Creatures in MythCraft: Difference between revisions

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'''Modifying.''' Abominable, Constructed, [[Giant]], Swarm, Shapechanger, and [[Undead]]
'''Modifying.''' Abominable, Constructed, [[Giant]], Swarm, Shapechanger, and [[Undead]]
==== Undead ====
If a creature has the Undead tag, then by default it does not need to eat, drink, sleep, or breathe, and is immune to Fatigue. Some Undead will specify otherwise within their stats (for example, Vampires must periodically consume blood).


=== Monster Traits ===
=== Monster Traits ===
Creature traits are shorthand for abilities that many creatures have in common. Creature traits that you might encounter in this document are listed below.  
Creature traits are shorthand for abilities that many creatures have in common. Creature traits that you might encounter in this document are listed below.  


<u>Ethereal</u>
'''Ethereal:''' A creature with this trait can pass through walls and other barriers and surfaces freely.
 
'''Immovable''': A creature with this trait cannot be teleported or moved against its will.
 
'''Immutable:''' A creature with this trait cannot have its physical form changed, such as with the [[Cloven Step]] spell.


A creature with this trait can pass through walls and other barriers and surfaces freely.
'''Invisible:''' A creature with this trait is Unseen.


<u>Immovable</u>
'''Iron Will''': A creature with this trait cannot gain the Frightened or Shaken [[conditions]].


A creature with this trait cannot be teleported or moved against its will.
'''Mythic''': Mythic monsters are incredibly challenging to fight. A Mythic monster has the Iron Will and Steel Mind traits. A Mythic monster is also more difficult to [[kill]]: if it gains the Helpless condition, it is not reduced to 0 HP when it takes [[damage]]. Instead, all damage that it takes is considered critical. Finally, Mythic monsters do not roll [[Initiative]], but instead act after every 2 characters in Initiative [[order]], making them much more capable of devastating a battlefield.


<u>Immutable</u>
'''Regen X''': At the start of each of the creature’s turns, the creature regains HP equal to its Regen number.


A creature with this trait cannot have its physical form changed, such as with the [[Cloven Step]] spell.
'''Steel Mind''': A creature with this trait cannot gain the Charmed or Enthralled conditions


<u>Invisible</u>
'''Unerring Mind''': A creature with this trait cannot be tricked by illusions, disguise magic or magical effects, and sees the true form of any shapechanger or polymorphed creature.


A creature with this trait is Unseen.
'''Vigilant''': A creature with this trait does not suffer any penalties to its AWR while Unconscious.


<u>Iron Will</u>
== Damage Types ==
There are three categories of Damage in MythCraft: Physical, Elemental, and Energy. Each category contains several types of damage:


A creature with this trait cannot gain the Frightened or Shaken [[conditions]].
'''Physical:''' Blunt, Sharp


<u>Mythic</u>
'''Elemental:''' Cold, Corrosive, Fire, Lightning, Toxic


Mythic monsters are incredibly challenging to fight. A Mythic monster has the Iron Will and Steel Mind traits. A Mythic monster is also more difficult to [[kill]]: if it gains the Helpless condition, it is not reduced to 0 HP when it takes [[damage]]. Instead, all damage that it takes is considered critical.
'''Energy:''' Necrotic, Psychic, Radiant, Sonic


Finally, Mythic monsters do not roll [[Initiative]], but instead act after every 2 characters in Initiative [[order]], making them much more capable of devastating a battlefield.
== Resistances ==
Many creatures might have Resist, Vulnerable, Immune, or DR. These keywords interact with damage, conditions, magic sources, and weapon types in unique ways.


<u>Regen X</u>
=== Resist ===
Resist adds the specified number to a creature’s defenses against that type of damage. When a creature with Resist X is attacked, and that attack would deal Damage or impose a Condition specified by the Resist feature or is made using a Weapon Type or Magic Source specified by the Resist feature, then the creature adds their Resist number to their Defenses, making it less likely that they are hit. If an Attack does multiple types of Damage or would do Damage and impose a Condition, this could result in separate attack values.<blockquote>'''For example''': A [[Thresher Moss]] has Resist Cold 3. If it is targeted by an ability that deals Cold Damage, then the Thresher Moss adds 3 to their relevant Defense. If the Thresher Moss is targeted by an ability that would deal both Cold Damage and Necrotic Damage, then the Thresher Moss compares the Attack Roll against its defenses +3 to determine if it takes Cold Damage, and the Attack Roll unmodified against its Defenses to determine if it takes Necrotic Damage.</blockquote>Resist is more powerful when it specifies a Weapon Type or a Magic Source, because if a creature Resists Primal then they apply their Resist to every attack roll that targets them if it is Primal Magic.


At the start of each of the creature’s turns, the creature regains HP equal to its Regen number.
When an attack misses a creature and would deal 1⁄2 Damage on a miss, if the creature Resists that kind of Damage, they take no Damage instead of 1⁄2.


<u>Steel Mind</u>
=== Immune ===
Creatures take no damage from the listed damage type if they are immune to it.


A creature with this trait cannot gain the Charmed or Enthralled conditions
=== Vulnerable ===
When a creature with Vulnerable X is attacked, and that attack would deal damage or impose a condition specified by the Vulnerable feature or is made using a weapon type or magic source specified by the Vulnerable feature, then the creature adds their Vulnerable number to the attack roll, making it more likely that they are hit. If an attack does multiple types of damage or would do damage and impose a condition, this could result in separate attack values, as with Resist.


<u>Unerring Mind</u>
An attacking creature also adds this Vulnerable X number to their crit range. For example, if a creature has Vulnerable Blunt 2, then a creature attacking with a Club would Crit on a roll of 18-20. This can never exceed the maximum Crit Range of 16-20.


A creature with this trait cannot be tricked by illusions, disguise magic or magical effects, and sees the true form of any shapechanger or polymorphed creature.
Vulnerable always trumps DR and DT. No benefits are gained from DR or DT against a damage type to which the creature is Vulnerable.


<u>Vigilant</u>
=== Damage Reduction (DR) ===
If a creature has DR, they subtract the number of their DR from all Damage they take from all sources, unless they are Vulnerable to the type of damage they are taking. The DR number may be followed by a weapon tag, magic source, or damage type. This means that creature takes full damage from a weapon with that tag or damage type. For example, a creature with DR 5/Fire would take full damage from Fire, and subtract 5 from all other sources of damage. A creature with DR 15/Silvered would take full damage from Silvered [[weapons]], and subtract 15 from all other damage.


A creature with this trait does not suffer any penalties to its AWR while Unconscious.
=== Damage Threshold (DT) ===
Damage Threshold is a very rare defense that is generally only used by structures or vehicles. The Damage Threshold level determines how much damage a creature must deal at once to deal any damage at all. For example, if a Stone Wall has DT 15, and a player deals 14 damage to it, it instead takes 0. If a player deals 16 damage, conversely, then the stone wall takes all 16 damage because its DT 15 was overcome. For the purposes of overcoming DT, “damage dealt at once” is determined by a single expenditure of AP. If you must add AP to deal additional damage, that additional damage is put against the DT separately.<blockquote>'''For example''': A spell deals multiple damage sources, such as 2d8 fire damage and 2d8 blunt damage. Since that spell is one expenditure of AP, add them together to determine if it overcomes DT.</blockquote>A player makes two maul attacks against a stone wall on the same turn. Because these are two expenditures of AP, do not add the damage together from the two attacks to determine if they overcome DT.


== Recharge Abilities ==
== Recharge Abilities ==