Skip to content
Mythtome
← All rules

Creature Compendium

Template Model

For ease of running multiple creatures, they will not have AP to track. Instead, creatures will be given base movement, base simple attacks, set amounts of either blocks, dodges or parries and abilities of the 4 levels of complexity.

Stat Points: 16 + 4*level-1

Creature Stat Points
LevelStat Points
116
220
324
428
532
636
740
844
948
1052
1156
1260
1364
1468
1572
1676
1780
1884
1988
2092
Health: 10 * Constitution * level

Size:

Tiny Small Medium Large Huge Gargantuan

Stats

To calculate the stats of a creature you first must know what level of creature you wish to use. Once you know its level multiply all of the creature's base stats by it's level. A creature’s stat has no upper limit like a player’s stats and thus may be as large as required for a creature. Creatures have strength, finesse, arcana, constitution and perception stats. Instead of a speed stat they have a static movement stat which dictates how many tiles the creature can move in its turn.

Health

health of a creature is calculated by their adjusted constitution multiplied by their level.

Saving Throws

Creatures have a base resolve and resilience saving throws as well which should be adjusted using the stat multiplier just like stats.

Skills and Abilities

Creatures are considered to not have any skills or discipline abilities like players do. However creatures do have offensive abilities that may be the same or similar to player useable abilities, especially if the creature is a spellcaster.

Blocking, Dodging and Parrying

If creatures are capable of blocking they will have a base blocking threshold which you should add the creature's adjusted strength stat to. The dodging threshold is the creatures finesse stat and its parrying threshold is it's strength stat.


Bandit Captain

Level 1, Medium Humanoid


  • Hit Points 30
  • Armor 4
  • AP Per Turn 7

STRFINARCCONSPDPER
430332

  • Block +10
  • Dodge +15
  • Parry +8
  • Resilience: +8

Actions

Longsword. Melee Weapon Attack: 3 AP, +7 to hit, 4 critical chance, one target. Hit 1d8+4 sharp damage

Charge. * Simple Ability:* 3 AP, 6 tile line, 2d6 force damage. resilience threshold 40, knocked down 1 turn.

Whip Simple Ability: 2 AP. Target ally: 1d6 force damage, ally makes a single action costing up to 4 AP freely. Target enemy: 1d6 force damage, resilience threshold 40, move up to 3 tiles closer to Bandit Captain


Pit Fiend

Level 20, Large Fiend


  • Hit Points 250
  • Armor 72
  • AP Per Turn 14

STRFINARCCONSPDPER
2015202575

  • Dodge 75
  • Resilience +56
  • Damage Resistances Fire (Level 5, 150%), Force (Level 1, 25), Sharp (Level 1, 25)
  • Damage Vulnerabilities Water, Radiant

Actions

Claw. Melee Weapon Attack: 4 AP, +25 to hit, 25 critical chance, one target. Hit 4d8+20 sharp damage

Tail. Melee Weapon Attack: 6 AP, +25 to hit, 25 critical chance, one target. Hit 4d10+20 force damage

Throw. Simple Ability 4 AP, grab an adjacent player and throw them up to 10 tiles in any direction. Player takes 5d10 force damage.

Bite. Simple Ability 3 AP, 5d6 sharp damage. resilience threshold 100, poisoned at severity level 5 (5d6 per turn) for 2 turns.

Fireball. Involved Ability: 6 AP. 15 tile range, affected area of up to 5 tiles in radius, 6d8 fire damage, resilience threshold 100, burning at severity level 5 (5d6 per turn) for 2 turns.

Wall of Fire. Complex Ability: 7 AP, 10 tile range, 5 tile line within range, create a wall of blazes on the line. If creature moves through the wall, 5d10 fire damage, reseilience threshold 100, burning at severity level 5 (5d6 per turn) for 2 turns.

Infernal Bonds: Complex Ability: 7 AP, 10 tile range, Target a creature within range. Encircle your target with chains of flame and lock them in place, they take 6d10 fire damage. They must succeed a threshold 100 resilience saving throw or be incapacitated for 2 turns. They may attempt a resilience saving throw on each of their turns to break free. For subsequent turns in which the target is locked within the chains, they take 6d10 fire damage. If a creature manages to break free of the bonds, the fire explodes and engulfs them, dealing 8d10 fire damage.