable of understanding and speaking a language. Additionally, the creature with this mutation chooses one of the Feral Mutations below:
| Mutation | Effect |
|---|---|
| Hydra | This creature has a number of heads equal to its proficiency bonus. Each head besides the first has its own turn in combat, as if it were another creature. The creature's maximum hit points are divided equally between its heads, but all damage taken (except Psychic damage) is also divided equally between the heads. |
| Hive Mind | This creature is a cluster of creatures that have a unique type of mental connection. The creature follows the standard rules of a Collective, but effects and conditions (both positive and negative) that affect the creature's mind treat the Collective as a single creature, even if it is divided into smaller collectives. Additionally, even after performing a division, any Psychic damage received is divided equally between the parties of the Collective. |
| Chimerism | This creature is a combination of 2 or more beasts. When creating this creature, you can combine a number of beasts equal to the creature's proficiency bonus, as long as the chosen beasts do not have a subtype or mutation. Some chimeric beasts are much larger than the animals combined to form them: If the combined beasts have the same size category, the resulting fantastic beast will be of a larger size category; If the combined beasts have different size categories, the fantastic beast will have a size category equal to the largest creature among the combined beasts. |
Runic
When touched by ancient writings and marks engraved in stone or even on its own body, this creature is able to manifest great power. When creating a creature that has a Runic mutation, it receives the following benefits:
Damage immunity. Force Damage.
Rune Channeling. This creature has Runic Counters, receiving a number of counters equal to its CR at the start of combat. These counters can be used in certain characteristics linked to their runic nature. When creating a creature with this mutation, you must choose one of the Runic Mutations below:
| Mutation | Effect |
|---|---|
| Energize | The creature can spend 5 counters to increase the area or range of an attack roll or spell by 15 feet. If the effect has a radius centered on a point, object or creature, the effect radius is increased by 10 feet. |
| Maximum Power | The creature can spend 15 counters as part of an attack action to maximize damage dealt, not requiring a damage roll. |
| Overload | When taking an action to cast a spell, make an attack, or use an ability, the creature can spend 10 counters to repeat the ability, spell, or attack used. Once used, the duplicated action cannot be repeated until the end of the creature's next turn. |
Sanguine
Hemomancy exists mainly in Noxus, at least in current times, in the past it was present in Shurima, wherever it is located, this practice not only manipulates blood but can alter or even create beings imbued with this power, this is how a creature with a Sanguine mutation appears. When creating a creature that has a Sanguine mutation, it receives the following benefits:
Immunity to conditions. Bleeding.
Crimson Flow. When this creature causes or receives damage, it gains 1 blood counter, which can accumulate to a maximum equal to half its CR (minimum of 1), these counters can be used to activate specific characteristics of this mutation. Creatures with this type of mutation can choose one of the Blood Mutations below:
| Mutation | Effect |
|---|---|
| Drain | Whenever it deals more than half its maximum damage with a specific attack, the creature deals half its proficiency bonus in additional Necrotic damage dice, recovering half that damage in hit points. Alternatively, the creature may have some ability that actively restores its hit points in some way. |
| Hemophagia | This creature lives in constant hunger, feeding purely on blood to try to alleviate it. When this creature makes an attack roll and deals damage, it gains 2 counters instead of 1. Additionally, this creature can spend at least 8 counters to heal itself for an amount equal to half its Hit Die on all attack rolls for 1 turn, the value increases by half the hit die for every 3 counters above the eighth. |
| Resuscitation | This creature constantly feels pain, always being in a state close to a suspended animation, lost in thought and being easily irritated. When it takes damage, this creature gains 2 counters instead of 1. When it reaches 0 hit points, this creature can use its reaction to spend all accumulated counters to burst into a frenzy, gaining, the average of its hit die times the number of counters expended as temporary hit points. Additionally, as long as these temporary hit points are not consumed, this creature deals double damage on melee and ranged attack rolls and becomes immune to debilitating conditions. Once activated, this feature cannot be used again. |