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Writer's pictureJonathan Thompson

Creature Types

So because the Arcane Realm is primarily a fantasy world I’ve decided that it could use a list of creature types for the flora, fauna, and sentient beings. Those who are familiar with role-playing games will recognize them from a lot of popular games and those I made or edited to fit into the world. Because the Arcane Realm isn’t an actual RPG at this time, I left out most direct game mechanics or stats to fit in most general settings or media. (Though this could be a good home-brew setting if anyone pitched me an idea to make it into tabletop-gaming). I also have a list of sub-types that will link to this when available.

A creature has one general type, which helps to classify it and broadly defines its abilities. Some creatures also have one or more subtypes.

Animal

An animal is a natural, living, non-sapient creature, usually with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions. An animal has the following features (unless otherwise noted).

  1. Proficient with its natural weapons only.

  2. Proficient with no armor except any natural kind it may have or it is trained for war.

  3. Animals breathe, eat, excrete and sleep.

Construct

A construct is an animated object or artificially created creature. A construct possesses the following traits (unless otherwise noted in a creature’s entry).

  1. Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

  2. Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.

  3. Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct action or spells. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.

  4. Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.

  5. Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.

  6. A construct cannot be raised or resurrected.

  7. Proficient with its natural weapons and devices only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.

  8. Proficient with only its natural armor.

  9. Constructs do not breathe, eat, excrete or sleep.

Faye are beings with innate preternatural abilities that are also capable of ordered spell-craft and typically connections to nature or similar forces or a particular place. Faye are often a type o humanoid in body plan and possesses the following traits (unless otherwise noted in a creature’s entry).

  1. Etheric Aura: Being composed of corporeal matter despite radiating an aura of etheric energy (some faye can envelop themselves in this energy to pass through solid objects like spirits and temporarily become incorporeal). Because of this, Faye can willfully induce a touch that let’s them interact with both physical and etheric matter.

  2. Faye Regeneration: Faye can passively regenerate wounds in a short time via ambient etheric energy being drawn into their body. The extent of this regeneration can prevent the development of scar tissue and even regrow entire limbs within a few minutes however these actions do not set any broken bones on its own. In addition, this innate trait is significantly slowed in low/anti-magic areas or when the subject’s are increasing exhausted.

  3. Arcane Magic: All faye are capable of performing ordered spellcraft as well as have innate magic qualities unique to their kind called preternatural abilities. This includes those with at least 1/4 faery ancestry.  

  4. Proficient with all simple and martial weapons and weaponry via class .

  5. Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Faery not indicated as wearing armor are not proficient with armor. Faery are proficient with shields if they are proficient with any form of armor.

  6. Faye breathe, eat, excrete and sleep.

Humanoid

A humanoid body plan has one head, a human-like torso, two arms, and two legs used to support the body and consistently run/walk bipedally as the main form of movement. Humanoids have few or no supernatural or preternatural abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). A humanoid possesses the following traits (unless otherwise noted in a creature’s entry).

  1. Natural Magic: Natural Humanoids (non-faye, etc.) are capable of performing raw sorcery skills. This includes those with at least 1/4 natural humanoid ancestry.

  2. Proficient with all simple weapons, and weaponry via class.

  3. Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor.

  4. Humanoids are proficient with shields if they are proficient with any form of armor.

  5. Humanoids breathe, eat, excrete and sleep.

Magical Beast

Magical Beasts are similar to animals but are intelligent enough to know at least one language, but can’t necessarily speak. Magical Beasts usually have supernatural or preternatural abilities, but are sometimes merely bizarre in appearance or habits. A magical beast possesses the following traits (unless otherwise noted in a creature’s entry).

  1. Arcane Magic: Magical beasts are capable of having innate magic qualities unique to their kind called preternatural abilities. Those who are largely intelligent have the capability of learning ordered spell-craft.

  2. Low-light vision.

  3. Proficient with its natural weapons, except shape-changers.

  4. Proficient with only natural armor except shape-changers.

  5. Magical beasts breathe, eat, excrete and sleep.

Full Torso Humanoid

Full Torso humanoids share a similar body plan to humanoids with one head, torso, but typically differ in their limbs, usually having animalistic features or appendages. And despite not all technically being bipedal, nearly all have hands or at least a close dexterous replacement. They often have magical abilities as well. In the past they were referred to as ‘monstrous humanoids’ but were officially renamed by the United Sentient Species. A full torso humanoid possesses the following traits (unless otherwise noted in a creature’s entry).

  1. Body Plan: “Full Torso” mainly serves a body plan and depending on the particular creature, may be especially suited for or unable to progress on certain terrain.

  2. Proficient with all simple weapons and weaponry via class.

  3. Proficient with whatever type of armor (light, medium, or heavy) it is described as being able to wear, as well as all lighter types. Full torso humanoids not indicated as wearing armor are not proficient with armor. Full torso humanoids are proficient with shields if they are proficient with any form of armor.

  4. Full torso humanoids breathe, eat, excrete and sleep.

A spirit is a supernatural, incorporeal creature that has no physical body. Instead they are lifeforms composed of etheric matter and energy, which does not interact with everyday matter in most cases, only other ethereal manifestations. As such, they can be touched/harmed only by other incorporeal creatures made of etheric matter, magic weapons or spells, mana plasma, or supernatural/preternatural abilities. The majority of spirits have various means of manifesting a form that can interact with the everyday physical world. A spirit possesses the following traits (unless otherwise noted in a creature’s entry).

  1. Incorporeal: All spirits have the incorporeal subtype when not possessing or manifesting a physical body.

  2. Possession: All spirits can possess physical objects or creatures. The exact kind of object or creature a specific spirit can possess is noted in the creature’s description.

  3. Corporeal Manifestation: Some spirits can instead manifest as a physical creature. The exact kind of object or creature a specific spirit can possess is noted in the creature’s description. The manifestation has the type, subtype and traits of the current manifestation.

  4. Arcane Magic: All spirits are capable of performing ordered spell-craft as well as have innate magic qualities unique to their kind called supernatural abilities. This includes those with spirit ancestry.  

  5. Telepathy.

  6. Proficient with all simple and martial weapons and weaponry via class.

  7. Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Spirits not indicated as wearing armor are not proficient with armor. Spirits are proficient with shields if they are proficient with any form of armor.

  8. Spirits do not need to breathe, eat, excrete or sleep (although they can do so in a corporeal form if they wish). Spirits possessing a creature are subject to the physical needs of that creature.

Plant

This type comprises creatures composed of vegetable matter as well as regular plants, such as one finds growing in gardens and fields. A plant creature possesses the following traits (unless otherwise noted in a creature’s entry).

  1. Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

  2. Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

  3. Proficient with its natural weapons and toxins only.

  4. Not proficient with armor.

  5. Plants breathe and (carnivorous ones) eat, but do not sleep. Plants also require water.

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