Monster Classification

UNDER CONSTRUCTION

Monster Types

All monsters have exactly one type as described below.

Beast

Beasts are free-willed, non-sapient, living creatures affected by Animal Empathy, Animal Handling, Disguise (Animal), Mimicry, Path of Body, Path of Mind, and Speak with Animal. They count as an "animal" for the purposes of spellcasting and special powers. For sapient creatures, see Monstrosity.

Construct

See Constructs for more detail.

Constructs are incorruptible magical servants. They are affected by Path of Magic and Path of Matter, are immune to all forms of mind control, and are subject to the will of their masters.

Elemental

See Elementals for more detail.

Elementals are free-willed magical entities completely composed of and embodying an element. They are affected by Spirit Empathy (Specialized, Elementals), as well as either Path of Energy (for Fire Elementals) or Path of Matter (for Air, Earth, or Water Elementals). They are neither subject to spells or effects that target the living, including Path of Body effects, nor those that target spirits, in general, such as Path of Spirit effects. All elementals are magical in nature and can be specifically targeted by spells that single out magical entities. Additionally, they can be turned as if by True Faith (Turning) by those who invoke the elemental's True Name.

Monstrosity

Monstrosities are unnatural, free-willed, living creatures. They are subject Path of Body and Path of Mind effects and any powers or abilities that target the living. Monstrosities are not necessarily sapient, but lack of sapience does not automatically make them a Beast.

Ooze

Oozes are free-willed living creatures that are neither plant nor animal. They are typically of extremely low IQ, but rumors persist of intelligent oozes and mushroom people. They are affected by Path of Body and Path of Mind.

Plant

Plants are free-willed, living entities that typically produce their own food via photosynthesis, giving them a combination of Doesn't Eat or Drink (Limited, Doesn't Eat) and Dependency (Sunlight, Daily). That hardly means carnivorous ones don't exist! All plants are affected by Path of Body, Plant Empathy, and Speak with Plants. Some plants may have IQ scores above zero; these are also affected by Path of Spirit.

Spirit

See Spirits for more detail.

Spirits are free-willed, nonliving, magical entities. They are affected by Channeling, Exorcism, Medium, Path of Spirit effects, and Spirit Empathy. They are not affected by spells or effects that specifically target the living.

Undead

See Undead for more detail.

Undead are free-willed, nonliving magical entities that, while dead, continue their existence as more than an inanimate corpse. They are affected by Path of Undead effects and True Faith.

Monster Origins

All monsters have exactly one origin, as described below.

Celestial

See Celestials for more detail.

Celestials are entities who hail from the Shining Heavens, and as such, are subject to banishment. All celestials are magical in nature and can be specifically targeted by spells that single out magical entities. Invoking a celestial's True Name allows the use of the True Faith advantage, at -5.

Demonic

See Demons for more detail.

Demons are entities who hail from the Burning Hells, and as such, are subject to banishment. All demons are magical in nature and can be specifically targeted by spells that single out magical entities. Additionally, they are subject to True Faith, at -5. Invoking a demon's True Name negates this penalty or allows its usual penalized use by those without the advantage.

Fae

See Faeries for more detail.

Faeries are entities who hail from the Feywild, and as such, are subject to banishment. All faeries are magical in nature and can be specifically targeted by spells that single out magical entities. Additionally, they can be turned as if by True Faith, with Turning, by those who invoke the faerie's True Name.

Native

Native creatures are from the material world and cannot be banished to another plane. Native creatures do not have True Names unless they have the Magical keyword.

Monster Keywords

Dire

A type of Beast that is somehow mutated or a hybrid creature. Dire animals require a Naturalist roll to identify, and all rolls to influence dire animals are at -5.

Magical

A type of Beast, Monstrosity, Ooze, or Plant that is innately magical. Magical creatures, regardless of type, are affected by spells and abilities that specifically target or affect magical entities, such as detection and wards. Additionally, they can be turned as if by True Faith, with Turning, by those who invoke the magical creature's True Name.

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