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De Runarcana Wiki
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Criou página com '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 crea...'
 
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=Introduction=
=Introduction=


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
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?  
Nenhuma aventura está completa sem um bestiário único de criaturas e monstros para desafiar os jogadores. Mas o que fazer quando o jogo acabar e um novo vilão for necessário? Ou quando você está seguindo várias tabelas aleatórias e de repente um encontro inesperado acontece e você precisa preparar um encontro improvisado?
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
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.
Esse é o sistema de Criaturas para Runarcana. Um sistema revisado que apresenta as mecânicas das criaturas, guias de informação sobre como utilizá-los, modelos para que você possa utilizar em sua mesa e algumas dicas para rapidamente criar encontros. O conteúdo aqui é direcionado para os Mestres de Jogo (MJ), sejam eles veteranos ou novatos.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
==[[Lista de Criaturas/en|Creature List]]==
==[[Lista de Criaturas]]==
In this first phase of testing, we present a list of creatures created with the new Creature rules that can be found here.
Nesse primeiro momento de testes, apresentamos uma lista de criaturas criadas com as novas regras de Criaturas que podem ser encontradas aqui.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
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.
Essas criaturas estão sendo apresentadas em caráter de Teste, como vocês verão, as "recompensas" providas por elas ainda não estão alinhadas com o sistema de Ofícios e com o sistema de Itens Mágicos que ainda será publicado.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
*'''[[Lista de Criaturas/ Creatures List]]'''
*'''[[Lista de Criaturas]]'''
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
==Feedback==
==Opinião==
Your feedback is '''very valuable''' to us!
A opinião de vocês é '''muito valiosa''' para nós!
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
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.  
Se você utilizou as criaturas em sua mesa e sentiu que algo precisa ser mudado, converse conosco em nosso Discord oficial, essa ajuda é de extrema importância para que o sistema seja aprimorado e suas arestas sejam aparadas.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
==What are creatures?==
==O que são criaturas?==
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.
Uma criatura é definida por ser todo e qualquer tipo de ser vivo ou não vivo que possa ser usado e controlado pelo mestre como um obstáculo narrativo para os jogadores. Um grande dragão celestial poderoso, um gato fada inofensivo ou algum tipo de humanóide amigo ou rival de um dos jogadores podem ser todos considerados criaturas.
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<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
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.
Muitas das criaturas que vagam pelo mundo de Runeterra ou são monstros solitários ou pertencem a algum tipo de organização ou facção e cabe aos jogadores deter os seus planos caso sejam uma ameaça.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<table class="tbc">
<table class="tbc">
<caption>Creature Table</caption>
<caption>Tabela das Criaturas</caption>
<tr>
<tr>
<th rowspan="2">ND</th>
<th rowspan="2">ND</th>
<th class="tbc-b-r" rowspan="2">Prof.</th>
<th class="tbc-b-r" rowspan="2">Prof.</th>
<th class="tbc-b-r"  colspan="3">Runas</th>
<th class="tbc-b-r"  colspan="3">Runes</th>
<th class="tbc-b-r" colspan="2">XP Capanga</th>
<th class="tbc-b-r" colspan="2">XP Grunt</th>
<th class="tbc-b-r" colspan="2">XP Soldado</th>
<th class="tbc-b-r" colspan="2">XP Soldier</th>
<th class="tbc-b-r" colspan="2">XP Elite</th>
<th class="tbc-b-r" colspan="2">XP Elite</th>
<th colspan="2">XP Pináculo</th>
<th colspan="2">XP Paragon</th>
</tr>
</tr>
<tr>
<tr>
<th>Base</th>
<th>Base</th>
<th>Pulso</th>
<th>Pulse</th>
<th class="tbc-b-r">Runa</th>
<th class="tbc-b-r">Runes</th>
<th>Ind.</th>
<th>Ind.</th>
<th class="tbc-b-r">Col.</th>
<th class="tbc-b-r">Col.</th>
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<td class="tbc-l1">d4</td>
<td class="tbc-l1">d4</td>
<td class="tbc-l1">1d4</td>
<td class="tbc-l1">1d4</td>
<td class="tbc-l1 tbc-b-r">Pulso</td>
<td class="tbc-l1 tbc-b-r">Pulse</td>
<td class="tbc-l1">9</td>
<td class="tbc-l1">9</td>
<td class="tbc-l1 tbc-b-r">25</td>
<td class="tbc-l1 tbc-b-r">25</td>
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<td class="tbc-c-lar">d4</td>
<td class="tbc-c-lar">d4</td>
<td class="tbc-c-lar">1d4</td>
<td class="tbc-c-lar">1d4</td>
<td class="tbc-c-lar tbc-b-r">Runa</td>
<td class="tbc-c-lar tbc-b-r">Rune</td>
<td class="tbc-c-ved">21</td>
<td class="tbc-c-ved">21</td>
<td class="tbc-c-ved tbc-b-r">56</td>
<td class="tbc-c-ved tbc-b-r">56</td>
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<td class="tbc-c-lar">d6</td>
<td class="tbc-c-lar">d6</td>
<td class="tbc-c-lar">1d6 </td>
<td class="tbc-c-lar">1d6 </td>
<td class="tbc-c-lar tbc-b-r">Runa </td>
<td class="tbc-c-lar tbc-b-r">Rune </td>
<td class="tbc-c-ved">108 </td>
<td class="tbc-c-ved">108 </td>
<td class="tbc-c-ved tbc-b-r">287 </td>
<td class="tbc-c-ved tbc-b-r">287 </td>
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<td class="tbc-c-rox">2.300 </td>
<td class="tbc-c-rox">2.300 </td>
</tr>
</tr>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<tr>
<tr>
<td>7</td>
<td>7</td>
<td class="tbc-b-r">+3</td>
<td class="tbc-b-r">+3</td>
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<td class="tbc-c-lar">d8 </td>
<td class="tbc-c-lar">d8 </td>
<td class="tbc-c-lar">2d4 </td>
<td class="tbc-c-lar">2d4 </td>
<td class="tbc-c-lar tbc-b-r">Runa </td>
<td class="tbc-c-lar tbc-b-r">Rune </td>
<td class="tbc-c-ved">276</td>
<td class="tbc-c-ved">276</td>
<td class="tbc-c-ved tbc-b-r">737 </td>
<td class="tbc-c-ved tbc-b-r">737 </td>
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<td class="tbc-c-lar">d10 </td>
<td class="tbc-c-lar">d10 </td>
<td class="tbc-c-lar">2d6</td>
<td class="tbc-c-lar">2d6</td>
<td class="tbc-c-lar tbc-b-r">Runa </td>
<td class="tbc-c-lar tbc-b-r">Rune </td>
<td class="tbc-c-ved">539</td>
<td class="tbc-c-ved">539</td>
<td class="tbc-c-ved tbc-b-r">1.437 </td>
<td class="tbc-c-ved tbc-b-r">1.437 </td>
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<td class="tbc-c-lar">d12 </td>
<td class="tbc-c-lar">d12 </td>
<td class="tbc-c-lar">3d4 </td>
<td class="tbc-c-lar">3d4 </td>
<td class="tbc-c-lar tbc-b-r">Runa </td>
<td class="tbc-c-lar tbc-b-r">Rune </td>
<td class="tbc-c-ved">937</td>
<td class="tbc-c-ved">937</td>
<td class="tbc-c-ved tbc-b-r">2.500 </td>
<td class="tbc-c-ved tbc-b-r">2.500 </td>
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<td class="tbc-c-lar">d12+2 </td>
<td class="tbc-c-lar">d12+2 </td>
<td class="tbc-c-lar">3d6 </td>
<td class="tbc-c-lar">3d6 </td>
<td class="tbc-c-lar tbc-b-r">Runa </td>
<td class="tbc-c-lar tbc-b-r">Rune </td>
<td class="tbc-c-ved">1.922</td>
<td class="tbc-c-ved">1.922</td>
<td class="tbc-c-ved tbc-b-r">5.125 </td>
<td class="tbc-c-ved tbc-b-r">5.125 </td>
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<td class="tbc-c-lar">d12+4 </td>
<td class="tbc-c-lar">d12+4 </td>
<td class="tbc-c-lar">5d4 </td>
<td class="tbc-c-lar">5d4 </td>
<td class="tbc-c-lar tbc-b-r">Runa </td>
<td class="tbc-c-lar tbc-b-r">Rune </td>
<td class="tbc-c-ved">4.218 </td>
<td class="tbc-c-ved">4.218 </td>
<td class="tbc-c-ved tbc-b-r">11.250 </td>
<td class="tbc-c-ved tbc-b-r">11.250 </td>
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<td class="tbc-c-lar">d12+6 </td>
<td class="tbc-c-lar">d12+6 </td>
<td class="tbc-c-lar">4d6 </td>
<td class="tbc-c-lar">4d6 </td>
<td class="tbc-c-lar tbc-b-r">Runa </td>
<td class="tbc-c-lar tbc-b-r">Rune </td>
<td class="tbc-c-ved">7.265 </td>
<td class="tbc-c-ved">7.265 </td>
<td class="tbc-c-ved tbc-b-r">38.750 </td>
<td class="tbc-c-ved tbc-b-r">38.750 </td>
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</tr>
</tr>
</table>
</table>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
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.
A tabela geral de criaturas contém informações que são comuns a todas as criaturas baseadas em seu '''Nível de Desafio (ND)''' como bônus de proficiência, suas informações sobre Runas e o valor de Experiência que é ganho pelos jogadores que as derrotam.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
==Stat Block==
==Bloco de Estatísticas==
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:
Todas as criaturas possuem um conjunto de estatísticas também chamadas de '''Ficha de Criatura''' ou mesmo '''Planilha de Criatura''', elas apresentam os valores individuais de informações para você poder jogar com essa criatura. Essas informações você pode ver no modelo abaixo:
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<div class="crit-cont shadeCenter">
<div class="crit-cont shadeCenter">
<table class="crit-tab crit-brdB" border="0">
<table class="crit-tab crit-brdB" border="0">
<tr>
<tr>
<td class="crit-head crit-name">'''Nome da Criatura'''</td>
<td class="crit-head crit-name">'''Creature Name'''</td>
<td class="crit-w20 crit-txc crit-brdR">''Função''</td>
<td class="crit-w20 crit-txc crit-brdR">''Role''</td>
<td class="crit-w20 crit-txc">'''ND'''</td>
<td class="crit-w20 crit-txc">'''CR'''</td>
</tr>
</tr>
</table>
</table>
<div class="crit-brdB"> ''Tipo, Subtipo, Descritores, Tamanho''</div>
<div class="crit-brdB"> ''Type, Subtype, Descriptors, Size''</div>
<table class="crit-tab crit-txc" border="0">
<table class="crit-tab crit-txc" border="0">
<tr>
<tr>
<td class="crit-color crit-head crit-w20">'''PV'''</td>
<td class="crit-color crit-head crit-w20">'''HP'''</td>
<td class="crit-color crit-head crit-w20">'''CA'''</td>
<td class="crit-color crit-head crit-w20">'''AC'''</td>
<td class="crit-color crit-head crit-w20">'''RD'''</td>
<td class="crit-color crit-head crit-w20">'''DR'''</td>
<td class="crit-color crit-head crit-w20">'''Proficiência'''</td>
<td class="crit-color crit-head crit-w20">'''Proficiency'''</td>
<td class="crit-color crit-head crit-w20">'''Iniciativa'''</td>
<td class="crit-color crit-head crit-w20">'''Initiative'''</td>
</tr>
</tr>
<tr>
<tr>
<td>VALOR</td>
<td>VALUE</td>
<td>VALOR</td>
<td>VALUE</td>
<td>VALOR</td>
<td>VALUE</td>
<td>VALOR</td>
<td>VALUE</td>
<td>VALOR</td>
<td>VALUE</td>
</tr>
</tr>
</table>
</table>
<table class="crit-tab crit-txc" border="0" >
<table class="crit-tab crit-txc" border="0" >
<tr>
<tr>
<td colspan="6" class="crit-color crit-head crit-txl">'''Atributos'''</td>
<td colspan="6" class="crit-color crit-head crit-txl">'''Attributes'''</td>
</tr>
</tr>
<tr>
<tr>
<td class="crit-color crit-w16">'''FOR:''' Valor</td>
<td class="crit-color crit-w16">'''STR:''' Valor</td>
<td class="crit-color">'''DES:''' Valor</td>
<td class="crit-color">'''DEX:''' Valor</td>
<td class="crit-color">'''CON:''' Valor</td>
<td class="crit-color">'''CON:''' Valor</td>
<td class="crit-color">'''INT:''' Valor</td>
<td class="crit-color">'''INT:''' Valor</td>
<td class="crit-color">'''SAB:''' Valor</td>
<td class="crit-color">'''WIS:''' Valor</td>
<td class="crit-color">'''CAR:''' Valor</td>
<td class="crit-color">'''CHA:''' Valor</td>
</tr>
</tr>
<tr>
<tr>
<td>Bônus</td>
<td>Bonus</td>
<td>Bônus</td>
<td>Bonus</td>
<td>Bônus</td>
<td>Bonus</td>
<td>Bônus</td>
<td>Bonus</td>
<td>Bônus</td>
<td>Bonus</td>
<td>Bônus</td>
<td>Bonus</td>
</tr>
</tr>
</table>
</table>
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<table class="crit-tab" border="0">
<table class="crit-tab" border="0">
<tr>
<tr>
<td colspan="2" class="crit-color crit-head">'''Adicional'''</td>
<td colspan="2" class="crit-color crit-head">'''Additional'''</td>
</tr>
</tr>
<tr>
<tr>
<td class="crit-head crit-vtop crit-w25">Sentidos:</td>
<td class="crit-head crit-vtop crit-w25">Senses:</td>
<td>Tipos de sentidos, Percepção passiva.</td>
<td>Tipos de sentidos, Passive perception.</td>
</tr>
</tr>
<tr>
<tr>
<td class="crit-head crit-vtop">Movimento: </td>
<td class="crit-head crit-vtop">Speed: </td>
<td>Qual ou quais os tipos de movimento em pés</td>
<td>Speed or speeds in feet</td>
</tr>
</tr>
<tr>
<tr>
<td class="crit-head crit-vtop">Perícias:</td>
<td class="crit-head crit-vtop">Skills:</td>
<td>Mod de atributo (Perícia).</td>
<td>Attribute Mod (Skill).</td>
</tr>
</tr>
<tr>
<tr>
<td class="crit-head crit-vtop">Idiomas:</td>
<td class="crit-head crit-vtop">Languages:</td>
<td>Se a criatura pode falar, ler e escrever algum idioma (especificar se somente uma).</td>
<td>Whether the creature can speak, read, and write any language (specify if only one).</td>
</tr>
</tr>
</table>
</table>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
</div>
</div>
<div>
<div>
<table class="crit-tab crit-color crit-head" border="0">
<table class="crit-tab crit-color crit-head" border="0">
<tr>
<tr>
<td class="crit-txc" colspan="4">Experiência</td>
<td class="crit-txc" colspan="4">Experience</td>
</tr>
</tr>
<tr>
<tr>
<td class="crit-txr">Coletivo:</td>
<td class="crit-txr">Collective:</td>
<td>Valor</td>
<td>Value</td>
<td class="crit-txr">Individual:</td>
<td class="crit-txr">Individual:</td>
<td>Valor</td>
<td>Value</td>
</tr>
</tr>
</table>
</table>
<div>
<div>
<span class="crit-head">Defesas</span>
<span class="crit-head">Defenses</span>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Saving throws''''': Put saving throw + Proficiency.  
'''''Salvaguardas''''': Coloque a salvaguarda + Proficiência.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span class="crit-head">Features</span>
<span class="crit-head">Características</span>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
(This section describes the creature's characteristics following the model below:)
(Nesta seção são descritas as características da criatura seguindo o modelo abaixo:)
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Feature Name.''''' Description.
'''''Nome da Característica.''''' Descrição.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<span class="crit-head">Attacks</span>
<span class="crit-head">Ataques</span>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
(This section describes the offensive forms that a creature has following the model below:)
(Nesta seção são descritas as formas ofensivas que uma criatura possui seguindo o modelo abaixo:)
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''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.
'''''Nome do Ataque.''''' Ataque de Arma ou Arma Natural, Corpo a Corpo ou A Distância, +X para atingir, Alcance do ataque, quantos alvos. Ao atingir causa Y (dado do dano + X) de dano de um tipo de dano.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
</div>
</div>
<div>
<div>
<table class="crit-tab" border="0">
<table class="crit-tab" border="0">
<tr>
<tr>
<td class="crit-color crit-head crit-txc">Runas</td>
<td class="crit-color crit-head crit-txc">Runes</td>
</tr>
</tr>
<tr>
<tr>
<td>'''''Pulso Rúnico:''''' VALOR<br/>
<td>'''''Runic Pulse:''''' VALUE<br/>
'''''Runas:''''' VALOR
'''''Runes:''''' Value
</td>
</td>
</tr>
</tr>
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</div>
</div>
</div>
</div>
</div>


  <div lang="pt-BR" dir="ltr" class="mw-content-ltr">
  Creature Example
Exemplo de Criatura
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<div class="crit-cont shadeCenter">
<div class="crit-cont shadeCenter">
<table class="crit-tab crit-brdB" border="0">
<table class="crit-tab crit-brdB" border="0">
<tr>
<tr>
<td class="crit-head crit-name">'''Sentinela Azul'''</td>
<td class="crit-head crit-name">'''Blue Sentry'''</td>
<td class="crit-w20 crit-txc crit-brdR">''Soldado''</td>
<td class="crit-w20 crit-txc crit-brdR">''Soldier''</td>
<td class="crit-w20 crit-txc">'''ND 3'''</td>
<td class="crit-w20 crit-txc">'''CR 3'''</td>
</tr>
</tr>
</table>
</table>
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<table class="crit-tab crit-txc" border="0">
<table class="crit-tab crit-txc" border="0">
<tr>
<tr>
<td class="crit-color crit-head crit-w20">'''PV'''</td>
<td class="crit-color crit-head crit-w20">'''HP'''</td>
<td class="crit-color crit-head crit-w20">'''CA'''</td>
<td class="crit-color crit-head crit-w20">'''AC'''</td>
<td class="crit-color crit-head crit-w20">'''RD'''</td>
<td class="crit-color crit-head crit-w20">'''DR'''</td>
<td class="crit-color crit-head crit-w20">'''Proficiência'''</td>
<td class="crit-color crit-head crit-w20">'''Proficiency'''</td>
<td class="crit-color crit-head crit-w20">'''Iniciativa'''</td>
<td class="crit-color crit-head crit-w20">'''Initiative'''</td>
</tr>
</tr>
<tr>
<tr>
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<table class="crit-tab crit-txc" border="0" >
<table class="crit-tab crit-txc" border="0" >
<tr>
<tr>
<td colspan="6" class="crit-color crit-head crit-txl">'''Atributos'''</td>
<td colspan="6" class="crit-color crit-head crit-txl">'''Attributes'''</td>
</tr>
</tr>
<tr>
<tr>
<td class="crit-color crit-w16">'''FOR:''' 13</td>
<td class="crit-color crit-w16">'''STR:''' 13</td>
<td class="crit-color">'''DES:''' 16</td>
<td class="crit-color">'''DEX:''' 16</td>
<td class="crit-color">'''CON:''' 12</td>
<td class="crit-color">'''CON:''' 12</td>
<td class="crit-color">'''INT:''' 8</td>
<td class="crit-color">'''INT:''' 8</td>
<td class="crit-color">'''SAB:''' 10</td>
<td class="crit-color">'''WIS:''' 10</td>
<td class="crit-color">'''CAR:''' 14</td>
<td class="crit-color">'''CHA:''' 14</td>
</tr>
</tr>
<tr>
<tr>
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<table class="crit-tab" border="0">
<tr>
<tr>
<td colspan="2" class="crit-color crit-head">'''Adicional'''</td>
<td colspan="2" class="crit-color crit-head">'''Additional'''</td>
</tr>
</tr>
<tr>
<tr>
<td class="crit-head crit-vtop crit-w25">Sentidos:</td>
<td class="crit-head crit-vtop crit-w25">Sentidos:</td>
<td>Visão no escuro 30 pés e Sentido sísmico 60 pés quando em uma superfície ou espaço aberto com seu elemento(Terra), Percepção passiva 12.</td>
<td>Darkvision 30 feet and Tremorsense 60 feet when on a surface or open space with your element (Earth), passive Perception 12.</td>
</tr>
</tr>
<tr>
<tr>
<td class="crit-head crit-vtop">Movimento: </td>
<td class="crit-head crit-vtop">Speed: </td>
<td>40 pés de Levitação.</td>
<td>40 feet of Levitation.</td>
</tr>
</tr>
<tr>
<tr>
<td class="crit-head crit-vtop">Perícias:</td>
<td class="crit-head crit-vtop">Skills:</td>
<td>Natureza +3, Percepção +2.</td>
<td>Nature +3, Perception +2.</td>
</tr>
</tr>
<tr>
<tr>
<td class="crit-head crit-vtop">Idiomas:</td>
<td class="crit-head crit-vtop">Languages:</td>
<td>-</td>
<td>-</td>
</tr>
</tr>
</table>
</table>
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</div>
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<div>
<table class="crit-tab crit-color crit-head" border="0">
<table class="crit-tab crit-color crit-head" border="0">
<tr>
<tr>
<td class="crit-txc" colspan="4">Experiência</td>
<td class="crit-txc" colspan="4">Experience</td>
</tr>
</tr>
<tr>
<tr>
<td class="crit-txr">Coletivo:</td>
<td class="crit-txr">Collective:</td>
<td>175</td>
<td>175</td>
<td class="crit-txr">Individual:</td>
<td class="crit-txr">Individual:</td>
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</table>
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<div>
<span class="crit-head">Defesas</span>
<span class="crit-head">Defenses</span>
</div>
 
'''Saving throws''': Charisma +4
 
'''Damage Resistances''': Simple Physical Damage and Poison.
 
'''Damage Immunities''': Energetic.
 
'''Damage Vulnerability''': Thunder.
 
'''Condition Resistances''': Poison.


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'''Condition Immunities''': Exhaustion, Paralyzed, Petrified, and Bleeding
'''Salvaguardas''': Carisma +4
'''Resistência a danos''': Danos Físicos Simples e Venenoso.
'''Imunidade a danos''': Enegético.
'''Vulnerabilidade a danos''': Trovejante.
'''Resistência à condição''': Envenenamento.
'''Imunidade a condições''': Exaustão, Paralizado, Petrificado e Sangramento
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<span class="crit-head">Features</span>
<span class="crit-head">Características</span>
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'''''Sharp Core'''''. The blue sentry has a small blue core inside it, all its attacks gain 6 (2d6) additional energy damage.
'''''Núcleo perspicaz'''''. A Sentinela azul possui um pequeno núcleo azul em seu interior, todos os seus ataques ganham 6 (2d6) de dano energético adicionais.
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<span class="crit-head">Attacks</span>
<span class="crit-head">Ataques</span>
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'''''Blue Bolt'''''. Natural weapon attack, ranged, +5 to hit. 30/60 ft., 1 target. On a hit, deals 7 (2d4 + 3) piercing damage.
'''''Raio Azul'''''. Ataque de arma natural, a distância, +5 para atingir. 30/60 pés, 1 alvo. Ao atingir causa 7 (2d4 + 3) de dano perfurante.
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</div>
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<div>
<div>
<table class="crit-tab" border="0">
<table class="crit-tab" border="0">
<tr>
<tr>
<td class="crit-color crit-head crit-txc">Runas</td>
<td class="crit-color crit-head crit-txc">Runes</td>
</tr>
</tr>
<tr>
<tr>
<td>'''''Pulso Rúnico:''''' Pulso Agata (1d4 em Dano Perfurante ou 1d4 em dano Energético)<br/>
<td>'''''Runic Pulse:''''' Agate Pulse (1d4 Piercing Damage or 1d4 Energy Damage)<br/>
'''''Runas:''''' Surto Territorialista. 1 uso.
'''''Runes:''''' Territorial Outbreak. 1 use.
</td>
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</tr>
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Some creature sheets may be missing some information, in which case it means the creature does not have those characteristics.
Algumas planilhas de criatura podem não possuir algumas informações, nesses casos, significa que a criatura não possui essas características.
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==Trait Descriptions==
==Descrição das Características==
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.
Abaixo estão descrições resumidas de cada uma das características encontradas na ficha de uma criatura. Mais adianta essas características são explicadas com mais detalhes contendo também mecânicas e exemplos.
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===Creature Name===
===Nome da Criatura===
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.  
O '''Nome''' da criatura refere-se ao seu identificador único, é um nome do modelo para fins de catálogo. Uma criatura que tenha o nome '''''Soldado Demaciano''''' serve como um exemplo de como é possível que seja uma ficha dessa criatura.
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===Role===
===Função===
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.
A '''Função''' de uma criatura refere-se uma característica mecânica e de balanceamento que distingue diferentes níveis de poder para uma criatura. Essa característica também serve para demonstrar o quão apta a criatura é quanto a sua liderança.
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===CR===
===ND===
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.
O '''ND''' de uma criatura é o seu Nível de Desafio, esse valor numérico também possui uma finalidade mecânica para dividir as criaturas em categorias que sejam compatíveis com os níveis dos jogadores.
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===Type===
===Tipo===
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.
Toda criatura faz parte de um '''Tipo''', esse tipo normalmente agrupa criaturas com características mecânicas ou biológicas similares. O Tipo representa a essência principal da criatura, como ela primariamente é vista.
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===Subtype===
===Subtipo===
The '''Subtype''' refers to one or more secondary aspects of the creature's nature.
O '''Subtipo''' refere-se a um ou mais aspectos secundários da natureza da criatura.
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===Descriptors===
===Descritores===
The space for '''Descriptors''' can be used for other information that is presented as “keywords” and that can bring mechanical applications.  
O espaço para '''Descritores''' pode ser utilizado para outras informações que são apresentadas como “palavras-chave” e que pode trazer aplicações mecânicas.
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===Size===
===Tamanho===
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.
Toda criatura possui uma categoria de '''Tamanho''', como o nome sugere isso representa o quão grande ou pequena uma criatura será representada dentro de um mapa gradeado.
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===HP===
===PV===
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.
O '''PV''' representa o total de Pontos de Vida que uma criatura possui. Quando uma criatura é reduzida a 0 pontos de vida ela normalmente é destruída ou morta imediatamente sem ter acesso a testes de resistência contra a morte.
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===AC ===
===CA ===
A creature's '''AC''', or Armor Class, refers to how difficult it is to hit that creature with an attack.  
A '''CA''', ou Classe de Armadura de uma criatura refere-se a quão difícil é acertar um ataque a essa criatura.
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===DR===
===RD===
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.
Algumas criaturas possuem além do seu valor de CA um valor embutido de Redução de dano ('''RD''') esse valor é aplicado sempre que a criatura recebe qualquer dano total e antes de qualquer vulnerabilidade ou resistência a dano
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===Proficiency===
===Proficiência===
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.
Assim como os jogadores, as criaturas possuem um bônus de '''Proficiência''' que é determinado pelo ND da mesma. Esse bônus é utilizado em jogadas de atributo, salvaguardas entre outras possibilidades, normalmente representando alguma coisa com a qual a criatura possua treinamento, ou ainda, proficiência.
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===Initiative===
===Iniciativa===
The value indicated in '''Initiative''' is the bonus that is added to the Creature's Initiative roll.
O valor indicado em '''Iniciativa''' é o bônus que é adicionado à jogada de Iniciativa da Criatura.
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===Attributes===
===Atributos===
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.
As criaturas possuem seis valores de atributo, '''Força, Destreza, Constituição, Inteligência, Sabedoria e Carisma''', refletindo uma abstração desses atributos. Cada Atributo é acompanhado do seu Modificador correspondente que é o valor mais utilizado em jogadas e testes.
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===Senses===
===Sentidos===
''Senses''' define a creature's passive Wisdom (Perception) score, as well as any special senses the creature might have.
Os '''Sentidos''' definem o valor passivo de Sabedoria (Percepção) de uma criatura, bem como quaisquer sentidos especiais que a criatura possa ter.
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===Speed===
===Movimento===
A creature's '''Speed''' tells how far it can move on its turn when using its move action.
O '''Movimento''' de uma criatura informa o quão longe ela pode se mover em seu turno ao utilizar sua ação de movimento.
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===Skills===
===Perícias===
The '''Skills''' described are those in which the creature has training/proficiency or some natural ability.  
As '''Perícias''' descritas são aquelas nos quais a criatura possui treinamento/proficiência ou alguma habilidade natural.
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===Languages===
===Idiomas===
The '''Languages''' that a creature can speak are listed in alphabetical order. Sometimes, a creature can understand a language but cannot speak it.
Os '''Idiomas''' que uma criatura pode falar são listados em ordem alfabética. Às vezes, uma criatura pode entender uma língua, mas não pode falar.
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===Experience===
===Experiência===
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.  
O campo Experiência contém a quantidade de pontos de experiência que são ganhos por jogadores que derrotem a criatura. O campo é dividido em Coletivo contendo a quantidade de pontos dividida entre os membros de um grupo que tenham participado do confronto, assim como o campo Individual indica o valor ganho por um personagem que faça isso sozinho.
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===Defenses===
===Defesas===
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.
Em '''Defesas''' estão diversas características relacionadas à defesa da criatura, como suas salvaguardas entre outras possibilidades como resistências e até mesmo vulnerabilidades.
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===Features===
===Características===
The '''Features''' field contains additional information about the creature, usually containing unique characteristics.  
O campo de '''Características''' contém informações adicionais sobre a criatura, normalmente contendo características únicas.
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===Attacks===
===Ataques===
All creatures can have one or more different '''Attacks''' that are indicated with their attack roll, damage and other information.
Todas criaturas podem possuir um ou mais '''Ataques''' diferentes que são indicados com sua jogada de ataque, dano e demais informações.
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===Runes===
===Runas===
Creatures have Runic Pulse and Runes based on their CR which are reported in '''Runes'''.
Criaturas possuem Pulso Rúnico e Runas com base em seu ND  que são informadas em '''Runas'''.
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===Epic Actions===
===Ações Épicas===
'''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.
As '''Ações Épicas''' são recursos poderosos com os quais uma criatura pode realizar várias ações a cada rodada, com algumas delas servindo para que a criatura se defenda até mesmo dos efeitos mais persistentes.
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===Lair Actions===
===Ações de Covil===
Powerful creatures can have '''Lair Actions''', these actions occur even when the creature is unable to perform actions.
Criaturas poderosas podem possuir '''Ações de Covil''', essas ações acontecem até mesmo quando a criatura está incapaz de executar ações.
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<span id="Características_das_Criaturas"></span>
=Características das Criaturas=
=Creature Traits=
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==Roles==
==Funções==
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:
Todas as criaturas possuem uma função, ou seja um propósito para serem usados dentro do campo de batalha. Funções são modelos pré-fabricados para ajudá-lo a colocar em campo um exército de lacaios, capangas, soldados, Elite e Pináculo. Uma Função define o quão ameaçador uma criatura é dentro do campo de batalha, ajustando atributos e concedendo acesso a recursos. Existem quatro classificações que você como mestre pode escolher:
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*'''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.
*'''Lacaios''': A função de Lacaio existe apenas para personagens de Nível 1, sendo a função mais fraca de qualquer encontro. São feitos para ser um desafio fácil com utilidade apenas para jogadores de nível 1 ao 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.
*'''Capangas'''. A função básica de criaturas, são normalmente tropas mais frágeis feitas para exaurir recursos dos jogadores em níveis mais elevados, as famosas “Buchas de Canhão”, mas compensam lutando em grandes números.
*'''Soldiers'''. Soldiers are the driving force of any army, soldiers generate enough threat to keep busy or even rival a single PC.
*'''Soldados'''. Os soldados são a força motriz de qualquer exército, os soldados geram ameaça suficiente para manter ocupado ou até mesmo rivalizar com um único PJ.
*'''Elites'''. They are powerful champions and experienced captains with twice the resistance and vigor of a soldier.
*'''Elites'''. São poderosos campeões e capitães experientes com o dobro da resistência e o vigor de um soldado.
*'''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.  
*'''Pináculo'''. São uma força a ser reconhecida e não subestimada, um Pináculo é capaz de enfrentar um grupo de aventureiros sozinho e ainda sair quase ileso do conflito.
===Minion===
===Lacaio===
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.
Conforme descrito anteriormente, a função Lacaio existe apenas para antagonizar jogadores de nível 1 ao 5, eles possuem poucos pontos de vida e causam dano muito baixo, ideais para mesas iniciais e oneshots. Oito lacaios são uma ameaça para um jogador de nível 1, eles são uma ótima opção quando você quer colocar o seu grupo contra uma multidão.
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{| class="shadeCenter purple" style="margin:20px auto; text-align:center;"
{| class="shadeCenter purple" style="margin:20px auto; text-align:center;"  
|-
|-
|+ Experiência do Lacaio
|+ Minion Experience
|-
|-
! Nível de Desafio
! Challenge Rate
! Coletivo
! Team
! Individual
! Individual
|-
|-
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| 4
| 4
|}
|}
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====Ignoble Servants====
====Servos Ignóbeis====
Every minion has a striking and notable characteristic, which makes it so special, especially when used against players.
Todo lacaio possui uma característica marcante e notável, o que o faz ser tão especial, principalmente quando usado contra os jogadores.
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{| class="purple shadeCenter tabCent"
{| class="purple shadeCenter tabCent"
|-
|-
|+ Tabela de Servos Ignóbeis
|+ Table of Ignoble Servants
|-
|-
! Característica
! Feature
! Descrição
! Description
|-
|-
| '''Descartável'''
| '''Disposable'''
| Lacaios “Descartáveis”são uma grande força mas podem sempre se encontrar mais caso se necessite ou seja, eles recebem o dobro de dano em efeitos e magias com o efeito de Falha (exemplo Bola de fogo) mesmo que um lacaio seja bem sucedido em um efeito ou magia de falha ele recebe dano normalmente em vez de receber apenas metade do dano.
| “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.
|-
|-
| '''Bobinho'''
| '''Silly'''
| Quando lacaios “Bobinhos” precisam tomar uma decisão estratégica ou interpretar uma ordem ambígua, eles têm uma chance maior de escolher a opção menos eficaz ou de interpretar errado uma instrução. Sempre que há uma escolha binária (atacar/defender, perseguir/fugir, etc.), o mestre pode rolar 1d20 em 10 ou menos e o lacaio deve escolher a opção menos vantajosa.
| 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.
|-
|-
| '''Azarado'''
| '''Unlucky'''
| Lacaios "Azarados" são conhecidos por sua tendência a sofrerem acidentes e contratempos inesperados. Eles parecem atrair má sorte, o que frequentemente resulta em resultados desfavoráveis para eles próprios ou para aqueles ao seu redor. Esse tipo de lacaio têm desvantagem em salvaguardas contra condições ou efeitos que não causem dano direto, como encantamentos, ilusões ou armadilhas.
| "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.
|-
|-
| '''Desastrado'''
| '''Clumsy'''
| Lacaios “Desastrados" recebem desvantagem em testes de habilidade que exigem destreza ou precisão, como acrobacia, arrombamento ou ataques à distância, em uma falha o resultado sempre é uma falha crítica.
| "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.
|}
|}
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===Grunt===
===Capanga===
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.
Capangas são similares aos Lacaios em sua função de serem forças dispensáveis no campo de batalha. No entanto, eles são ligeiramente mais resilientes ou treinados, além de  serem desafios mais sustentáveis para todos os níveis de jogadores. Eles ainda são considerados substituíveis, mas não tão frágeis quanto os Lacaios. No entanto, os capangas podem ser uma grande ameaça quando atacam o inimigo em grande número.
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<div style="text-align:center; padding-top:10px; border-bottom:2px solid black; font-family:'Spectral SC';">'''Como usar um Capanga'''</div>
<div style="text-align:center; padding-top:10px; border-bottom:2px solid black; font-family:'Spectral SC';">'''How to use a Grunt'''</div>
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*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
*Para cada jogador utilize 2 capangas com o ND igual ao nível médio do grupo, ou substitua um soldado por 2 capangas do mesmo nível
*Grunts act in numbers by nature, use this to surround the group or flank it
*Capangas agem em números por natureza, use isso para cercar o grupo ou flanquea-lo
*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
*Se você utilizar um grande número de capangas a menos que algum deles tenha alguma habilidade útil ou diferente do resto deixe todos os capangas que compartilhem a mesma ficha com uma única iniciativa para não tomar o tempo da sessão e a paciência dos jogadores
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====Replaceable====
====Substituível====
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.
Ao contrário dos Lacaios, Capangas são somente Substituíveis, eles são uma grande força específica mas que ainda sim podem sempre se encontrar mais caso se necessite ou seja. Capangas em um geral, ao possuir essa característica, eles recebem o dobro de dano em uma falha e o dano completo em um sucesso em um efeito ou magia de que não seja do atributo indicado nele.
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===Soldier===
===Soldado===
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:
Soldados são os combatentes básicos, lutadores e guerreiros de suas hordas monstruosas, criaturas que podem enfrentar um personagem do jogador em pé de igualdade. Um soldado é uma ameaça para um aventureiro do mesmo nível. Para começar a construir um soldado considere:  
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<div style="text-align:center; padding-top:10px; border-bottom:2px solid black; font-family:'Spectral SC';">'''Como usar um Soldado'''</div>
<div style="text-align:center; padding-top:10px; border-bottom:2px solid black; font-family:'Spectral SC';">'''How to use a Soldier'''</div>
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*Soldiers are excellent for quick encounters, make 1 for each player with a CR equal to the average level of the group.
*Soldados são excelentes para encontros rápidos, faça 1 para cada jogador possuindo o ND igual ao nível médio do grupo.
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===Elite===
===Elite===
Elite são campeões formidáveis, comandantes e líderes. Esses poderosos combatentes representam um grande perigo com sua armadura mais resistente, pontos de vida e dano  aumentados, um Elite pode ameaçar dois aventureiros de nível similar. Elite são uma ótima opção para encontros de “mini-boss” onde podem servir como subordinados diretos, agentes e emissários da principal ameaça da aventura, considere usá-los como seus antagonistas secundários.
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.  
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<div style="text-align:center; padding-top:10px; border-bottom:2px solid black; font-family:'Spectral SC';">'''Como usar um Elite'''</div>
<div style="text-align:center; padding-top:10px; border-bottom:2px solid black; font-family:'Spectral SC';">'''How to use an Elite'''</div>
*Elite são excelentes primeiros imediatos ou portadores diretos de uma ameaça maior servindo como “Mini-boss” com habilidades semelhantes a de seus mestres, faça 1 Elite a cada 2 jogadores com o ND igual ao nível  médio dos jogadores
*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
*Elite são muito resistentes e duráveis excelente para os papéis de Líderes, Destruidores de Tanques e Lutadores da linha de frente
*Elites are very resistant and durable, excellent for the roles of Leaders, Tank Destroyers and Frontline Fighters
*Com as ações míticas os Elite podem agir em dobro, use isso para ser… cinematográfico!
*With mythical actions, Elites can act twice, use this to be… cinematic!
*PNJ e vilões notáveis são excelentes para serem Elite.
*NPCs and notable villains are excellent to be Elite.
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====Be Big, Be Bold, and Be Cinematic====
====Seja grande, ousado e cinematográfico====
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!
Embora possa ser tentador usar as ações míticas para atacar implacavelmente o personagem mais próximo, isso pode levar a um combate maçante e tedioso. Tente evitar usar as mesmas ações seguidas. Dispare através do campo de batalha! Empurre, insulte, ameace, coloque pressão sobre os jogadores desavisados, e seja cinematográfico!
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{| class="purple shadeCenter tabCent"  
{| class="purple shadeCenter tabCent"  
|-
|-
|+ Ações cinematográficas
|+ Cinematic Actions
! Qualquer Nível de Desafio e Função
! Any Challenge Level and Role
|-
|-
| '''Provocar''': A criatura realiza a ação Esquivar e provoca seus inimigos, desafiando-os a atacá-lo.
| '''Taunt''': The creature takes the Dodge action and taunts its enemies, daring them to attack it.
|-
|-
|'''Monólogo''': A  criatura fala com seus inimigos enquanto realiza a ação Desengajar para se reposicionar.
|'''Monologue''': The creature speaks to its enemies while taking the Disengage action to reposition itself.
|-
|-
| '''Ameaçar''': Ela ameaça seus inimigos e prepara uma ação com o gatilho sendo posto se suas demandas não forem atendidas.
| '''Threaten''': It threatens its enemies and prepares an action that is triggered if its demands are not met.
|-
|-
| '''Empurrar''': A criatura empurra um alvo ao seu alcance. Faça um ataque corpo a corpo contra a CA do alvo. Se ela tiver sucesso, você pode escolher entre <br />a) derrubar o alvo  <br />b) empurrar o alvo 3 metros para longe da criatura.
| '''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 <br />a) knocking the target prone <br />b) pushing the target 10 feet away from the creature.
|-
|-
| '''Agarrar''': Com a mão livre, a criatura agarra um alvo ao seu alcance. Faça um ataque corpo a corpo contra a CA do alvo. Se a criatura tiver sucesso, o alvo é agarrado por ela.
| '''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.
|-
|-
| '''Mudar o Ambiente''': Ela usa a ação Usar um Objeto para interagir com o ambiente como derrubar um pilar, abrir uma porta com um chute, iniciar um incêndio, etc.
| '''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.
|-
|-
| '''Suporte''': A criatura realiza a ação de Ajuda para ajudar um aliado em uma jogada de ataque ou teste de habilidade.
| '''Support''': The creature takes the Help action to aid an ally in an attack roll or ability check.
|-
|-
| '''Mais poder!(Contagem)''': Ela começa a preparar um ataque de precisão. O primeiro ataque que ela fizer durante sua próxima ação é rolado com vantagem. Se ela sofrer dano antes de sua próxima ação (ou for interrompida de outra forma), este efeito termina.
| '''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.
|-
|-
| '''Executar (Contagem)''': A criatura se prepara para matar uma criatura ao seu alcance com 0 pontos de vida. O primeiro ataque que a criatura fizer durante sua próxima ação causa morte instantânea à criatura. Se ela sofrer dano antes de sua próxima ação (ou for interrompido de outra forma), este efeito termina.
| '''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.
|}
|}
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===Paragon===
===Pináculo===
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.
Pináculos são uma força a ser considerada, eles possuem quantidades de pontos de dano avassaladoras, têm defesas altas, agem várias vezes a cada rodada e podem ignorar efeitos que trariam qualquer criatura simplória de joelhos. Estes são seus chefões, ameaças descomunais e armas secretas. Esses grandes malfeitores geralmente esperam até o clímax de uma aventura para aparecerem. Alguns exemplos comuns como: Um poderoso dragão Infernal, um Olho do Vazio antigo, uma Aranha Rainha de arrepiar os ossos, etc.
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<div style="text-align:center; padding-top:10px; border-bottom:2px solid black; font-family:'Spectral SC';">'''Como usar Pináculos'''</div>
<div style="text-align:center; padding-top:10px; border-bottom:2px solid black; font-family:'Spectral SC';">'''How to use Paragons'''</div>
*Para um combate rápido faça 1 Pináculo com o Nível de Ameaça igual ao número de jogadores
*For a quick fight, make 1 Paragon with a Threat Level equal to the number of players
*Pináculo são excelentes para os papéis de criaturas solitárias
*Paragons are excellent for the roles of solitary creatures
*Com a Resistência Mítica Pináculo podem facilmente ignorar ataques devastadores em área ou magias
*With Mythic Resistance Paragons can easily ignore devastating area attacks or spells
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====Ameaça Variável====
Pináculos podem ameaçar um número variável de inimigos. Esse valor geralmente é exibido como parte da Função (Pináculo A3, Pináculo A4, etc.). Para cada ponto de ameaça acima do A4, o Pináculo ganha um multiplicador de pontos de XP igual a 0.25 como visto na tabela abaixo:
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====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:


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{| class="purple shadeCenter tabCent"
{| class="purple shadeCenter tabCent"
|-
|-
|+Modificador de XP
|+XP Modifier
! Ameaça
! Threat
! Multiplicador de xp
! XP Multiplier
|-
|-
| Pináculo A5
| A5 Paragon
| 1.25
| 1.25
|-
|-
| Pináculo A6
| A6 Paragon
| 1.5
| 1.5
|-
|-
| Pináculo A7
| A7 Paragon
| 1.75
| 1.75
|-
|-
| Pináculo A8
| A8 Paragon
| 2.0
| 2.0
|}
|}
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====Epic Resistance====
====Resistência Épica====
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.
Pináculos ganham acesso à resistência épica, um poderoso recurso que lhes permite ter um valor de Resiliência igual ao seu ND em troca de um sucesso em qualquer teste ou salvaguarda.  
=====Resilience=====
=====Resiliência=====
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:
A resiliência é um recurso especial ligado ao vigor e resistência de uma criatura, essa reserva reflete o quão teimosa e resistente é uma criatura. Pináculos possuem uma reserva de resiliência igual a 1/3 de seus pontos de vida máximos, quando essa reserva chegar a 0, a criatura não poderá mais utilizá-la nesse encontro. Além disso, Pináculos podem gastar pontos de Resiliência em:
 
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'''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.


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'''Resolve''': When a creature resists, it can spend resilience points equal to 1/4 of its challenge rating to gain advantage on the roll.  
'''Resistir''': Jogue novamente uma salvaguarda que falhou contra um efeito persistente. A criatura pode gastar o 1/2 de seu ND em  pontos de estâmina para ganhar vantagem na salvaguarda.
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==Challenge Rate==
'''Determinação''': Quando a criatura resiste, ela pode gastar pontos de resiliência igual a 1/4 de seu nível de desafio para ganhar vantagem na jogada.
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.
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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.
==Nível de Desafio==
O nível de Desafio ('''ND''') de uma criatura descreve a dificuldade de uma criatura perante ao grupo de 4 jogadores, o valor de ND de uma criatura varia entre 1 a 30. Cada ponto do ND define a quantidade de experiência que é recebida ao derrotar cada criatura.
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==Type==
O sistema de classificação por Níveis de Desafio dá o valor de dados de vida da criatura, semelhante ao nível dos jogadores, ajudando a definir o valor de dano médio por turno que uma criatura deve causar.
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.
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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.  
==Tipo ==
As criaturas possuem um Tipo, essa característica serve para agrupá-la com outras criaturas que partilhem de características biológicas, morfológicas, mágicas entre outras possibilidades. Algumas características de classe ou mesmo magias funcionam apenas com alguns tipos de criaturas, enquanto outras podem funcionar normalmente contra qualquer criatura mas tem um funcionamento especial contra um determinado tipo de Criaturas.
Além do Tipo, uma criatura pode ter um ou mais subtipos, assim como o Tipo, isso faz com que a criatura seja considerada daquele tipo para finalidades mecânicas como magias e etc.
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*'''Types'''. Represents the main essence of the creature, as it is primarily seen.
*'''Tipos'''. Representa a essência principal da criatura, como ela primariamente é vista.
*'''Subtypes'''. Presents a secondary aspect to the creature's nature.
*'''Sub-tipos'''. Apresenta um aspecto secundário à natureza da criatura.
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{| class="purple shadeCenter tabCent"
{| class="purple shadeCenter tabCent"
|-
|-
|+ Tipos e suas Fantasias
|+ Types and their Fantasies
! Tipos
! Types
! Fantasia
! Fantasy
|-
|-
| Construto
| Construct
| Grandes e imponentes seres de materiais manufaturados por mãos mortais e/ou imortais para algum propósito.
| Large and imposing beings made of materials manufactured by mortal and/or immortal hands for some purpose.
|-
|-
| Dragão
| Dragon
| Uma majestosa besta alada capaz de devastar a terra com algum elemento e destroçar seus inimigos com garras e presas.
| A majestic winged beast capable of devastating the earth with some element and tearing its enemies apart with claws and fangs.
|-
|-
| Elemental
| Elemental
| Nascido da energia do mundo esses Seres apresentam diferentes aspectos dos elementos que o formam, tanto físico como mentalmente podendo ser pacientes e estrondosos como pedra ou explosivos e agressivos como o fogo.
| 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.
|-
|-
| Espírito
| Spirit
| Antigos seres misteriosos e até confusos aos vivos de origem sobrenatural atuando e ligados lado a lado ao plano mortal e aos infinitos ciclos de morte e renascimento.
| 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.
|-
|-
| Feérico
| Faerie
| Seres de origem caótica e incrivelmente cômicos e engraçados, de uma primeira maneira podendo ser fofos e até mesmo infantis.
| Beings of chaotic origin and incredibly comical and funny, in a first way they can be cute and even childish.
|-
|-
| Fera
| Beast
| Animais mundanos afetados ou não por magia incapazes de pensamento racional boa parte das vezes ou agindo por instinto.
| Mundane animals affected or not by magic, incapable of rational thought most of the time or acting on instinct.
|-
|-
| Humanoide
| Humanoid
| Criaturas Bípedes capazes de pensamento racional na maioria das vezes se organizando em cidades, capazes de se comunicar e utilizar ferramentas.
| Bipedal creatures capable of rational thought most of the time, organizing themselves into cities, capable of communicating and using tools.
|-
|-
| Ínfero
| Fiends
| Parasitas espirituais vinculados e alimentados a algum espectro de emoções e sensações com o unico propósito de propagar e gerar mais desse sentimentos.
| Spiritual parasites linked and fed on some spectrum of emotions and sensations with the sole purpose of propagating and generating more of these feelings.
|-
|-
| Metamorfo
| Shapeshifter
| Seres capazes de manipular sua forma, seja ela livremente ou por ter apenas duas ou mais variações.
| Beings capable of manipulating their form, whether freely or by having only two or more variations.
|-
|-
| Morto-vivo
| Undead
| Seres que tiveram seu ciclo de morte interrompidos por algum fator externo, seja por maldição, intenção de outros seres ou vontade própria.
| Beings that had their death cycle interrupted by some external factor, be it by curse, intention of other beings or their own will.
|-
|-
| Planta
| Plant
| Criaturas de origem vegetal originárias de locais com natureza podem se mover e ter pensamento senciente, muitas vezes se disfarçando de plantas normais.
| Creatures of plant origin originating from places with nature can move and have sentient thought, often disguising themselves as normal plants.
|-
|-
| Vastinata
| Voidborn
| Monstruosidades vindas do vazio, uma fenda na realidade onde a leis são desconhecidas, agem puramente por instinto eliminando e desfazendo tudo à sua frente, esteja vivo ou não.
| 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.
|-
|-
| colspan="2" style="background-color:#000000; color:#FFFFFF; text-align:center;" | ''Todos os tipos podem também ser Subtipos.''
| colspan="2" style="background-color:#000000; color:#FFFFFF; text-align:center;" | ''All types can also be Subtypes.''
|}
|}
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{| class="purple shadeCenter tabCent"
{| class="purple shadeCenter tabCent"
|-
|-
|+ Sub-tipos e suas Fantasias
|+ Subtypes and their Fantasies
! Tipos
! Types
! Fantasia
! Fantasy
|-
|-
| Celestial
| Celestial
| Uma criatura influenciada ou tocada por forças ou poderes celestes.
| A creature influenced or touched by celestial forces or powers.
|-
|-
| Incorpóreo
| Incorporeal
| Uma criatura sem corpo físico.
| A creature without a physical body.
|-
|-
| Minotauro
| Minotaur
| Uma criatura forte e robusta capaz de atordoar os inimigos com seus urros e fortes chifradas.
| A strong and robust creature capable of stunning enemies with its roars and strong horns.
|-
|-
| Troll
| Troll
| Uma criatura enorme com alto fator de regeneração  e força ameaçadora.
| A huge creature with a high regeneration factor and threatening strength.
|}
|}
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==Size==
==Tamanho==
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.
Toda a criatura senciente ou não possui uma categoria de tamanho, isso define o espaço que a criatura ocupa, o alcance de seus ataques corpo a corpo, o Dado de Vida, Classe de armadura e sua capacidade ser furtiva.
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{| class="purple tabCent"
{| class="purple tabCent"
|-
|-
|+ Atributos básicos da Categoria de Tamanho
|+ Size Category Basic Attributes
! Categoria
! Category
! DV
! HD
! PdV
! HP
! Área
! Area
! Altura
! Height
! Peso
! Weight
! CA
! AC
! Furt.
! Stealth
! RD
! DR
! ACC
! Reach
|-
|-
| Diminuto
| Diminutive
| d2
| d2
| 1
| 1
| 1 por 1 .
| 1 by 1 ft.
| 29 cm
| 11 in.
| 1/16 - 1/2 kg
| 1/16 - 1/2 lb.
| +4
| +4
| +8
| +8
| 0
| 0
| 5 pés
| 5 ft.
|-
|-
| Minúsculo
| Tiny
| d4
| d4
| 2
| 2
| 2,5 por 2,5 pés.
| 2.5 by 2.5 ft.
| 59 cm
| 23 in.
| 1/2 - 4 kg
| 1/2 - 9 lb.
| +2
| +2
| +4
| +4
| 0
| 0
| 5 pés
| 5 ft.
|-
|-
| Pequeno
| Small
| d6
| d6
| 3
| 3
| 5 por 5 pés.
| 5 by 5 ft.
| 99 cm
| 39 in.
| 4 - 30 kg
| 4 - 67 lb.
| +1
| +1
| +2
| +2
| 0
| 0
| 5 pés
| 5 ft.
|-
|-
| Médio
| Medium
| d8
| d8
| 4
| 4
| 5 por 5 pés.
| 5 by 5 ft.
| 2,99 m
| 9 ft.
| 30 - 250 Kg
| 30 - 550 lb.
| 0
| 0
| 0
| 0
| 0
| 0
| 5 pés
| 5 ft.
|-
|-
| Grande
| Large
| d10
| d10
| 5
| 5
| 10 por 10 pés.
| 10 by 10 ft.
| 4,49 m
| 15 ft.
| 251 - 2.000 kg
| 14 ft.
| 251 - 4,500 lb.
| -1
| -1
| -1
| -1
| 1
| 1
| 5 pés
| 5 ft.
|-
|-
| Enorme
| Huge
| d12
| d12
| 6
| 6
| 15 por 15 pés.
| 15 by 15 ft.
| 5,99 m
| 18 ft.
| 2 - 16 tons
| 2 - 16 tons
| -2
| -2
| -2
| -2
| 2
| 2
| 10 pés
| 10 ft.
|-
|-
| Imenso
| Gargantuan
| d20
| d20
| 10
| 10
| 20 por 20 pés.
| 20 by 20 ft.
| 7,49,
| 7 ft.
| 16 - 125 tons
| 16 - 125 tons
| -4
| -4
| -4
| -4
| 4
| 4
| 15 pés
| 15 ft.
|-
|-
| Colossal
| Colossal
| d20
| d20
| 10
| 10
| 25 por 25 pés +
| 25 by 25 ft. +
| —
| —
| 125 tons ou mais
| 125 tons or more
| -8
| -8
| -8
| -8
| 8
| 8
| 20 pés
| 20 ft.
|}
|}
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*'''Stealth.''' : Creature's bonus (or penalty) to using stealth.
*'''Furt.''' : Bônus (ou penalidade) da criatura para utilizar furtividade.
*'''Reach.''' : Melee Range, the range of melee attacks made by the creature in feet.
*'''ACC.''' : Alcance Corpo a Corpo, o alcance dos ataques corpo a corpo feitos pela a criatura em pés.
*'''HP.''' : Hit Points, the creature's average hit points.
*'''PdV.''' : Pontos de Vida, a média de pontos de vida da criatura.
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==Damage Reduction==
==Redução de dano==
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.
Algumas criaturas possuem além do seu valor de CA um valor embutido de Redução de dano (RD) esse valor pode ser adquirido por alguma característica ligada ao tipo ou subtipo da criatura. A RD é aplicada antes de receber qualquer dano total e antes de qualquer vulnerabilidade ou resistência a dano.
==Senses==
==Sentidos==
Senses define a creature's passive Wisdom (Perception) score, as well as any special senses the creature may have. Special senses are described below:
Os Sentidos definem o valor passivo de Sabedoria (Percepção) de uma criatura, bem como quaisquer sentidos especiais que a criatura possa ter. Sentidos especiais são descritos abaixo:
===Darkvision===
===Visão no Escuro===
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.
Uma criatura com visão no escuro pode ver no escuro dentro de um raio específico. A criatura pode ver na penumbra dentro do raio como se fosse luz brilhante, e na escuridão como se fosse luz fraca. A criatura não pode discernir as cores em locais escuros, apenas tons de cinza. Muitas criaturas que vivem no subterrâneo ou em lugares com pouca luz possuem esse sentido especial.
===Blindsight===
===Percepção às Cegas===
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.
Uma criatura com percepção às cegas pode perceber seus arredores sem depender da visão, dentro de um raio específico. Criaturas sem olhos como a Evocadora de espectros e os Xer’sai, normalmente possuem esse sentido especial, assim como as criaturas. Com ecolocalização ou sentidos aguçados, como morcegos e dragões ferais. Se uma criatura é naturalmente cega, ela tem uma nota para este efeito, indicando que o raio de sua percepção às cegas define o alcance máximo de sua percepção.
===Tremorsense ===
===Sentido Sísmico===
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.  
Uma criatura com sentido sísmico pode detectar e identificar a origem das vibrações dentro de um raio específico, desde que a criatura e a fonte das vibrações estejam em contato com o mesmo solo ou substância. O sentido sísmico não pode ser usado para detectar vôos ou criaturas incorpóreas. Muitas criaturas escavadoras, como os vormes das areias e os escaravelhos gigantes, têm esse sentido especial.
===True Sight===
===Visão Verdadeira===
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.
Uma criatura com visão verdadeira, até certo limite/alcance, pode: Enxergar em escuridão normal e mágica, ver criaturas e objetos invisíveis, detectar automaticamente ilusões visuais e ter sucesso em testes de resistência contra eles, e perceber a forma original de uma criatura que foi transformada por magia. Além disso, a criatura pode ver dentro do Mundo espiritual dentro do mesmo alcance.
==Speed==
==Movimento==
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.
O movimento de uma criatura informa o quão longe ela pode se mover em seu turno. Existem diversos tipos de movimento, quando uma criatura possui velocidade em um tipo de movimento, significa que ela é capaz de se mover na velocidade descrita naquele tipo de movimento.  
===Walking===
===Caminhada===
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.  
Todas as criaturas têm um movimento de caminhada, simplesmente chamado de “deslocamento da criatura”. Criaturas que não possuem uma forma de locomoção terrestre têm deslocamento de caminhada de 0 pés indicados em sua ficha.
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Some creatures may have one or more of the following additional movement modes:
Algumas criaturas podem ter um ou mais dos seguintes modos de movimento adicionais:
===Climbing===
===Escalada===
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.
Uma criatura com movimento de escalada pode usar todo ou parte de seu movimento para se mover em superfícies verticais. A criatura não precisa gastar movimento extra para escalar. Uma criatura que termine o seu turno em uma superfície vertical ou de cabeça para baixo cairá ao final de seu turno.  
===Digging===
===Escavação===
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.
Uma criatura com movimento de escavação pode usar esse movimento para se mover sob a areia, terra, lama ou gelo. Uma criatura não pode cavar rochas sólidas a menos que tenha um traço ou característica que lhe permita escavá-la.
===Swimming===
===Nado===
A creature with swimming speed does not need to spend half its walking movement to swim through water or similar liquids.  
Uma criatura que tem movimento de nado não precisa gastar metade de seu movimento de caminhada para nadar em água ou líquidos similares.
===Levitation===
===Levitação===
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:
Uma criatura com o movimento de Levitação pode usar todo o seu movimento para levitar sobre quaisquer superfícies, criaturas com esse tipo de movimento normalmente levitam passivamente não sendo afetadas por terrenos difíceis e nunca cairão no chão caso sejam afetados por condições que diminuam seu movimento, o que os torna difíceis de derrubar. Tal criatura para de levitar quando reduzida a 0 pontos de seus pontos de vida máximos ou quando quiser. Uma criatura com Levitação pode:
*'''Float'''. Ability to remain on a surface without sinking
*'''Flutuar'''. Capacidade de permanecer em uma superfície sem afundar
===Flight===
===Voo===
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:
Uma criatura com movimento de voo pode usar todo ou parte de seu movimento para ignorar obstáculos e terrenos difíceis que normalmente só afetariam criaturas como movimentos de caminhada. Uma criatura com movimento de voo pode:
*'''Glide'''. A creature that glides slowly through the air.
*'''Planar'''. Uma criatura que plane desliza lentamente no ar.
*'''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.
*'''Pairar'''. Uma criatura que paire permanecer no ar sendo capaz de se movimentar para os lados.
==Languages==
A criatura para de voar se for reduzida a 0 pontos de seus pontos de vida máximos, além disso se for afetada pelas condições Atordoado, Caído ou Incapacitado, cairá recebendo dano de queda dependendo da altura ao atingir o chão ou alguma superficie dura.
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.
==Idiomas==
==Telepathy===
Os idiomas que uma criatura pode falar são listados em ordem alfabética. Às vezes, uma criatura pode entender uma língua, mas não pode falar, e isso é anotado em sua ficha. Quando aparece da seguinte forma no idioma de alguma criatura "- " indica que uma criatura nem fala nem entende qualquer idioma.
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.
===Telepatia===
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.
Telepatia é uma habilidade mágica que permite que uma criatura se comunique mentalmente com outra criatura dentro de um intervalo especificado. A criatura contatada não precisa compartilhar um idioma com a criatura que contatou para se comunicarem dessa forma, mas deve ser capaz de compreender ao menos um idioma. Uma criatura sem telepatia pode receber e responder a mensagens telepáticas, mas não pode iniciar ou encerrar uma conversa telepática. Uma criatura telepata não precisa ver uma criatura e pode encerrar o contato telepático a qualquer momento.
==Defenses==
O contato é quebrado assim que as duas criaturas não estão mais dentro do alcance uma da outra ou se a criatura telepata contata uma criatura diferente dentro do alcance. Uma criatuta telepata pode iniciar ou encerrar uma conversa sem usar uma ação, mas enquanto o monstro está incapacitado, não pode iniciar telepatia e qualquer contato atual é encerrado.
===Saving throws===
==Defesas==
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.
===Salvaguardas===
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.  
As salvaguardas são reservadas para criaturas que são treinadas ou naturalmente possuem predisposição a resistir a certos tipos de efeitos. O valor apresentado em uma salvaguarda é o valor total ja somado da proficiência com o atributo.
===Resistance Scale===
Por exemplo, uma criatura que não é facilmente enfeitiçada, amedrontada ou provocada pode ganhar uma proficiência na salvaguarda de Sabedoria. A maioria das criaturas não possuem proficiência em salvaguardas, mas podem acabar recebendo uma ou mais por conta de sua Função.
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.
===Escala de Resistência===
Algumas criaturas possuem Vulnerabilidade, Resistência, Imunidade ou Absorção a certos tipos de danos como mostrado na tabela de interações ao danos. Adicionalmente, algumas criaturas são imunes a certas condições. Se uma Criatura é imune a um efeito de jogo que não é considerado dano ou uma condição, ela possui uma característica ou traço especial.
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{| class="purple shadeCenter tabCent"
{| class="purple shadeCenter tabCent"
|-
|-
|+ Interação com Dano
|+ Damage Interaction
! Interação
! Interaction
! Descrição
! Description
|-
|-
| Vulnerabilidade
| Vulnerability
| A criatura recebe o dobro do dano.
| The creature takes double damage.
|-
|-
| Fraquezas
| Weaknesses
| Ao receber dano do tipo especificado, o alvo deve fazer uma salvaguarda de Constituição cuja CD é 10 ou metade do dano recebido, o que for maior, caso falhe recebe desvantagem em todas as suas jogadas de ataque e testes de atributo por um número de rodadas igual a 10 - (metade do modificador de Constituição + bônus de proficiência). Caso o dano seja contínuo, como por exemplo da condição Chamuscado, essa duração se reinicia para cada turno em que o dano é recebido.
| 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
| Normal
| Nenhuma interação adicional com o dano recebido.
| No additional interaction with the damage taken.
|-
|-
| Resistência
| Resistance
| A criatura recebe metade do dano.
| The creature takes half the damage.
|-
|-
| Imunidade
| Immunity
| A criatura não recebe dano.
| The creature takes no damage.
|-
|-
| Absorção
| Absorption
| A criatura se cura com o dano recebido.
| The creature heals itself from the damage taken.  
|}
|}
==Ações==
==Actions==
Todos ataques precisam de uma ação por trás para serem realizados, essa seção detalha como você pode utilizar as ações da criatura. Quando uma criatura realiza uma ação, ele pode escolher entre opções na seção Ações de sua ficha ou usar uma das ações disponíveis para todas as criaturas, como as ações de: '''Disparada''', '''Esconder''' ou '''Ajudar'''. Conforme descrito no capítulo de Combate do Runarcana RPG.
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.
*'''Ataques Corpo-a-Corpo ou à Distância'''. As ações mais comuns que uma criatura fará em combate são ataques corpo a corpo ou à distância. Estes podem ser ataques de magia ou ataques de arma, onde a "arma" pode ser um item manufaturado ou uma arma natural, como uma garra ou espiga de cauda.  
*'''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.
**'''Criatura vs. Alvo'''. O alvo de um ataque corpo a corpo ou à distância  geralmente é uma criatura ou um alvo, a diferença é que um "alvo" pode ser uma criatura ou um objeto.
**'''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.
**'''Alcance'''. Todo ataque possui um Alcance em pés de quão longe esse ataque pode ser feito, algumas vezes até com alcance mínimo e máximo, para além desses limites recebendo punições ou o ataque errando
**'''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.
**'''Acertar'''. Qualquer dano causado ou outros efeitos que ocorram resultado de um ataque atingindo um alvo são descritos após ter acertado o alvo. Você tem a opção de tirar a média do dano ou rolar o dano; por isso, tanto o dano médio e a expressão do dado são apresentados na ficha.
**'''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:"
**'''Em Caso de Sucesso ou Falha'''. Se um ataque tiver um efeito que ocorre em caso de efeitos que fazem com que o alvo possa falhar, essa informação é apresentada após a notação "Sucesso:"
**'''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.
**'''Munição'''. Uma criatura deve carregar munição suficiente para ataques à distância. Você pode assumir que uma criatura tem 2d4 peças de munição para um ataque com arma de arremesso, e 2d10 peças de munição para uma arma de projétil como arco, besta ou balas para armas de fogo.
*'''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.
*'''Ataques Múltiplos'''. Uma criatura que pode fazer vários ataques em seu turno tem a habilidade Multi-ataque. Uma criatura não pode usar Ataque múltiplo ao fazer um ataque de oportunidade, que deve ser um único ataque corpo a corpo.
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===Bonus Actions===
===Ações Bônus===
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.
Se uma criatura pode utilizar alguma característica ou traço com sua ação bônus, ela estará escrita em sua ficha. Se uma criatura não tiver ações bônus especiais, esta seção estará ausente.
===Reactions===
===Reações===
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.
Se uma criatura pode utilizar alguma característica ou traço com sua reação, ela estará escrita em sua ficha, além disso essa criatura poderá fazer uma jogada de ataque caso uma outra criatura sair do alcance corpo a corpo. Se uma criatura não tiver reações especiais, esta seção estará ausente.
===Casting===
===Conjuração===
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.
Certas criaturas podem possuir certas magias em seu arsenal para ajudá-las a representar um conceito ou uma ação, diferente dos jogadores criaturas não humanoides sempre podem conjurar magias de forma Inata, ou seja, de forma a não precisarem utilizar Componentes materiais e/ou Somáticos.
===Activation Time===
===Tempo de Ativação===
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.
Algumas ações/ataques possuem tempo de ativação, eles representam o esforço necessário para usar essa característica. Quanto maior for esse esforço, maior será o tempo. Existem cinco categorias de tempo de ativação.
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{| class="purple shadeCenter tabCent"
{| class="purple shadeCenter tabCent"
|-
|-
|+Tempo de Ativação de Característica
|+Feature Activation Time
! Tipo
! Type
! Descrição
! Description
|-
|-
| Ação
| Action
| A criatura deve gastar sua Ação  para ativar a característica.
| The creature must spend its Action to activate the feature.
|-
|-
| Ação Bônus
| Bonus Action
| A criatura deve gastar sua Ação Bônus para ativar a característica.
| The creature must spend its Bonus Action to activate the feature.
|-
|-
| Passivo
| Passive
| A característica está ativada constantemente por um tempo indefinido.
| The feature is constantly activated for an indefinite amount of time.
|-
|-
| Reação
| Reaction
| A criatura deve gastar sua Reação para ativar a característica.
| The creature must spend its Reaction to activate the feature.
|-
|-
| Tempo
| Time
| A criatura deve gastar um determinado número de tempo (minutos, horas, dias, semanas, e etc) canalizando para poder ativar a característica.
| The creature must spend a certain amount of time (minutes, hours, days, weeks, etc.) channeling in order to activate the feature.
|}
|}
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===Recharge===
===Recarga===
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:
Algumas ações e características das criaturas podem possuir recarga, quando uma criatura usa uma característica de recarga, essa característica fica '''esgotada''' até a criatura cumprir o critério descrito na característica. Alguns exemplos de Recargas:
*'''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.)''
*'''Contagem''': Quando sua criatura usa uma característica que tenha o descritor contagem, essa característica estará esgotada até que um período de tempo seja cumprido. Uma vez que um recurso de contagem é esgotado, inicie uma de contagem regressiva. Caso a sua contagem precise de turno, no início de cada de seus turnos, reduza a contagem em 1, quando chegar a 0, o recurso pode ser usado novamente. ''(Dica: Ao invés de anotar o turno e não se perder com muitas criaturas com contagem você pode usar marcadores feitos de papel ou plástico , ou até mesmo posicionar dados logo ao lado das miniaturas.)''
*'''Life''': Recharge occurs when the creature has hit points equal to or less than the specified value.
*'''Vida''': A recarga acontece quando a criatura fica com pontos de vida iguais ou menores ao valor especificado .
*'''Mourning''': Recharge occurs when a significant friendly creature has been reduced to 0 hit points.
*'''Luto''': A recarga acontece quando uma criatura aliada significante foi reduzida a 0 pontos de vida.
*'''Gathering''': Recharge occurs when the creature collects (or receives) ammunition.
*'''Coleta''': A recarga acontece quando a criatura coleta (ou recebe) munição.
*'''Channeling''': Recharge occurs when the creature absorbs a large amount of power.
*'''Canalizar''': A recarga acontece quando a criatura absorve uma grande quantidade de poder.
*'''Conquest''': Recharge occurs when the creature reduces a player's hit points to 0.
*'''Conquista''': A recarga acontece quando a criatura reduz os pontos de vida de um jogador a 0.
===Delay===
===Adiamento===
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'''.  
Algumas características podem sofrer Adiamento para que ao invés de acontecerem imediatamente, acumulem poder amplificando seu efeito. Uma bola de fogo se torna um bomba relógio, um soco torna-se um punho condenado à morte, um poder de cura torna-se um poder de regeneração, etc. Existem dois tipos de adiamento: '''Canalização''' e a '''Condenação'''.
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====Channeling====
====Canalização====
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.
Uma característica que possua Canalização acontece apenas após um determinado tempo se passar. Estes são ataques de contagem regressiva coisas que marcam, terminam ou carregam energia, O intuito desses efeitos é de ameaçar grandes áreas específicas e incentivar seus jogadores a se movimentar para evitar serem acertados. Enquanto a Canalização estiver ativa a criatura estará se '''concentrando''' no efeito mesmo que a característica não exija concentração.
=====Using Features with Delay=====
=====Usando Características com Retardamento=====
When activating a creature's Channeling, choose the area described in the feature. Then:
Ao ativar a canalização de uma criatura escolha a área descrita na característica. Então:
#Create a visible countdown timer (you can use a die next to the miniature to represent it).
#Crie um cronômetro de contagem regressiva visível(pode ser usado um dado ao lado da miniatura para representá-lo).
#At the start of your turns, reduce the timer by 1.
#No início de seus turnos, reduza o cronômetro em 1.
#When the timer reaches 0, choose your targets immediately and make attacks if necessary.
#Quando o cronômetro chegar a 0, escolha seus alvos imediatamente e faça ataques, se necessário.
#Apply effects to any targets affected before you and continue with the rest of your turn.
#Aplique efeitos a qualquer alvo afetado antes de você e continue com o resto do seu turno.
#This process can be interrupted. When the timer reaches 0 and your creature cannot choose targets, the feature ends.
Este processo pode ser interrompido. Quando o temporizador atingir 0 e sua criatura não puder escolher alvos a característica termina.
''Damage'''. The effect's damage die scale increases by 1 for each turn on the timer.
'''Dano'''. a escala do dado de dano do efeito aumenta e 1 para cada turno no cronômetro.
=====Dispelling Channels=====
=====Dissipando Canalizações=====
A creature that is Channeling something must make a Concentration roll when it takes damage. On a success, the channeling continues.
Uma criatura que esteja Canalizando algo, deve fazer uma jogada de Concentração ao receber dano. Em um sucesso a canalização continua
====Doom====
====Condenação====
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.
Quando uma criatura atinge um alvo com um recurso de Condenação, a criatura deve esperar até que algum tempo passe antes que o efeito seja visível. Estas são características de pressão - coisas que corrompem, espalham ou acumulam, o uso delas causa aos jogadores uma sensação de destruição iminente.
=====Using Doom Features=====
=====Usando Características de Condenação=====
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!!!  
Ao ativar uma Condenação, escolha seus alvos ou faça ataques, descritos na ficha da criatura. Quando um alvo é atingido, ele ganha um novo cronômetro de contagem regressiva - O Relógio do Fim!!!
#At the start of each of the target's turns, reduce the doom clock count by 1.
#No início de cada turno do alvo, reduza a contagem do relógio do fim em 1.  
#When the value reaches 0, the target suffers the effects of the characteristic.
#Quando o valor chegar a 0, o alvo sofre os efeitos da característica.
'''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.
'''Dano'''. O número de dados de dano do efeito aumenta em 0,5 vezes(mínimo de 1 dado) enquanto a criatura alvo estiver condenada todo início do turno, até ser dissipada.
=====Dispelling Condemnations=====
=====Dissipando Condenações=====
*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.
*Toda condenação possui um gatilho, uma marca que fica em seu alvo fazendo algum efeito, esses efeitos de condenação podem ser anulados se o alvo gastar uma ação para tomar uma contramedida razoável como banhar-se em água para extinguir o fogo, retirar um ferrão venenoso, focando a mente contra uma alucinação, etc. Dependendo da ação tomada, isso pode exigir um ou mais testes de habilidade ou salvaguarda do alvo.
==Runes==
==Runas==
Runes for creatures are ways to expand the range of possibilities with them, giving the master even greater versatility when using them.
As Runas para criaturas são formas de se ampliar o leque de possibilidades com as mesmas, dando uma versatilidade ainda maior para o mestre ao utilizá-las.
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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.
Todas as criaturas de Runarcana são apresentadas com uma sugestão de Runas adequadas ao seu Nível de Desafio, normalmente escolhidas por serem mais próximas do conceito ou arquétipo principal dessa criatura, seu ambiente ou alguma característica preponderante, mas essas são apenas runas indicadas.
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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.
Incentivamos que o mestre mude essas runas para outras que considere mais adequadas à proposta da criatura ou a sua função, especialmente pelas runas trazerem consigo uma sugestão de modificação de aparência para as criaturas.
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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.
Com as runas, as criaturas possuem uma maior amplitude do que podem fazer e como podem ser utilizadas em campanha. Entender seu funcionamento e as diversas permutações que podem ser feitas, permitem que uma mesma criatura possa ser usada de diversas formas diferentes, aliando tanto diferenças mecânicas quanto diferenças em descrição e narrativa.
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Runic Pulses and Runes are further down the Rune List.  
Os Pulsos Rúnicos e as Runas estão mais adiante na Lista de Runas.
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===Runes and Creatures===
===Runas e Criaturas===
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.
Diferente dos jogadores, as criaturas recebem seu Pulso Rúnico e sua primeira Runa em NDs diferentes. Criaturas recebem proporcionalmente mais Runas que jogadores, podendo escolher uma mesma Runa mais de uma vez.
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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.
Runas que são escolhidas uma segunda vez, recebem um aprimoramento além do aumento no número de usos da mesma. Caso seja escolhida uma terceira vez, a runa recebe apenas o aumento de uso da mesma.
===Evoked and Summoned===
===Evocadas e Convocadas===
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.  
Normalmente apenas criaturas reais (como criaturas convocadas) possuem Runas. Criaturas que sejam evocadas por magia normalmente não possuem Runas, apenas algumas magias poderosas ou criaturas evocadas por itens específicos podem possuem Runas.
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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.
Cada criatura possui um conjunto de Pulso e Runas adequados ao seu ND como '''sugestão'''. Incentivamos que o mestre modifique essas características para dar ainda mais diversidade e poder utilizar as criaturas de formas diferentes, mesmo que seu modelo mecânico seja um com o qual ele já esteja acostumado.  
==Epic Actions==
==Ações Épicas==
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:
As ações Épicas são uma forma de recurso incrível com o qual a criatura pode realizar várias ações a cada rodada e ter a capacidade de se defender mesmo dos efeitos mais persistentes. Abaixo estão algumas possibilidades de Ações Épicas:
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===Act===
===Agir===
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.
Uma criatura que utilize sua Ação Épica para '''Agir''' recupera sua reação (se gasta) e pode fazer uma ação ou ação bônus exceto para as ações de Disparada, Desengajar, Esquiva e Preparação. A criatura pode gastar alguns ou todos os pés de alguma movimentação como parte desta ação especial. Agir dessa forma não conta como um turno. Efeitos que ocorrem no início ou no final do turno não são acionados.
===Resist===
===Resistir===
The creature can reroll a failed saving throw against a persistent effect.
A criatura pode jogar novamente uma salvaguarda em que tenha falhado contra um efeito persistente.
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==Lair Actions==
==Ações de Covil==
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.  
Criaturas Poderosas como criaturas na função de Pináculo ou mesmo criaturas Lendárias e Míticas podem possuir Ações de Covil. Quando isso acontece, em sua ficha está descrito seu covil e os efeitos especiais que podem ser criados enquanto a criatura estiver residindo nele.
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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.
Essas ações podem acontecer por diversos motivos, seja por atos voluntários da criatura ou simplesmente por estar presente em algum tipo de ritual ou cerimônia.  
===Actions===
===As Ações===
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.
Se uma criatura  mítica ou lendária tiver ações de covil, ela pode usá-las para aproveitar a magia do ambiente em seu covil. Todos os covis possuem um valor de iniciativa, alguns começam no 20 enquanto outros podem ter valores mais baixos ou mais altos, a criatura pode usar uma de suas opções de ação de covil, ou deixar de usar qualquer uma delas naquela rodada.
===Regional Effects===
===Efeitos Regionais===
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.
A mera presença de uma criatura mítica ou lendária em seu covil pode ter efeitos estranhos e maravilhosos em seu ambiente, como anotado nesta seção. Os efeitos regionais terminam abruptamente ou se dissipam ao longo do tempo quando a criatura for morta ou de alguma forma abandonar o seu covil.
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<span id="Criando_Encontros_de_Combate"></span>
=Criando Encontros de Combate=
=Creating Combat Encounters=
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==Balancing Combat==
==Equilibrando Combates==
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.  
O balanceamento do combate em Runarcana é feito utilizando o Descanso Pleno como base. Isso significa que o esperado é que a cada Descanso Pleno os jogadores recuperem todos os seus recursos de origem e de classe gastos no decorrer de três dias.
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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.
Dessa forma, cada dia de aventura de Runarcana comporta de 2 a 3 encontros de combate de dificuldade média ou difícil, totalizando de 6 a 8 encontros da mesma dificuldade ao longo de 3 dias.
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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.  
Caso o mestre queira aumentar o desafio, é possível inserir ainda mais encontros de combate nesse espaço de tempo ou aumentar a dificuldade deles, fazendo com que fique ainda mais difícil para os jogadores.
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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.
É importante entender que durante os primeiros encontros nesse intervalo de 3 dias, os jogadores estão em posse da maior parte de seus recursos, fazendo com que sejam encontros mais fáceis de lidar devido justamente ao leque de opções que podem utilizar.
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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.
Alguns recursos são recuperados em um descanso curto, outros em um descanso longo, mas apenas no descanso pleno é que todos os recursos são recuperados. Dessa forma, a cada dia alguns recursos podem ser recuperados, o que faz com que o planejamento tático tenha mais nuances.
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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.
Dessa forma, inserir um encontro adicional no terceiro dia, sem que antes seja possível fazer um descanso curto, pode ser uma forma excelente de aumentar ainda mais o desafio. Embora no terceiro dia os recursos dos jogadores possam estar em baixa, os descansos curtos e longos feitos anteriormente devem ser levados em consideração, pois podem garantir um fôlego extra para os jogadores.
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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.
Ainda assim, não é necessário que o mestre sempre siga a fórmula de encontros espalhados durante esses 3 dias. Essa recomendação é dada apenas como critério de controle para que o mestre possa controlar com mais facilidade o quão difícil os encontros devem ser para apresentar desafios palpáveis para seus jogadores. Com o tempo e a experiência de mesa, o mestre entenderá quando é importante colocar combates ou evitá-los para obter um melhor fluxo de aventura.
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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.
Note que, dependendo do tipo de aventura, ou mesmo do momento específico em que os jogadores estão, encontros de combate podem não ser necessários. Da mesma forma, em casos onde jogadores buscam ativamente esses confrontos, criaturas mais experientes podem acabar por perceber nisso uma oportunidade.
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===Amount and Difficulty===
===Quantidade e Dificuldade===
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.  
Cada um dos jogadores é capaz de enfrentar individualmente 1 criatura com a função '''soldado''' ou 4 criaturas com a função '''capanga''' de '''ND''' igual ao nível dele. Por padrão, os encontros de combate de Runarcana são balanceados para um grupo de 3 a 5 jogadores de nível igual ou próximo.
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In this way, meetings can be created taking this proportion into consideration:
Dessa forma, encontros podem ser criados levando essa proporção em consideração:
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*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.
*Um grupo de 3 jogadores podem enfrentar 12 '''Capangas''', ou 3 '''Soldados''', ou 1 '''Pináculo A3''' de ND igual ao dos jogadores ou a média do grupo.
*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.
*Um grupo de  4 jogadores podem enfrentar 16 '''Capangas''', ou 4 '''Soldados''', ou 2 '''Elites''' ou 1 '''Pináculo A4''' de ND igual ao dos jogadores ou a média do grupo.  
*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.
*Um grupo de 5 jogadores podem enfrentar 20 '''Capangas''', ou 5 '''Soldados''', ou 2 '''Elites''' e 1 '''Soldado''' ou 1 '''Pináculo A5''' de ND igual aos dos jogadores ou a média do grupo.
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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:
Ainda assim, esse critério não é absoluto, jogadores experientes e recursos adicionais como itens especiais adquiridos na jornada podem facilitar esse trabalho. Caso queira aumentar ou reduzir a dificuldade primeiro faça a média dos níveis dentre todos e depois aplique modificadores seguindo a tabela abaixo:
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{| class="purple shadeCenter tabCent"
{| class="purple shadeCenter tabCent"
|-
|-
|+Combate por Média de Grupo
|+Combat by Group Average
! Desafio
! Challenge
! Nível de Desafio
! Challenge Rate
|-
|-
| Muito Fácil
| Very Easy
| Média do grupo em até - 4
| Group average up to - 4
|-
|-
| Fácil
| Easy
| Média do grupo em até - 2
| Group average up to - 2
|-
|-
| Normal
| Normal
| Média do grupo
| Group average
|-
|-
| Difícil
| Hard
| Média do grupo em até + 2
| Group average up to + 2
|-
|-
| Mortal
| Deadly
| Média do grupo em até + 4
| Group average up to + 4
|}
|}
Experimente combinações diferentes em cada encontro como, se a mesa possui 4 jogadores, tente utilizar 8 capangas e 2 soldados, ou 2 soldados e um elite, ou até combinar entre ND mais baixos e mais altos como usar um Pináculo A2, 1 soldado e 4 capangas.
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.
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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.
Por padrão de XP o  modelo adotado é de um Pináculo A4, todo o XP de todas as outras funções são divisões de um pináculo de mesmo ND. veja o exemplo abaixo adotando o XP que um grupo de jogadores no Nível 9 ganharam.
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{| class="purple shadeCenter tabCent"
{| class="purple shadeCenter tabCent"  
|-
|-
|+EXEMPLO
|+EXAMPLE
! Função
! Role
! Modificador
! Modifier
! EXP Total
! Total EXP
|-
|-
| Pináculo
| Paragon
| Valor Inteiro
| Integer Value
| 5000
| 5000
|-
|-
Linha 1 653: Linha 1 412:
| 2500
| 2500
|-
|-
| Soldado
| Soldier
| 1/4
| 1/4
| 1250
| 1250
|-
|-
| Capanga
| Grunt
| 1/8
| 1/8
| 625
| 625
|}
|}
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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.
Caso opte por um Pináculo com uma ameaça mais alta. Para cada ponto de ameaça acima do A4, seu Pináculo ganha um modificador de pontos de XP igual a 0,25 (A3 possui 0.75, A4 possui 1.00, A5 possui 1.25 e etc) modificando o xp total no processo, pontos de Ações e Resistências Míticas.
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====Modifying Encounters====
====Modificando Encontros====
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.
É possível que em alguns casos, alguns fatores específicos modifiquem um encontro, afetando a sua dificuldade seja pelo local onde ele acontece, ou mesmo pela situação.
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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.
Quando isso acontece, a experiência do encontro pode sofrer também modificação. Fatores que favoreçam os jogadores tendem a reduzir a quantidade de experiência recebida, enquanto fatores que desfavoreça os jogadores aumentam a experiência recebida.
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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.
Caso o motivo dos fatores serem favoráveis aos jogadores seja o planejamento, isso não deve afetar negativamente a experiência, pelo contrário, em casos assim é interessante recompensar os jogadores por esse motivo, estimulando que mais decisões sejam tomadas utilizando exploração ou interpretação e não apenas combate.
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Below are some examples of factors that, when disadvantaged by players but not the enemy, can result in a bonus:
Abaixo estão alguns exemplos de fatores que, ao desfavorecer os jogadores mas não o inimigo, podem resultar em bonificação:
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*Adverse conditions such as the entire group being surprised
*Condições adversas como o grupo inteiro ser surpreendido
*The enemy has a tactical advantage due to terrain or cover
*O inimigo tem vantagem tática pelo terreno ou cobertura
*The characters are facing some debilitating condition or taking damage each round due to some environmental effect or magic
*Os personagens estão enfrentando alguma condição debilitante ou recebendo dano a cada rodada por algum efeito de ambiente ou magia
*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
*Os personagens estão com uma condição de mobilidade e defesa reduzida, sendo alvos fáceis como pendurados numa corda, no meio de uma escalada de um muro ou penhasco enorme, presos ao chão ou, de formas similares
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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.
Caso as condições acima se invertam, mas não seja intencionais ou parte do planejamento dos jogadores, elas facilitam o combate e com isso resultam em redução do valor de experiência recebido.  
===Intentional and Random Encounters===
===Encontros Intencionais e Aleatórios===
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:
Existem diversas formas de se criar um Encontro de Combate, desde formas aleatórias, passando por formas controladas e em alguns casos, selecionando de tabelas prontas. Aqui elaboramos as duas formas mais simples e comuns de serem construídos, o Encontro Intencional e o Encontro Aleatório:
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====Intentional Encounter====
====Encontro Intencional====
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.
Quando o mestre constrói intencionalmente um encontro de combate ele está com uma cena em mente, com criaturas que fazem sentido estarem nessa cena e normalmente fazem parte das cenas construídas pelo mestre para que seus jogadores enfrentem.
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'''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.
'''Exemplo''': Após investigação, os jogadores descobrem que a pessoa que estão buscando está em uma prisão Noxiana. Embora o Mestre não possa ter certeza de que isso irá gerar um combate (afinal, a criatividade dos jogadores pode buscar formas diferentes de resolução) ele decide criar esse Encontro com um destacamento de 12 soldados, 1 capitão e 3 cães-dragão. Nesse caso, o mestre separa as planilhas dessas criaturas em um encontro, elaborando onde cada soldado está e como se dará essa sequência buscando criar um equilíbrio em cada um dos combates com um combate final mais difícil.
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====Random Encounter====
====Encontro Aleatório====
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.
Encontros aleatórios acontecem de duas formas:, através da aleatoriedade do Dado ou através da consequência das atitudes dos jogadores. Enquanto da primeira forma, o mestre pode decidir que a cada determinada quantidade de tempo ele deve fazer uma jogada em sua tabela de encontros aleatórios (podendo ser desde 1 hora dentro do jogo ou mesmo fora dele), ou mesmo que determinadas atitudes forcem essa jogada, da segunda forma o mestre pode decidir que determinadas ações e atitudes podem atrair atenção indesejada.
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'''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.  
'''Exemplo 1''': Enquanto os jogadores estão procurando informações em Zaun, o mestre joga o dado secretamente, obtendo um número em sua tabela de encontros aleatórios que indica que nenhum Encontro foi acionado. Após mais uma hora de busca, o mestre faz uma nova jogada, dessa vez ele obtém um número que aciona um Encontro de Combate, uma gangue de ladrões se interessou por eles. Ao adequar isso para a sessão, o mestre solicita a um dos jogadores que faça uma jogada de percepção. Ao obter um sucesso, o jogador, cujo personagem exibia um medalhão de ouro em seu pescoço, percebe que um sujeito mal encarado fica de olho. Dessa forma, se inicia um possível encontro aleatório.
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'''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”.  
'''Exemplo 2''': Os jogadores entram em Demacia e são vistos com desconfiança, mas nada que faça um encontro de combate acontecer, até que um dos jogadores utiliza magia de forma visível na taverna para intimidar um informante. O mestre pode tanto decidir que um dos presentes é um caçador de magos que estava descansando, quanto pode fazer uma jogada na sua tabela de encontros aleatórios que possua esse Encontro. Como a magia é mal vista em Demacia, uma atitude dessas faz com que o Caçador de Magos decida sair de seu descanso para “defender Demacia”.
====Random Encounter Triggers====
====Gatilhos de Encontros Aleatórios====
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:
No tópico anterior, apresentamos dois gatilhos de Encontros Aleatórios, além deles é possível que diversos outros gatilhos existam. Cada tipo de aventura, cada mesa e mestre vão ter os gatilhos mais adequados. Alguns exemplos:
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*'''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.
*'''Passagem de tempo dentro de jogo'''. Os personagens fugiram de Águas de Sentina, estão sendo procurados com uma recompensa sobre suas cabeças enquanto fogem para outra ilha. Durante essa fuga, o mestre pode estabelecer que a cada hora durante a fuga, ele deve fazer uma jogada de Encontros Aleatórios, para representar a possibilidade dos caçadores de recompensa encontrá-los.
*'''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.
*'''Passagem de tempo fora de jogo'''. Em uma mesa aleatória que acaba acontecendo sem muito planejamento, o mestre decide que a cada 2 horas de jogo uma jogada de Encontros Aleatórios deve ser feita, para preencher a aventura com combates sem que ele tenha planejado isso antecipadamente.  
*'''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.
*'''Jogadores perdendo foco e atrasando o jogo'''. Em um determinado momento os jogadores começam a se perder em conversas paralelas e em discussões fora do jogo. O mestre decide deixar ao destino a decisão se isso irá acarretar em um encontro de combate, para que eles novamente se concentrem no jogo.  
*'''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.
*'''Descanso Curto ou Longo'''. Fazer um descanso nem sempre é possível, ainda assim é necessário. Personagens que estejam sendo perseguidos, ou que estejam em uma região perigosa ou mesmo selvagem, podem ser alvo de ataques ao pararem de se mover para efetuar um descanso. Quando eles declaram que o descanso está sendo feito, o mestre faz uma jogada de Encontros Aleatórios e caso caia em um encontro, o descanso talvez não seja tão tranquilo.
*'''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.
*'''Durante uma jornada'''. Mesmo uma jornada pacífica em uma região tranquila pode ter seus perigos. Talvez uma gangue de bandidos estejam esperando em uma curva, talvez o caminho que os jogadores estão seguindo passe perto ou por cima do ninho de uma criatura. Quando uma jornada está sendo longa ou até desinteressante, um Encontro Aleatório pode trazer ânimo renovado.  
*'''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====
*'''Indiscrição'''. Em alguns momentos, os personagens se destacam quando deveriam permanecer discretos, seja por estarem em uma cidade inóspita, seja por serem procurados ou mesmo por estarem se arriscando demais. O exemplo acima do uso de magia em Demacia ilustra bem esse gatilho.  
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.  
====Tabela de Encontros Aleatórios====
Para montar uma tabela de encontros aleatórios é importante ter em mente a localização e as condições. Um dragão dificilmente faria parte de uma tabela de encontros aleatórios dentro de uma mansão Demaciana contra um grupo de Nível 1.
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Below is an example of a Random Encounter Table for an adventure in Bilgewater for a group of 4 level 6 players.
Abaixo, o exemplo de uma Tabela de Encontros Aleatórios para uma aventura em Águas de Sentina para um grupo de 4 jogadores de nível 6.
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{| class="purple shadeCenter tabCent"
{| class="purple shadeCenter tabCent"  
|-
|-
|+Exemplo 1
|+Example 1
! D12
! D12
! Encontro
! Encounter
|-
|-
| 1-4
| 1-4
| Nenhum encontro
| No encounters
|-
|-
| 5
| 5
| 32 ratos do mar (Capangas) ND 4 - 1 rato amaldiçoado* (Pináculo) ND 6
| 32 Sea Rats (Grunt) CR 4 - 1 Cursed Rat* (Paragon) CR 6
|-
|-
| 6
| 6
| 8 Piratas (capangas) ND 6, 1 Bruto Marinho (Soldado) ND 6 e 1 Mestre Canhoneiro (Soldado) ND 6
| 8 Pirates (Grunt) CR 6, 1 Sea Brute (Soldier) CR 6, and 1 Cannoneer Master (Soldier) CR 6
|-
|-
| 7
| 7
| 4 Barbatâminas (Soldados) ND 6
| 4 Razorfins (Soldiers) CR 6
|-
|-
| 8
| 8
| 2 Iniciados Buhrus (Soldados) - 1 Voz das marés* (Elite)
| 2 Buhrus Initiates (Soldiers) - 1 Tidespeaker* (Elite)
|-
|-
| 9
| 9
| 2 Feiticeiros Naga (Elite) ND 6
| 2 Naga Sorcerers (Elite) CR 6
|-
|-
| 10
| 10
| 1 Pirata Veterano (Pìnáculo A4) ND 6
| 1 Veteran Pirate (A4 Paragon) CR 6
|-
|-
| 11-12
| 11-12
| Nenhum encontro
| No encounters
|-
|-
| colspan="2" style="background-color:#000000; color:#FFFFFF; text-align:center;" | ''*Após vencer os primeiro encontro, um novo Encontro acontece.''
| colspan="2" style="background-color:#000000; color:#FFFFFF; text-align:center;" | ''*After winning the first encounter, a new Encounter occurs.''
|}
|}
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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.
Nem todo encontro de combate precisa necessariamente ser resolvido com um combate. No exemplo da tabela acima, quando um resultado 8 é obtido e se aciona um encontro com 2 Iniciados Buhru e em seguida um com 1 voz das Marés. Os jogadores podem resolver esse encontro de combate quando o Acólito de Nagacáburos deles interage socialmente e consegue evitar que o combate aconteça. Em um caso assim, o Mestre deve avaliar a Experiência obtida justamente pelo combate evitado. Embora seja menor do que a experiência que poderia ser obtida em combate, o custo também é menor, com os recursos dos jogadores se mantendo sem gastos também.
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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.  
Outra forma de construir uma tabela de encontros aleatórios é estabelecer que a cada gatilho disparado, você faz uma jogada de 1d20, estabelecendo qual é a chance de um encontro acontecer. Se você acredita que existe 50% de chances disso acontecer, ao jogar o dado, caso caia 1 a 10, o encontro não acontece, mas caso caia de 11 a 20, você joga o dado correspondente à tabela de encontros que você está utilizando.
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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.  
Certamente, se não fizer sentido que o resultado obtido seja o encontro, você pode jogar o dado novamente ou mesmo escolher outra opção.
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{| class="purple shadeCenter tabCent"
{| class="purple shadeCenter tabCent"  
|-
|-
|+EXEMPLO 2
|+EXAMPLE 2
! D6
! D6
! Encontro
! Encounter
|-
|-
| 1
| 1
| 32 ratos do mar (Capangas) ND 4 - 1 rato amaldiçoado* (Pináculo) ND 6
| 32 Sea Rats (Grunts) CR 4 - 1 Cursed Rat* (Paragon) CR 6
|-
|-
| 2
| 2
| 8 Piratas (capangas) ND 6, 1 Bruto Marinho (Soldado) ND 6 e 1 Mestre Canhoneiro (Soldado) ND 6
| 8 Pirates (Grunts) CR 6, 1 Sea Brute (Soldier) CR 6 and 1 Master Cannoneer (Soldier) CR 6
|-
|-
| 3
| 3
| 4 Barbatâminas (Soldados) ND 6
| 4 Razorfins (Soldiers) CR 6
|-
|-
| 4
| 4
| 2 Iniciados Buhrus (Soldados) - 1 Voz das marés* (Elite)
| 2 Buhrus Initiates (Soldiers) - 1 Tidespeaker* (Elite)
|-
|-
| 5
| 5
| 2 Feiticeiros Naga (Elite) ND 6
| 2 Naga Sorcerers (Elite) CR 6
|-
|-
| 6
| 6
| 1 Pirata Veterano (Pìnáculo A4) ND 6
| 1 Veteran Pirate (A4 Paragon) ND 6
|-
|-
| colspan="2" style="background-color:#000000; color:#FFFFFF; text-align:center;" | ''*Após vencer os primeiro encontro, um novo Encontro acontece.''
| colspan="2" style="background-color:#000000; color:#FFFFFF; text-align:center;" | ''*After winning the first encounter, a new Encounter occurs.''
|}
|}
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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.
Como você pode ver, a tabela de Exemplo 2 possui exatamente os mesmos encontros da tabela Exemplo 1, a diferença entre as duas é uma jogada de dados a mais para estabelecer as chances de acontecer. Enquanto na primeira tabela, você já possui uma probabilidade fixa, na segunda tabela você tem mais controle sobre essa chance, o que pode se adequar mais ao seu estilo de mestrar.
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===Meaningful Encounters===
===Encontros Impactantes===
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:
Uma forma de tornar os encontros de combate mais interessantes é pensar em tomo torná-los ainda mais impactantes. Não estamos falando de tesouros ou criaturas diferentes, mas sim de como criar condições que cativem a atenção dos jogadores e façam com que eles guardem um combate em suas memórias. Abaixo temos alguns tópicos:
*'''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.
*'''Urgência'''. Sempre que é preciso lutar contra o relógio, a própria percepção de tempo se modifica. A urgência pode tornar uma simples batalha em algo mais intenso, por exemplo, se faltam apenas 10 minutos para a bomba que o vilão colocou na fábrica explodir e derrubar tudo, ser atacado por um enxame de ratos mutantes durante a fuga com certeza fará os jogadores batalharem com muito mais afinco.
*'''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.
*'''Atmosfera'''. Quando o perigo é iminente e a qualquer momento um combate pode acontecer, os jogadores com certeza pensarão seus atos com muito mais cuidado. Enquanto percorrem o laboratório subterrâneo de um antigo Ascendente, ser atacado por guardiões de areia cada vez mais poderosos, que saem das paredes em salas aleatórias pode criar uma atmosfera ideal para que eles tenham que examinar tudo com um receio crescente.
*'''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.
*'''Exaurir recursos'''. Encontros Aleatórios podem ser a ferramenta mais eficiente para exaurir os recursos dos jogadores, seja fazer com que gastem sua mana lançando magias, percam pontos de vida importantes ou mesmo tenham que adiantar um descanso curto que estava planejado para depois. Eles terão que repensar se conseguirão alcançar o último andar da torre onde esperam encontrar o vilão que estão caçando a tanto tempo.
*'''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.
*'''Construir Relações'''. Ajudar um PdM que está sendo injustamente atacado, ou cercado por muitos inimigos pode ser o início de uma amizade que irá abrir muitas portas em uma cidade nova. Da mesma forma, dar uma verdadeira surra nos capangas da gangue mais poderosa da cidade pode atrair a atenção do líder da gangue que talvez se interesse em ver do que esses aventureiros são feitos.  
*'''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.
*'''Desenvolver o Mundo'''. Talvez um encontro de combate com criaturas que os jogadores já conheçam, mas com uma característica diferente como um cristal brilhante enterrado em suas testas, pode mostrar para eles que algo de estranho está acontecendo. Esses detalhes podem apresentar mais informações sobre o mundo ou mesmo criar novos interesses.  
*'''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.  
*'''Avanço de História'''. Desde a história central da mesa, passando pela história individual de cada um dos personagens, um encontro aleatório pode trazer uma pista sobre onde encontrar o homem que matou o irmão do Caçador, ou mesmo revelar que o plano do vilão já está em andamento, com soldados aprimorados surgindo com mais frequência.
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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.
É importante que os encontros aleatórios não sejam apenas um momento de “matar bichinhos e ganhar algumas moedas”, algo que dê a impressão para os jogadores que tudo é aleatório e suas ações não possuem qualquer impacto ou agência no mundo.
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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.
Quando um encontro aleatório acontece, elabore o motivo pelo qual esse encontro aconteceu, como isso se conecta à história ou ao local, quais são as consequências disso. Vencer uma gangue de assaltantes na estrada pode fazer com que uma cidade que está sendo vilanizada perca ainda mais recursos e passe mais fome, criando problemas que podem interferir na trajetória dos personagens.
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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.  
Cabe ao mestre obter a percepção se os encontros aleatórios são divertidos para os jogadores ou se eles acabam se entediando com a história não se desenvolvendo no ritmo esperado. Mas também cabe ao mestre entender quando deixar os jogadores com o sabor de “quero mais”, na expectativa dos próximos passos da história.
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=Creature Runes=
=Runas de Criaturas=
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.
Assim como os jogadores, todas as criaturas em Runarcana possuem Runas, poderes intrínsecos das criaturas de Runeterra que são fruto da ressonância das Runas Globais com todas as formas de vida de Runeterra, concedendo a essas criaturas um Pulso Rúnico e poderes rúnicos através de Runas com base em seu Nível de Desafio, o equivalente das criaturas aos níveis de personagem.
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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.
A distinção de criaturas e simulacros é importante, enquanto uma criatura pode ser de diferentes naturezas e isso faz com que a reverberação das Runas Globais conceda a elas essa capacidade rúnica, simulacros podem ser indistinguíveis de criaturas, mas não possuem Runas por serem fruto de magia ou outros poderes que já são derivações das reverberações rúnicas.
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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.
Para tornar mais compreensível, as criaturas em Runarcana são separadas nessas duas categorias, Criaturas e Simulacros. Enquanto uma magia de Convocação traz uma criatura real, seja com ela se deslocando ou se teleportando, as magias de Evocação criam simulacros dessas criaturas, por esse motivo, não possuem Runas.
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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.
Algumas magias como Convocar Familiar, assim como Companheiros Animais possuem Runas. Adicionalmente, alguns itens e runas poderosas podem criar simulacros (evocações) com Runas, mas esses casos são raros e são a exceção que confirma a regra.
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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.  
Cada criatura possui em sua ficha um conjunto de Pulso e Runas adequados ao seu ND como sugestão. Incentivamos que o mestre modifique essas características para dar ainda mais diversidade e poder utilizar as criaturas de formas diferentes, mesmo que seu modelo mecânico seja um com o qual ele já esteja acostumado.
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==Rune Activation==
==Ativação de Runas==
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'''.
Cada Runa possui suas próprias regras de ativação, essa ativação é em sua maioria um efeito conjugado, conforme descrito a seguir. Caso não exista nenhuma informação na própria Runa, apenas uma pode ser ativada por rodada, uma exceção para essa regra são '''Ações Épicas'''.
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'''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.
'''Ativação Conjunta''': Toda ativação de uma runa não é definida na própria Runa, isso significa que ela deve ser utilizada junto a algum tipo de ação descrita na Runa, como um ataque, ação, ação bônus, reação, etc.
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'''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.
'''Efeito Passivo''': Algumas Runas possuem componentes passivos, eles acontecem independente de sua vontade, após a descrição das condições especificadas na própria runa, partindo em conjunto a suas habilidades ou de terceiros.
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'''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.
'''Efeito Duradouro''': Alguns efeitos das runas podem possuir um efeito persistente. Por exemplo, ao ativar a runa pelas próximas 2 rodadas uma criatura atingida estará Cega.
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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.
Cada Runa possui uma quantidade de usos descrita na própria Runa, a cada uso se desconta um do total, ao totalizar 0, a criatura não pode usá-la mais pelo combate.
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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.
Quando uma Runa declara um ataque, a criatura utiliza seu Modificador de Ataque de Runas para utilizá-la, jogando 1d20 e adicionando esse modificador ao resultado, que deve ultrapassar a CA do alvo em questão. Como as Runas são uma capacidade natural de cada essência, tanto o Modificador quanto a CD das mesmas são definidos com base no ND da criatura. Exemplo: Um Combatente 6, Arcano 4, possui 10 níveis de personagem, portanto 10 é o número usado para o cálculo de CD de Runas e Modificador de Ataque.
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'''''CD de runas''''': 8 + bônus de proficiência + metade do ND (mínimo de 1)
'''''Rune DC''''': 8 + proficiency bonus + half CR (minimum of 1)
'''''Modificador de ataque de runas''''': bônus de proficiência + metade do ND (mínimo de 1)
''''Rune Attack Modifier''''': proficiency bonus + half CR (minimum of 1)
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==Pulsos==
O Pulso Rúnico é uma sintonia natural que reverbera em cada criatura. Esse pulso é uma manifestação que se desenvolve em cada ser, sendo moldado pelos seus atos, decisões e forma de agir. Cada um dos Pulsos são como pilares que estruturam uma base da personalidade muito além da magia.
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==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.


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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.  
Os pulsos das criaturas funcionam de forma diferente aos dos jogadores, especialmente pelas características das criaturas e seu uso, por esse motivo, por mais que sejam similares aos pulsos de jogadores, possuem nomes distintos para não criar complicações.
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*'''Jade''': The Jade Pulse is focused on mitigating damage received by the creature
*'''Jade''': O Pulso Jade é focado em mitigar dano recebido pela criatura
*'''Agate''': The Agate Pulse amplifies damage caused by the creature
*'''Ágata''': O Pulso Ágata amplifica dano causado pela criatura
*'''Pearl''': This Pulse enhances other allied creatures
*'''Pérola''': Esse Pulso potencializa outras criaturas aliadas
*'''Onyx''': The Onyx Pulse provides life regeneration for the creature
*'''Ônix''': O Pulso Ônix fornece regeneração de vida para a criatura
*'''Lazulite''': The Lazulite Pulse allows for diverse and versatile uses
*'''Lazulita''': O Pulso Lazulita permite usos diversos e versáteis
===Jade Pulse===
===Pulso Jade===
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.
Uma criatura que tenha o Pulso Jade pode escolher com base em seu ND  uma quantidade de tipos de dano para o qual ela possui Redução de Dano. A Redução de Dano da criatura é igual ao valor obtido em sua jogada de Dado de Pulso.
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{| class="purple shadeCenter tabCent"
{| class="purple shadeCenter tabCent"  
|-
|-
|+ Pulso Jade
|+ Jade Pulse
! ND
! ND
! Físico
! Physical
! Elemental
! Elemental
! Espiritual
! Spiritual
! Mágico
! Magicial
! Dado
! Dice
|-
|-
| 1-4
| 1-4
Linha 1 975: Linha 1 655:
| 4d6
| 4d6
|}
|}
*'''Físico''': Quantidade de danos físicos que devem ser escolhidos
*'''Physical''': Amount of physical damage to be chosen
*'''Elemental''': Quantidade de danos elementais que devem ser escolhidos
* '''Elemental''': Amount of elemental damage that must be chosen
*'''Espiritual''': Quantidade de danos espirituais que devem ser escolhidos
*'''Spiritual''': Amount of spiritual damage that must be chosen
*'''Mágico''': A partir do ND 9 também afeta a versão mágica dos danos
*'''Magical''': From CR 9 also affects the magical version of damage
===Pulso Ágata===
===Agate Pulse===
Uma criatura que possua o Pulso Ágata causa seu dado de Pulso como dano adicional de uma quantidade de tipos de dano baseadas em seu ND.
A creature that possesses Agate Pulse deals its Pulse die as additional damage from a number of damage types based on its CR.  
*'''ND 1''': Físico 1, Elemental 1
*'''CR 1''': Physical 1, Elemental 1
*'''ND 9''': Físico 1, Elemental 2
*'''CR 9''': Physical 1, Elemental 2
*'''ND 13''': Dano Mágicos
*'''CR 13''': Magic Damage
*'''ND 17''': Físico 2, Elemental 3, Espiritual 1
*'''CR 17'' ': Physical 2, Elemental 3, Spiritual 1
*'''ND 25''': Físico 2, Elemental 4, Espiritual 2
*'''CR 25''': Physical 2, Elemental 4, Spiritual 2
===Pulso Pérola===
===Pearl Pulse===
Uma criatura que possua o Pulso Pérola é capaz de escolher uma ou mais criaturas no início de cada rodada com base em seu ND, para que a criatura receba alguns benefícios. Esse bônus dura até o final da rodada e não está sujeito a magia. Uma criatura pode escolher a si própria como alvo desse Pulso.  
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.
{| class="purple shadeCenter tabCent"  
{| class ="purple shadeCenter tabCent"
|-
|-
|+Pulso Pérola
|+Pearl Pulse
! ND
! CR
! Quantidade
! Quantity
! Escudo
! Shield
! Bônus
! Bonus
! Dano
! Damage
|-
|-
| 1-4
| 1-4
Linha 2 013: Linha 1 693:
| 10
| 10
| +1
| +1
| +3
| + 3
|-
|-
| 13-16
| 13-16
Linha 2 032: Linha 1 712:
| +2
| +2
| +4
| +4
|-
| -
| 25-28
| 25-28
| 4
| 4
Linha 2 045: Linha 1 725:
| +6
| +6
|}
|}
*'''Quantidade''': A quantidade de criaturas que podem ser afetadas
*'''Quantity''': The number of creatures that can be affected
*'''Escudo''': Pontos de Vida temporários que a criatura recebe
*'''Shield''': Temporary Hit Points that the creature receives
*'''Bônus''': Valor adicional em acerto, classe de armadura e jogadas de perícias e salvaguardas
*'''Bonus''': Additional value in hit, armor class, and skill checks and saving throws
*'''Dano''': Dano adicional causado pela criatura afetada
*'''Damage''': Additional damage dealt by the affected creature
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===Onyx Pulse===
===Pulso Ônix===
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.
Uma criatura que possua o Pulso Ônix recupera uma quantidade de pontos de vida de forma passiva no início de todos os seus turnos com base em seu ND. Quando essa criatura não recebe qualquer dano em um turno, ela recupera seu dado de pulso em pontos de vida no fim da rodada.
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{| class="purple shadeCenter tabCent"
{| class="purple shadeCenter tabCent"  
|-
|-
|+Pulso Ônix
|+Onyx Pulse
! ND
! CR
! Combate
! Combat
|-
|-
| 1-4
| 1-4
Linha 2 087: Linha 1 763:
| 20
| 20
|}
|}
===Pulso Lazulita===
===Lazulite Pulse===
Uma criatura que possua o Pulso Lazulita recebe um determinado número de pontos baseado em seu ND e pode utilizá-lo de diversas formas. Baseado também no ND, a criatura recupera uma quantidade de pontos por rodada, não podendo ter mais que o seu máximo. Os pontos podem ser gastos e permitem as seguintes utilizações:
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:  
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*'''''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 ponto'''''. Aumentar em 1 a dificuldade de todas as jogadas de criaturas inimigas em um raio definido pelo ND por 1 rodada. Máximo de uso por turno. Pode ser gasto mais de 1 ponto por vez.  
*'''''1 point'''''. Perform an additional counterattack reaction.
*'''''1 ponto'''''. Executar uma reação adicional de contra-ataque.  
*'''''1 point'''''. Reduce the damage taken from 1 attack by an amount equal to the pulse die.
*'''''1 ponto'''''. Reduzir o dano recebido em 1 ataque em um valor igual ao dado de pulso.
*'''''1 point'''''. Increase the damage of an attack by an amount equal to the pulse die.
*'''''1 ponto'''''. Aumentar o dano de um ataque em um valor igual ao dado de pulso.
*'''''2 points'''''. Grant the pulse die value in temporary hit points to an ally.
*'''''2 pontos'''''. Conceder o valor de dado de pulso em pontos de vida temporários a um aliado.
*'''''4 points'''''. Make an additional attack at any time.
*'''''4 pontos'''''. Fazer um ataque adicional a qualquer momento.
*'''''5 points'''''. Perform an action (if it is an attack, only perform 1 attack) at any time.
*'''''5 pontos'''''. Fazer uma ação (caso seja de ataque, faz apenas 1 ataque) a qualquer momento.
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{| class="purple shadeCenter tabCent"
{| class="purple shadeCenter tabCent"  
|-
|-
|+Pulso Lazulita
|+Lazulite Pulse
! ND
! CR
! Pontos
! Points
! Raio
! Radius
! Reações Máx.
! Max Reactions
! Recupera
! Recover
|-
|-
| 1-4
| 1-4
| 3
| 3
| 10 pés
| 10 ft
| 1
| 1
| 1
| 1
Linha 2 119: Linha 1 791:
| 5-8
| 5-8
| 5
| 5
| 15 pés
| 15 ft
| 1
| 1
| 1
| 1
Linha 2 125: Linha 1 797:
| 9-12
| 9-12
| 7
| 7
| 20 pés
| 20 ft
| 1
| 1
| 2
| 2
Linha 2 131: Linha 1 803:
| 13-16
| 13-16
| 11
| 11
| 25 pés
| 25 ft
| 2
| 2
| 2
| 2
Linha 2 137: Linha 1 809:
| 17-20
| 17-20
| 13
| 13
| 30 pés
| 30 ft
| 2
| 2
| 3
| 3
Linha 2 143: Linha 1 815:
| 21-24
| 21-24
| 15
| 15
| 40 pés
| 40 ft
| 2
| 2
| 3
| 3
Linha 2 149: Linha 1 821:
| 25-28
| 25-28
| 20
| 20
| 50 pés
| 50ft
| 3
| 3
| 4
| 4
Linha 2 155: Linha 1 827:
| 29-30+
| 29-30+
| 25
| 25
| 60 pés
| 60ft
| 3
| 3
| 5
| 5
|}
|}
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==Runic Powers==
==Poderes Rúnicos==
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.
Todas as criaturas possuem magia, queiram elas ou não, sendo que essa magia se manifesta de uma forma ativa em grandes efeitos poderosos ou de forma passiva em efeitos sutis. A sintonização e reverberação parece ser mais forte quanto mais poderosa for a conexão.
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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.
Runas ampliam o que uma criatura pode fazer ao mesmo tempo em que elas modificam a aparência da criatura, como um reflexo desse poder rúnico. Para uma melhor descrição veja abaixo o que cada runa representa.
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*'''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.
*'''Usos'''. Diz quantas vezes uma runa pode ser usada, normalmente as runas podem ser usadas um número de vezes igual ao bônus de proficiência da criatura.
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*'''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.
*'''Imponência'''. Apresenta um conjunto de sugestões de como a runa modifica a aparência da criatura, como descrito, são apenas sugestões, ficando a cargo do mestre decidir seguir ou não, criando ou adaptando suas próprias ideias.
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*'''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.
*'''Melhorias'''. Ao criar uma criatura, elevar ou reduzir o ND certos números de melhorias podem ser aplicadas, o mestre pode optar por adicionar um segunda ou terceira runa ou  aumentar o número de usos que uma runa pode oferecer.
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*'''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.
*'''Dedicação Rúnica'''. Quando uma criatura , seja ela um PNJ ou um grande antagonista recorrente na campanha aumenta seu ND o bastante focando em uma única runa, ao melhorar ela pela 7º vez a runa atinge um potencial especial e bem poderoso.
===List of Runes===
===Lista de Runas===
Below are the Runes for Creatures.
Abaixo estão as Runas para Criaturas em ordem alfabética.
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====Offspring Elder====
====Ancião de prole====
'''Uses'''. Half Proficiency.<br/>
'''Usos'''. Metade da Proficiência.<br/>
'''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.  
'''Imponência'''. Essa variante aparenta ser uma versão levemente maior, com fissuras em seu exterior ou com fragmentos de si alocados em seu corpo como se fossem escamas, no menor sinal de perigo, por instinto ou programação essas sementes, peças  ou partes de si são rejeitados do corpo principal e se formam em criaturas novas ou quase que idênticas à original porém menores em tamanho.
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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.
Por alguma circunstância peculiar, essa criatura é capaz de gerar semelhantes menores quando se sente ameaçado seja se dividindo, expelindo sua própria prole do corpo ou por fragmentos menores de seu ser. Ao ativar essa runa a criatura rola 1d2, convocando o valor em criaturas com prole de (nome da criatura com essa runa) aparecem agindo imediatamente ao final do turno da criatura, essas criaturas não possuem runas. As criaturas convocadas sempre serão 2 tamanhos menores que O ancião da Prole.
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'''Enhancements''': When picking up this rune more than once, the die grade increases by 1 for each time it is picked up.
'''Melhorias''': Ao pegar essa runa mais de uma vez, o grau do dado aumenta em 1 para cada vez que ela for pega.
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'''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.
'''Dedicação Rúnica''': Ao pegar essa runa pela 7º vez, a criatura pode usar ela como reação ao ser alvo de uma jogada de ataque e como ação bônus.
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====Presence Eraser====
====Apagador de Presença====
''Prerequisite: Charisma 17''
''Pré-requisito: Carisma 17''
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'''Uses'''. Half Proficiency.<br/>
'''Usos'''. Metade da Proficiência.<br/>
'''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.
'''Imponência'''. Essa variante aparenta ser uma versão mais obscurecida, como se a própria percepção do ambiente fosse arrancada a forças daqueles ao seu redor. Sua forma parece distorcida, emanando uma escuridão opaca que apaga sons e desorienta os sentidos, enquanto sussurros ecoam na mente de seus inimigos.
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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.
Ao utilizar essa runa como uma ação bônus, a criatura pode criar uma aura onda de vontade sobrenatural ao seu redor para inibir os sentidos de inimigos próximos. Todos os inimigos em um raio de 15 pés devem realizar uma salvaguarda de Carisma (CD 8 + Proficiência + Modificador de Carisma) da criatura ou sofrerão 2d8 de dano psíquico e estão Cegas, Surdas e Mudas. Uma criatura que falhe nessa salvaguarda pode refazê-la no início de seu turno.
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'''Enhancements''': Whenever you choose this rune more than once, the creature gains an additional activation.
'''Melhorias''':Sempre que escolher essa runa mais de uma vez, a criatura ganha mais uma ativação adicional.
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'''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.
'''Dedicação Rúnica'''. Ao pegar essa runa pela 7º vez, a criatura passa a ter uma aura de 25 pés com o efeito ativo da runa passivamente, uma criatura que entre ou comece o turno dentro da área devem fazer a salvaguarda descrita acima e ao ativar a runa ela emite um feixe em uma linha de 60 por 5 pés ao invés de um efeito ao seu redor e o dano aumenta para 10d8.
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====Immobile Body====
====Corpo Imovel====
''Prerequisite: Constitution 17. Soldier, Elite, or Paragon''
''Pré-requisito: Constituição 17. Soldado, Elite ou Pináculo''
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'''Uses'''. Half Proficiency.<br/>
'''Usos'''. Metade da Proficiência.<br/>
'''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.
'''Imponência'''. Essa variante aparenta ser uma versão maior e mais pesada seja por densidade corporal como músculos mais densos ou um material mais resistente, além disso uma forte conexão com a terra pode ser vista como pedregulhos flutuantes à sua volta.
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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.
Essa criatura é um ser tenaz e teimoso, sendo capaz de resistir às piores provações além de modificar o terreno para lhe ajudar no processo. Desde de que essa criatura esteja com pelo menos 1 ponto de vida ela não pode ser Empurrada, Puxada, Levantada ou ser forçada a cair sem sua permissão. Ao ativar essa runa pelos próximos 10 minutos tremores irão se formar em uma área de 10 pés da criatura, todas as criaturas que entrarem pela primeira vez devem fazer uma salvaguarda de Força (com o CD igual a 10 + modificador de constituição + proficiência da criatura) caso falhem estarão Caídas.
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'''Enhancements''': Whenever you choose this rune more than once, the creature gains an additional activation.
'''Melhorias''':Sempre que escolher essa runa mais de uma vez, a criatura ganha mais uma ativação adicional.
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'''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.
'''Dedicação Rúnica'''. Ao pegar essa runa pela 7º vez, a criatura passa a criar tremores em uma área de 25 pés ao seu redor, utilizando uma ação bônus a criatura pode fazer surgir pilares ou estacas de  10 por 5 pés da superfície onde esteja, dentro de sua zona de tremores, criaturas na área devem fazer uma salvaguarda de de Destreza com o CD igual ao CD da runa mencionado acima ou serão arremessadas a 15 pés no ar, criaturas caídas possuem desvantagem.
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====Unstoppable Force====
====Força Imparável====
''Prerequisite: Strength 17. Soldier, Elite, or Paragon''
''Pré-requisito: Força 17. Soldado, Elite ou Pináculo ''
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'''Uses'''. Half Proficiency.<br/>
'''Usos'''. Metade da Proficiência.<br/>
'''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.
'''Imponência'''. Essa variante aparenta ser uma versão ideal de força de seus semelhante com um físico mais avantajado que o comum, uma outra coisa que se destaca que essa criatura possuirá sempre uma placa reforçada ou alguma estrutura em sua frente como um chifre de gelo, ou cristal para um elemental ou dragão, ou até um placa de ossos ou metal revestidos e reforçados para uma fera ou construto.
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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.  
Graças ao seu porte físico inigualável a sua vontade de ferro, a criatura com essa runa pode ignorar terreno difícil. Ao ativá-la como reação quando algum efeito fizer ela ter as condições, Agarrado, Contido, Enfeitiçado, Atordoado, Paralizado ou Provocado para ignorar a condição.
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'''Enhancements''': Whenever you choose this rune more than once, the creature gains one additional activation
'''Melhorias''': Sempre que escolher essa runa mais de uma vez, a criatura ganha mais uma ativação adicional
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'''Runic Dedication'''. When picking up this rune for the 7th time, the creature now has the action below once per combat:
'''Dedicação Rúnica'''. Ao pegar essa runa pela 7º vez, a criatura passa a ter a ação abaixo uma vez por combate:
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'''''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====
'''''Debandada'''''. Como ação bônus, a criatura irá  avançar em 30 + 10 Pés por tamanho acima de grande em uma direção específica (o tamanho da área total é um retângulo com a área da base igual ao tamanho da criatura, e o comprimento igual a distância percorrida em pés), criaturas na área devem fazer uma salvaguarda de destreza (com o CD igual a 8 + proficiência + o modificador de força) ou serão empurradas junto a criatura até o final do percurso sofrendo dano contundente igual ao dobro do Nível de desafio a todas as criaturas no percurso, uma criatura que tenha sucesso na salvaguarda do percurso sofre metade do dano e não é empurrada. Durante a debandada a criatura possui invulnerabilidade a danos físicos e atravessa quaisquer estruturas e barreiras mágicas somente sendo paradas por objetos muito massivos como bases de montanhas, rocha ou metal sólido ou o próprio solo das terra, ao final da debandada a criatura recebe 10 pés de movimento por categoria de tamanho acima de grande adicionais e imunidade a 1 tipo de dano físico por 3 turnos.
''Prerequisite: Wisdom 17. Soldier, Elite, or Paragon''
====Líder de matilha====
''Pré-requisito: Sabedoria 17. Soldado, Elite ou Pináculo''
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'''Uses'''. Half Proficiency.<br/>
'''Usos'''. Metade da Proficiência.<br/>
'''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.
'''Imponência'''. Essa variante aparenta ser uma versão mais antiga e experiente do que outros semelhantes, até mesmo que os seus anciãos com pêlos mais longos, poder arcano bruto irradiando de suas fissuras ou feito de uma tecnologia perdida a muito tempo, sendo capaz de guiar seus aliados nas situações mais difíceis.
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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:
Graças ao seu longo tempo de vida, essa criatura é capaz de pacientemente decifrar padrões de movimento e detectar falhas nas defesas inimigas sinalizando para seus aliados. Quando essa criatura realiza uma ação de ataque, ela deixa o inimigo marcado como parte da ação, criaturas aliadas podem realizar jogadas de ataque com vantagem  contra criaturas marcadas. Ao ativar essa runa como ação bônus a criatura emite um forte sinal, seja rugindo, disparando fagulhas de poder ao ar ou manifestando raios de luz em direção aos alvos, ao fazer isso todas as criaturas aliadas em um raio de 20 pés podem usar sua reação para realizar as seguintes ações:
*'''Move'''. The creature can move toward a marked creature equal to half its movement.
*'''Mover'''. A criatura pode se mover em direção a uma criatura marcada igual a metade do seu movimento.
*'''Attack'''. The creature can make an attack roll against a marked creature.
*'''Atacar'''. A criatura pode realizar uma jogada de ataque contra uma criatura marcada.
*'''Retreat'''. The creature can move half its speed as if it were using the disengage action.
*'''Recuar'''. A criatura pode mover metade do seu deslocamento como se estivesse usando a ação desengajar.
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'''Enhancements''': Whenever you choose this rune more than once, the creature gains one additional activation of the rune.
'''Melhorias''':Sempre que escolher essa runa mais de uma vez, a criatura ganha mais uma ativação adicional da runa.
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'''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.
'''Dedicação Rúnica'''. Ao pegar essa runa pela 7º vez, a criatura passa a poder escolher até duas criaturas inimigas adicionais no campo de batalha para também serem marcadas. Todas as criaturas aliadas em um raio de 30 pés recebem +2 em jogadas de ataque e em salvaguardas contra efeitos, enquanto permanecerem dentro dessa área e ignoram terreno difícil.
====Bloodlust====
====Sede por Sangue====
'''Uses'''. Half Proficiency.<br/>
'''Usos'''. Metade da Proficiência.<br/>
'''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.
'''Imponência'''. Essa variante aparenta ser uma versão mais selvagem e instável que o comum seja por uma falha em sua criação ou uma sede de batalha adquirida por traumas ou extensas batalhas, seja como for seu olhar aparenta não ter vida, apenas um brilho escarlate e constantes sons de fúria ecoando pela sombra retorcida e trêmula de sua forma sedenta para atacar tudo e todos em sua presença.
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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.
Essa criatura é mais agressiva e destrutiva por natureza do que outros da mesma espécie, às vezes se deleitando e entrando em um furor de batalha sempre que há a oportunidade. Toda vez que essa criatura fizer uma jogada de ataque ou forçar uma criatura inimiga a fazer uma salvaguarda e causar dano no processo igual ou maior que 1/3 da vida máxima do alvo, a criatura alvo passa a ficar Ensanguentada e marcada por 1 dia, necessitando um Teste de Medicina (com o CD 8 + Metade do ND da criatura) para parar a fonte do sangramento, enquanto estiver marcada a criatura com essa runa sempre sabe sua localização mesmo que não possa ouvir ou ver a criatura. Além disso, ao ativar essa runa como uma ação bônus a criatura pode escolher  receber um bônus em suas jogadas de acerto ou de dano igual ao seu ND, em caso de crítico a criatura pode manter a ativação da runa e usá-la no próximo ataque.
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'''Enhancements''': When taking this rune more than once, the creature gains an additional activation.
'''Melhorias''': Ao pegar essa runa mais de uma vez, a criatura ganha mais uma ativação adicional.
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'''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.
'''Dedicação Rúnica'''. Ao pegar essa runa pela 7º vez, a criatura pode fazer um ataque adicional igual ao número de ativações em um combate.
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====Transcendent Being====
====Ser Transcendente====
'''Uses'''. Half Proficiency.<br/>
'''Usos'''. Metade da Proficiência.<br/>
'''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.
'''Imponência'''. A criatura aparenta ser uma versão mais radiante e sabia do que outros de seus semelhantes, possuindo um olhar calmante e familiar a qualquer um e uma aura ou manifestação de poder primal ligado a sua natureza que a órbita, como estrelas de poeira cósmica, bolhas de água, ou esferas de energia.
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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.
Seres compassivos normalmente são encontrados em refúgios ou santuários fornecendo cura a alento a quem procura, algumas criaturas já nascem com esse potencial e podem utilizar em sua necessidade ou no próximo. Ao ativar essa runa como uma ação bônus a criatura ganha 3 esferas que circulam ao seu redor, ao fazer isso a criatura pode usar uma ação bônus para conceder a uma criatura alvo a até 45 pés 3d8 + seu ND em pontos de vida temporários e visão verdadeira enquanto os pontos de vida temporários não forem reduzidos a 0. Ao ativar essa runa a criatura pode gastar uma de suas esferas como parte da mesma ação bônus de ativação.
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'''Enhancements''': When taking this rune more than once, the creature gains an additional activation.
'''Melhorias''': Ao pegar essa runa mais de uma vez, a criatura ganha mais uma ativação adicional.
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'''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.
'''Dedicação Rúnica'''. Ao pegar essa runa pela 7º vez, a criatura passa a ter 1 esfera adicional por ativação e os dados da vida temporária passam a ser 9d8.
====Arcane Suppression====
====Supressão arcana====
'''Uses'''. Half Proficiency.<br/>
'''Usos'''. Metade da Proficiência.<br/>
'''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.
'''Imponência'''. Essa criatura é uma variante muito rara entre seus semelhantes possui materiais sejam implantados ou crescendo naturalmente em seus corpos que os permitem suprimir magia e efeitos mágicos. Outras criaturas se sentem desconfortáveis ou até fracas perto de sua presença.
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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.
Ao escolher essa runa a Criatura passa a ter uma aura de antimagia de 5 pés ao seu redor desde que não esteja atordoada, incapacitada ou inconsciente. Além disso, ao ativar essa runa a criatura pode escolher um alvo a sua escolha desde que possa a ver para suprimir sua magia ou a tornar um alvo invalido para magias, concedendo quaisquer magias ou efeitos mágicos na criatura por 10 minutos.
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'''Enhancements''': When taking this rune more than once, the creature gains an additional activation of the rune.
'''Melhorias''': Ao pegar essa runa mais de uma vez, a criatura ganha mais uma ativação adicional da runa.
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'''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.
'''Dedicação Rúnica'''. Ao pegar essa runa pela 7º vez a criatura passa a ter uma área de anti magia de 10 pés e passa a poder todas as criaturas que possa ver como alvos ao invés de 1 em sua ativação.
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====Territorial Outbreak====
====Surto Territorialista====
'''Uses'''. Half Proficiency.<br/>
'''Usos'''. Metade da Proficiência.<br/>
'''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.  
'''Imponência'''. Essa criatura aparenta ser uma versão levemente maior e bem mais danificada que outros semelhantes, mas não deixe as cicatrizes e as marcas de batalhas antigas o enganaram essa criatura pode ter suas armas naturais mais bem desenvolvidas e rígidas, chifres, garras, presas com farpas ou até mesmo armas antigas ainda fincadas em sua carne.
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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).
O território para algumas criaturas é o seu lugar de refúgio e sagrado, muitas delas preferem morrer a terem seu solo profanado por invasores e algumas delas se destacam, principalmente aquelas que utilizam essa runa, ganhado um surto de agressividade perante os invasores. Uma criatura que possua o surto territorial faz com que toda vez que entre em combate ative-a de maneira inata. No início de cada turno desta criatura ela recupera a média do seu dado de vida em pontos de vida caso esteja com pelo menos 1 ponto de vida. Além disso, a criatura pode escolher entrar como uma ação bônus em um estado de '''Frenesi Territorial''' igual a 1/3 de seu ND (mínimo de 1) turnos, ao fazer isso a criatura ganha um ataque extra adicional como se tivesse ataques múltiplos com qualquer arma, seja ela natural ou não para cada duas criaturas dentro de seu território (Caso a criatura tenha ataques múltiplos um ataque a mais é adicionado).
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'''Enhancements''': By taking this rune more than once, the creature gains an additional activation in its Territorial Frenzy state.
'''Melhorias''': Ao pegar essa runa mais de uma vez, a criatura ganha mais uma ativação adicional em seu estado de Frenesi Territorial.
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'''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.
'''Dedicação Rúnica'''. Ao pegar essa runa pela 7º vez, a criatura passa a ter a recuperação por turno desta runa igual a média de 4 dados de vida + seu modificador de constituição e além disso, a criatura está constantemente em seu Frenesi Territorial empurrar criaturas menores que ela em 5 pés ou 10 pés em um crítico.
====Ravenous====
====Voraz====
''Prerequisite: Soldier, Elite or Pinnacle.''
''Pré-requisito: Soldado, Elite ou Pináculo.''
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'''Uses'''. Half Proficiency.<br/>
'''Usos'''. Metade da Proficiência.<br/>
'''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.
'''Imponência'''. Essa criatura aparenta estar em um estado de fome perpétua. Uma saliva escura, roxa ou verde escorre e respinga constantemente de suas presas enquanto suas garras brilham com uma energia pulsante e faminta. Sua presença drena a energia ao seu redor, deixando o ambiente frio e desprovido de vida. O som de respirações ofegantes e ruídos famintos ecoam enquanto sua fome parece nunca ser saciada.
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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.
Uma vez por turno, ao atingir um inimigo com um ataque corpo a corpo, a criatura pode usar sua reação para ativar essa runa e drenar a essência vital do alvo, a criatura atingida sofrendo 5d10 de dano necrótico, e a criatura recebe Pontos de Vida Temporários igual ao dano causado.
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'''Enhancements''': Whenever you choose this rune more than once, the creature gains one additional activation.
'''Melhorias''': Sempre que escolher essa runa mais de uma vez, a criatura ganha mais uma ativação adicional.
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'''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.
'''Dedicação Rúnica'''. Ao pegar essa runa pela 7º vez, a criatura passa a poder ativar essa runa como ação bônus ganhando o efeito dela até o final do turno toda vez que atinge uma criatura, pontos de vida temporários dessa runa passam a acumular.
==Runes for Familiars==
==Runas para Familiares==
When casting or making a pact, both essences mix.
Ao conjurar ou firmar um pacto ambas as essências se misturam.
===The Special Companion===
===O Companheiro Especial===
''Prerequisite: Familiar.''
''Pré-requisito: Familiar.''
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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.
Quando um conjurador invocar um Familiar, um vínculo único é criado entre ambos, esse vínculo concede uma certa sinergia entre a essência e a magia. Ao invocar um familiar o conjurador pode escolher um vínculo de familiar, esse vínculo é mantido pelo familiar até o próximo descanso pleno do conjurador ou quando o familiar morrer.
*'''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.
*'''Vínculo Defensivo''': Esse familiar possui um vínculo com conjurador como uma segunda parte do mesmo. Ao invocar esse familiar, ele passa a ter bônus de pontos de vitalidade igual a metade do nível máximo do conjurador. Além disso, sempre que o conjurador vinculado a esse familiar conjurar uma magia que tenha uma condição debilitante o próximo ataque do familiar a criatura alvo concede -1d4 na próxima salvaguarda da magia.
*'''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.
*'''Vínculo Ofensivo''': Esse familiar é vinculado às emoções fortes de seu conjurador contra seus inimigos. Sempre que o conjurador vinculado ao Familiar conjurar uma magia que cause dano, o próximo ataque do familiar é aumentado em 1d4 para cada nível de magia, sendo o dano desse ataque o mesmo da magia conjurada. Se a magia não possuir dano, o dano desse ataque será Energético.
*'''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.
*'''Vínculo Explorador''': Esse familiar é vinculado ao desejo de aventura do conjurador. A distância de compartilhamento de sentidos é dobrada, além disso o familiar recebe 30 pés de visão no escuro, se o familiar já tiver visão no escuro então ele recebe mais 30 pés e seu movimento é aumentado em 5 pés a cada nível do conjurador.
===The Mystic Companion===
===O Companheiro Místico===
''Prerequisite: Pact Mystic Familiar.''
''Pré-requisito: Familiar de Místico de Pacto.''
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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.
Essa criatura é um ser extraplanar que cresce em poder junto ao seu portador. Para cada 5 níveis (5/10/15/) do jogador, o familiar místico recebe uma das habilidades abaixo
*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.
*Ao ficar com menos de ¼ de seus pontos de vitalidade máximos o familiar se torna invisível por 1 minuto, depois que essa runa é ativada pela primeira vez, ela só poderá ser ativada novamente quando o conjurador do familiar fizer um descanso curto, longo ou pleno.
*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.
*Utilizando uma ação bônus, o familiar pode conceder a uma criatura a até 20 pés do familiar, 30 pés de movimento de voo e um ataque extra no próximo turno da criatura.
*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.
*Utilizando uma ação bônus, o familiar pode realizar um ataque a uma criatura a até 30 pés dele causando 4d8 de dano, se o familiar for demoníaco o dano é Noctifero ou se o familiar for Feérico o dano será Luminar. Além disso, a criatura alvo ao sofrer dano deve realizar uma salvaguarda de Carisma CD 18, se falhar a criatura estará Contida até o fim de seu próximo turno.
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Edição atual tal como às 20h41min de 28 de dezembro de 2024

This article is a test material compatible with version 0.95 of Runarcana RPG

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.

Creature Table
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
Type, Subtype, Descriptors, Size
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
Elemental, Médio.
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.

Minion Experience
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.

Table of Ignoble Servants
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.

How to use a Grunt
  • 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:

How to use a Soldier
  • 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.

How to use an Elite
  • 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!

Cinematic Actions
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.

How to use Paragons
  • 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:

XP Modifier
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 and their Fantasies
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.
Subtypes and their Fantasies
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.

Size Category Basic Attributes
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.

Damage Interaction
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.

Feature 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:

  1. Create a visible countdown timer (you can use a die next to the miniature to represent it).
  2. At the start of your turns, reduce the timer by 1.
  3. When the timer reaches 0, choose your targets immediately and make attacks if necessary.
  4. Apply effects to any targets affected before you and continue with the rest of your turn.
  5. 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!!!

  1. At the start of each of the target's turns, reduce the doom clock count by 1.
  2. 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:

Combat by Group Average
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.

EXAMPLE
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.

Example 1
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.

EXAMPLE 2
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.

Jade Pulse
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.

Pearl 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.

Onyx Pulse
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.
Lazulite Pulse
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.