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Creatures come in a variety of types, and might have more than one type. Monster tags do not frequently come into play, but are occasionally relevant for talents, spells, abilities, and the like. For example, the Cultist can occasionally summon a creature with the [[Occult]] tag. Creature types include mundane and planar groupings. | Creatures come in a variety of types, and might have more than one type. Monster tags do not frequently come into play, but are occasionally relevant for talents, spells, abilities, and the like. For example, the Cultist can occasionally summon a creature with the [[Occult]] tag. Creature types include mundane and planar groupings. | ||
'''Mundane''' | |||
Beast, Humanoid, Monstrosity, Plant | |||
Some creatures might also have modifying tags or magic tags. | '''Planar''' | ||
Avadri, Celestial, Eldritch, [[Elemental]], Fae, Fiend | |||
Some creatures might also have modifying tags or magic tags. | |||
'''Magic''' | |||
[[Arcane]], [[Divine]], Occult, [[Primal]], [[Psionic]] | [[Arcane]], [[Divine]], Occult, [[Primal]], [[Psionic]] | ||
'''Modifying''' | |||
Abominable, Constructed, [[Giant]], Swarm, Shapechanger, and [[Undead]] | 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). | |||
* '''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. | ||
'''Ethereal:''' A creature with this trait can pass through walls and other barriers and surfaces freely. | |||
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. | |||
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 cannot have its physical form changed, such as with the [[Cloven Step]] spell. | |||
'''Invisible:''' A creature with this trait is Unseen. | |||
A creature with this trait is Unseen. | |||
'''Iron Will:''' A creature with this trait cannot gain the Frightened or Shaken [[conditions]]. | |||
A creature with this trait cannot gain the Frightened or Shaken [[conditions]]. | |||
'''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. | |||
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. | |||
'''Regen X:''' At the start of each of the creature’s turns, the creature regains HP equal to its Regen number. | |||
At the start of each of the creature’s turns, the creature regains HP equal to its Regen number. | |||
'''Steel Mind:''' A creature with this trait cannot gain the Charmed or Enthralled conditions | |||
A creature with this trait cannot gain the Charmed or Enthralled conditions | |||
'''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 cannot be tricked by illusions, disguise magic or magical effects, and sees the true form of any shapechanger or polymorphed creature. | |||
'''Vigilant:''' A creature with this trait does not suffer any penalties to its AWR while Unconscious. | |||
A creature with this trait does not suffer any penalties to its AWR while Unconscious. | |||
== Damage and Resistances == | == Damage and Resistances == | ||
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There are three categories of Damage in MythCraft: Physical, Elemental, and Energy. Each category contains several types of damage: | There are three categories of Damage in MythCraft: Physical, Elemental, and Energy. Each category contains several types of damage: | ||
'''Physical:''' Blunt, Sharp | |||
Blunt, Sharp | |||
'''Elemental:''' Cold, Corrosive, Fire, Lightning, Toxic | |||
Cold, Corrosive, Fire, Lightning, Toxic | |||
'''Energy:''' Necrotic, Psychic, Radiant, Sonic | |||
Necrotic, Psychic, Radiant, Sonic | |||
=== Resistances === | === Resistances === | ||
Many creatures might have Resist, Vulnerable, Immune, or DR. These keywords interact with damage, conditions, magic sources, and weapon types in unique ways. | Many creatures might have Resist, Vulnerable, Immune, or DR. These keywords interact with damage, conditions, magic sources, and weapon types in unique ways. | ||
'''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. | 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. | ||
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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. | 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. | ||
'''Immune''' | |||
Creatures take no damage from the listed damage type if they are immune to it. | Creatures take no damage from the listed damage type if they are immune to it. | ||
'''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. | 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. | ||