Creatures

Throughout the realms exist many different creatures from the mundane to the magical. Following the link will provide a basic listing of their game stats. Each attribute is described below:

Type: This is the name and/or basic type of the creature. If a creature has many subclasses, the type is listed first and then the subclass. For example, there are many different types of bears so they are listed as Bear, Cave and Bear, Great White.

Constitution: This is the same as a PC's Constitution rating. Also consider this the DP rating for generic, first level versions of the creature. This is the inherit toughness of the creatures and states how much damage each body area can take. Sometimes pets and familiars may earn experience and gain levels. In this case, create a DP stat for them and increase it as if they were a standard PC. Note: when possible, use the same hit locations for creatures as humanoids. However, the GM may reassign hit locations when necessary.

Movement: This attribute ranks the number of feet per turn the creature can travel at top speed. Just like PCs, it takes two rounds to achieve top speed. If a pure number is listed, it is assumed that this is the running speed of the creature UNLESS the creature is a purely swimming or flying creature in which case it applies to that method of locamotion. When more than one number is listed, a short text tag will follow the number stating which form of locamotion is meant. For example, a Fell-Turtle has 30 Run, 60 Swim meaning it can run at 30 and swim at 60.

Combat: The Combat rating is the number that the creature must roll under to hit. Creatures can make multiple attacks at the same reduction as humanoids (-10 per extra action.) For example, a Cave Bear with a Combat rating of 80 could hit once at the full amount or 3 times at 50 (80-30). Non-intelligent creatures (those with a Wisdom of 0) will rarely block or dodge and cannot bump hit locations. Intelligent creatures have those options at the descretion of the GM. Also, intelligent creatures may choose to bump hit locations up to 2 areas also at the GM's descretion. Some creatures have more than one method of attack, each with it own Combat rating. Generally, they will be in the order of Bite, Claw, Tail, Special Attack. If it is questionable what the value stands for, a short text tag has been added.

Damage: This attribute is the maximum amount of damage a particular attack can do. Roll the smallest number of dice which add up to the amount listed. The GM has final say in the exact dice used. For example, a Cave Bear can do 40 damage. The GM should role a 4 sided die and a 10 sided die (%d40) using the 4 as the 10s digit and the 10 as the ones digit. A roll of 3 and 2 would be a 32. In the case of a Gorilla Bear (Damage rating 50), the GM has several options. 1) roll a 20d and a 30d and add the two values, 2) roll a %d40 and a 10d and add the values or 3) roll 5d10 and add the values. In the case of numbers smaller than a 4d, just add those values to the roll. For example, a Giant Centipede has a Damage rating of 61. A %d60 (d6 and d10) is rolled and then add +1. As a general rule of thumb, use the smallest number of dice possible. When multiple numbers are listed, they correspond to the numbers under the Combat rating. Generally, they proceed in the order of Bite, Claw, Tail, Special Attack. Again, if it is questionable what the attack is, a short text tag has been added.

Wisdom: This is the creatures intelligence level. A 0 means the creature has common animal intelligence. Higher numbers are treated the same as for PCs.

Psyche: Similar to a PCs attribute of the same name, this is the measure of the creatures mental toughness. A rating of 0 means they have no innate resistence to outside forces and are probably a non-sentient creature.

Armor: This stat is exactly the same as a PCs Armor rating. This value is subtracted from all attacks made against the creature. Occasionally, a series of other numbers will follow indicating which body areas receive this rating. If no location areas are listed, consider the armor to protect the entire body. Also, as a general rule, armor made from the skin of a creature with an armor rating has 2 times the protective value but it CAN be damaged just like normal armor. For example, using the skin from a Giant Centipede (Armor 8) to make armor for a PC would provide the PC with 16 protection. After the armor sustained 16 damage, it would provide no further protection until properly repaired.

Size: This is the average size of the creature in feet. Unless otherwise specified, this stat is for the greatest dimension of the creature. For example, this stat for a Giant Boa would be it's length, a War Horse it's height and a Great Eagle it's wingspan.

Speech: This indicates where the creature is capable of speech and if possible, the common languages it knows.

Size Level: The size of a creature influences the amount of damage it receives, it ability to hit and be hit and the amount of damage it can do. The size ratings are as follows:

Tiny: less then 1' tall

Small: 1' to about 3' tall

Medium: between 3' and 9' tall

Large: between 10' and 20' tall

Huge: around 30'-40' tall

Giant: around 60' tall

Super Large: over 100' tall

Each difference in size category adds a +/- 10 to hit and +/- 5 to damage. Smaller targets hit larger ones easier but do less damage. Just the opposite, it is more difficult for larger targets to hit smaller ones but do more damage. For example, a Medium creature hitting a Huge creature gets at +20 to hit (+10 per difference in category) but -10 to damage (-5 per level). Conversely, the same Huge creature would have a -20 to hit the Medium but receive a +10 to damage.

Natural Abilities: Some creatures have inate skills or even magical powers. These are listed here.