Creature Types

A creature's type is generally determined by its nature, or physical attributes, giving it certain traits and features. Each creature type has its advantages and disadvantages. A creature's type also comes into play in the way that certain spells, mystical items or abilities may affect it. Unless stated otherwise, all creatures are proficient with their own natural weapons, or with weapons and armor they are usually ascribed with. 
== Creature Types ==
=== Beast ===
Animal-like creatures, some mundane, others mystical in nature. Usually, Beasts aren't typically intelligent, nor very versatile, bearing only a few natural weapons and one or two special abilities. Their redeeming quality lie in their hardy physiques and the uniqueness of their abilities, born from the wisdom and necessity of nature. These highly specialized skills are usually stronger than those found in the same Stratum, sometimes even comparable to those of higher Stratum, and they are usually used to help the Beast survive in their habitat or create a brand-new niche for them to thrive in. Beast's attacks are much more straightforward; their arsenal includes bites, stingers, claws, and tails. As one of the most prevalent creature types, it also has the greatest variety in terms of species and power.
Beast Base Features	Beast Base Features 	Beast Base Features 	Beast Base Features
Proficiency 	Saves 	Physique 	Physique
Proficiency 	Skills 	Intellect(Survival); Intellect(Detection) 	Intellect(Survival); Intellect(Detection)
Language 	Can understand, but not speak or write, Beastspeak	Can understand, but not speak or write, Beastspeak	Can understand, but not speak or write, Beastspeak
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=== Construct ===
Constructs are artificial creatures animated by mystical means. Typically, Constructs are assembled from non-organic materials with a specific purpose in mind. Some are very simple, such as animated weapons, armor and toys, only capable of following basic instructions. Then, there are complex automatons, such as Golems and Warframes, which may operate independently and may even endowed with some degree of intelligence. Constructs are usually rather tough and hard to destroy, but also lack in agility and have a very narrow set of abilities. Their attacks typically consist of either simple slams or in-built weaponry. This type of creature is rather rare, as they have to be created by another entity, and are usually found in the employment of powerful mystics or within the ancient dungeons of the Dragon Era. 
Construct Base Features	Construct Base Features 	Construct Base Features 	Construct Base Features
Senses 	Darkvision up to 24 meters 	Darkvision up to 24 meters 	Darkvision up to 24 meters
Resistances 	Damage 	Damage 	Immunity to Poison and Psyche; Resistance to mundane; Weakness to Sonic
Resistances 	Conditions 	Charmed; Paralyzed; Stunned; Sleep 	Charmed; Paralyzed; Stunned; Sleep
Special Features 	Unlife. Cannot be healed normally, but can often be repaired by exposing them to a certain kind of effect (see the creature’s description for details).	Unlife. Cannot be healed normally, but can often be repaired by exposing them to a certain kind of effect (see the creature’s description for details).	Unlife. Cannot be healed normally, but can often be repaired by exposing them to a certain kind of effect (see the creature’s description for details).
Special Features 	Robust. Gain a bonus to their Maximum Condition based on Size. For each size class above Tiny, Constructs gain +10 to their Condition. 	Robust. Gain a bonus to their Maximum Condition based on Size. For each size class above Tiny, Constructs gain +10 to their Condition. 	Robust. Gain a bonus to their Maximum Condition based on Size. For each size class above Tiny, Constructs gain +10 to their Condition.
Special Features 	Mystic Flesh. Not subject to Attribute-reducing effects or Exhaustion 	Mystic Flesh. Not subject to Attribute-reducing effects or Exhaustion 	Mystic Flesh. Not subject to Attribute-reducing effects or Exhaustion
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=== Dracons ===
Dracons are a collection of creatures connected to the Dreamsieve to varying degrees. Owing to their chaotically-aligned nature, Dracons come in a variety of shapes. Some are bipedal, some have wings, some are intelligent, a few are capable of magic. The only common points between them is their relatively large size and reptilian-like nature. The apex of this creature type is the mighty Dragon, but their lesser relatives, such as the dinosaurs and hydras are all included in this group. Typically, this type of creatures has a very strict ability set focused around one particular theme, and posses bizarre mystical powers. Their connection to the Dreamsieve can be exploited by intelligent Dracons to allow them to shape-shift and travel trough the dreams of other creatures. Powerful Dracons also have a tendency to warp the weather and environment of the areas they inhabit to better suit their preferences.
Dracon Base Features	Dracon Base Features	Dracon Base Features 	Dracon Base Features
Proficiency 	Saves 	Intellect 	Intellect
Proficiency 	Skills 	Intellect(Survival); Intellect(Mysticism)	Intellect(Survival); Intellect(Mysticism)
Proficiency 	Attacks and Armor 	- 	-
Resistances 	Damage 	Damage 	Resistance to mundane Slashing; Weakness to mystical Poison.
Resistances 	Conditions 	Immunity to Paralysis and Stunned 	Immunity to Paralysis and Stunned
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=== Elemental ===
Elementals are creatures made entirely of one substance or element. Typically, an elemental falls into one of two categories: an animated mass of a certain substance given life due mysticism or the possession of a Spirit; or an aggregate of said substance that gained consciousness from extensive contact with rich spirituality. Elementals are equipped with potent abilities related to their elemen, and are able to transverse it as if it were air or liquid, making them tremendous threats within their habitats. Some examples of elementals are the various sprites, slimes and the living fog. Elementals inhabit remote areas rich in spirituality and abundant in their particular element. Large bodies of water, mystical mountains and volcanos are typical habitats for Elementals.
Elemental Base Features	Elemental Base Features 	Elemental Base Features 	Elemental Base Features
Proficiency 	Saves 	Glamour 	Glamour
Proficiency 	Skills 	Intellect(Mysticism) 	Intellect(Mysticism)
Proficiency 	Attacks and Armor 	- 	-
Senses 	Blightsight 12 meters when submerged within their own element. 	Blightsight 12 meters when submerged within their own element. 	Blightsight 12 meters when submerged within their own element.
Resistances 	Damage 	Damage 	Immunity to Poison and mundane Slashing, Piercing and Crushing. Vulnerable to Aura.
Resistances 	Conditions 	Immunity to Paralysis. 	Immunity to Paralysis.
Special Features 	Waywalker. Elementals can travel trough their own element as if it were regular terrain, using their highest movement speed.	Waywalker. Elementals can travel trough their own element as if it were regular terrain, using their highest movement speed.	Waywalker. Elementals can travel trough their own element as if it were regular terrain, using their highest movement speed.
Language 	Can understand Arsian (Intelligent elementals may also be able to read	and write Arsian). 	Can understand Arsian (Intelligent elementals may also be able to read	and write Arsian). 	Can understand Arsian (Intelligent elementals may also be able to read	and write Arsian).
Needs 	Eat, Sleep, Breathe. In most cases, an Elemental is capable of subsisting on other masses of their own element. 	Eat, Sleep, Breathe. In most cases, an Elemental is capable of subsisting on other masses of their own element. 	Eat, Sleep, Breathe. In most cases, an Elemental is capable of subsisting on other masses of their own element.
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=== Humanoid ===
Humanoids are bipedal creatures graced with some level of intellect, native to a material plane. The playable races fall into this category, as do the semi-intelligent troglodytes and the mighty giants. Most creatures within this type arm themselves with a variety of weapons and mystic arts. Their intelligence allows them to work and groups, and to build sprawling artifices that multiply their strength far beyond what they would normally be capable of, though these are rarely employed. The strength of humanoids varies wildly, more so than the other creature types. Many humanoids lack any significant strength and can barely defend themselves from common critters, whilst some within the same group can stand shoulder to shoulder with the ancient dragons. This type of creature is present throughout the entirety of Amurel, with the exception of a few wild and inhospitable places.
Humanoid Base Features	Humanoid Base Features	Humanoid Base Features	Humanoid Base Features
Language 	Proficient	in at least one language (typically Common, Giant or Beastspeak)	Proficient	in at least one language (typically Common, Giant or Beastspeak)	Proficient	in at least one language (typically Common, Giant or Beastspeak)
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=== Monster ===
Monsters are unnatural creatures that have been mutated or are borne out of the powers of extraordinary entities. Typically, monsters originate from rituals that have gone wrong, are birthed by an extra-planar alien entity, or are mutated due to extensive corruption. Minotaurs, werebeasts, shadowbeasts and krakens are a few examples. Monsters are very dangerous creatures, not only due to their bizarre powers and alien anatomy, but because of the residual corruption they exude, spreading their affliction to the surrounding environment. Creatures of this type are incredibly hard to kill, necessitating a method particular to the type of influence that originated them, or the use of purifying mystical abilities.
Monster Base Features	Monster Base Features 	Monster Base Features 	Monster Base Features
Senses 	Darkvision up to 24 meters.	Darkvision up to 24 meters.	Darkvision up to 24 meters.
Resistances 	Damage 	Damage 	Immunity to mundane. Vulnerability to Purifying. Resistance to Necrotic.
Resistances 	Conditions 	- 	-
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=== Plant ===
Creatures of the Plant type are partially or entirely constituted from vegetation. Many Plants were once regular vegetation before being animated by a mystical force. That said, some truly ancient plants are known to develop intelligence and the ability to move. The apex creature of this type are the mandrakes - powerful mystical trees who feast on the blood of dracons - but even mundane carnivorous plants are assigned to this type. These creatures are only usually found in regions of abundant vitality and natural energy. Indeed, the greatest strength of the Plant type can be summed up as "Vitality" - regeneration, growth and absorption. Their main strategy is usually to quickly ensnare the enemy, employing ambushes, and slowly wearing them down.
Plant Base Features	Plant Base Features	Plant Base Features	Plant Base Features
Resistances 	Damage 	Damage 	Vulnerability to Burn, Freeze and Necrotic. Absorption of Aura.
Resistances 	Conditions 	Immunity to Stun. 	Immunity to Stun.
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=== Spirit ===
Spirits creatures are trans-dimensional entities - usually native to the Astral Realm - that are intrinsically linked to a particular concept, emotions or special location or object. Among the Spirits you can find creatures as varied as the innumerable influences that originate them. From the humble, plankton-like pixie, to the shades of the dead, Imps and the demon princes. The mystical laws that constitute them come with abilities and knowledge as varied as the form they appear in. Spirits are typically quite happy to share both of these with mortals - for a price. Normally, this will consist on feeding on the life-force of their summoners, or on perpetuating their particular concept. However, many a lesson etched in blood earned Spirits the monikers of tricksters and beguilers, alien minds who seduce mortals with promises of power and fulfillment only to pull the rug under them.
Spirit Base Features	Spirit Base Features 	Spirit Base Features 	Spirit Base Features
Proficiency 	Saves 	Glamor 	Glamor
Proficiency 	Skills 	Intellect(Mysticism) 	Intellect(Mysticism)
Proficiency 	Attacks and Armor 	- 	-
Resistances 	Damage 	Damage 	Immunity to mundane. Weakness to Shock.
Resistances 	Conditions 	- 	-
Special Features 	Immaterial. Spirits can move trough solid and liquid terrain, creatures and objects as if these were difficult terrain, using their highest movement.	Immaterial. Spirits can move trough solid and liquid terrain, creatures and objects as if these were difficult terrain, using their highest movement.	Immaterial. Spirits can move trough solid and liquid terrain, creatures and objects as if these were difficult terrain, using their highest movement.
Language 	Can speak, read and write Arsian. 	Can speak, read and write Arsian. 	Can speak, read and write Arsian.
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=== Undead ===
Undead creatures are entities who underwent a corrupted reanimation attempt, returning to life as something that is definately not alive, yet clearly not dead. Creatures of this type have an instinctual yearning for life, which frequently manifests into an inherent jealousy and hatred of the living. Intelligent undead tend to suffer a variety of mental complexes as a result of this, either disdaining or admiring them. Creatures such as skeletons, zombies, revenants, wraiths and vampires all fall into this creature type - with vampires standing as its apex. Undead are adept at draining the life-force of their opponents. They can arise naturally when those who died with extreme emotions aren't appropriately entombed or purified, and when ancient graves are disturbed. However, the great majority of undead are either created trough foul mysticism. After a certain Stratum, powerful entites tend to return to life as vegenful spirits, broken and wholly consumed by manias.
Undead Base Features	Undead Base Features 	Undead Base Features 	Undead Base Features
Proficiency 	Saves 	Physique 	Physique
Proficiency 	Skills 	- 	-
Proficiency 	Attacks and Armor 	- 	-
Senses 	Darkvision up to 24 meters. 	Darkvision up to 24 meters. 	Darkvision up to 24 meters.
Resistances 	Damage 	Damage 	Immunity to Poison. Resistance to Necrotic and mundane. Vulnerability to Purifying and mystical Burn and Shock.
Resistances 	Conditions 	Immunity to the Charmed, Sleep, Paralysis and Stunned. 	Immunity to the Charmed, Sleep, Paralysis and Stunned.
Special Features 	Unlife. Cannot be healed normally, but can often be repaired by exposing them to a certain kind of effect (see the creature’s description for details).	Unlife. Cannot be healed normally, but can often be repaired by exposing them to a certain kind of effect (see the creature’s description for details).	Unlife. Cannot be healed normally, but can often be repaired by exposing them to a certain kind of effect (see the creature’s description for details).
Special Features 	Mockery. Gain a bonus to their Maximum Condition based on Size. For each size class above Medium, Undead gain +10 to their Condition. 	Mockery. Gain a bonus to their Maximum Condition based on Size. For each size class above Medium, Undead gain +10 to their Condition. 	Mockery. Gain a bonus to their Maximum Condition based on Size. For each size class above Medium, Undead gain +10 to their Condition.
Special Features 	Mystic Flesh. Not subject to Attribute-reducing effects or Exhaustion 	Mystic Flesh. Not subject to Attribute-reducing effects or Exhaustion 	Mystic Flesh. Not subject to Attribute-reducing effects or Exhaustion
Language 	Proficient	in any language it knew in life. 	Proficient	in any language it knew in life. 	Proficient	in any language it knew in life.