Creatures

File:Capture.PNGBelow is a list of creatures available in the d20 Modern game. The creatures described here include mundane animals as well as fantastic creatures. The fantastic creatures are intended for campaigns that allow FX abilities.

Some creatures are presented as "templates." A template can be acquired or inherited. Acquired templates can be applied to a creature anytime. Inherited templates assume the creature was born with the template.

A creature's description often includes statistics for both the standard breed and an "improved" version that has levels in one or more heroic classes.

## Creature Description

Each creature is organized in the same general format, as described in the following text. These descriptions are abbreviated and further explained below.

**Challenge Rating (Cr)**: A creature's Challenge Rating provides a rough measure of the creature's toughness in a combat situation.

**Size**: A creature falls into one of nine size categories. The size categories are briefly described in Table: Creature Sizes.

**Type**: There are fifteen possible creature types. No creature can have more than one type. A creature’s type determines its Hit Die size, base attack bonus, saving throw bonuses, skill points, number of feats, and certain special qualities. In addition, creatures of a given type and size usually have physical ability scores (Strength, Dexterity, and Constitution) that fall within a particular range. Mental ability scores (Intelligence, Wisdom, and Charisma) vary widely, even among creatures of the same type.

**Hit Dice (HD)**: A creature's type and size determine its Hit Dice. Hit dice are used to determine level effects.

**Advancement**: The GM can improve a creature by increasing its Hit Dice. This will increase a lot of other stats.

**Abilities**: Creatures have the same six ability scores as characters

**Nonabilities**: Some creatures lack certain ability scores. These creatures do not have an ability score of 0 but rather they lack the ability altogether. The modifier for a nonability is +0. Other effects of nonabilities are as follows.
**Strength**: Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no Strength score can't exert force, usually because it has no physical body or because it is immobile. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack bonus instead of a Strength modifier.
**Dexterity**: Any creature that can move has at least 1 point of -Dexterity. A creature with no Dexterity score can't move. If it can act (such as by casting spells), the creature applies its Intelligence modifier instead of its Dexterity modifier to initiative checks. The creature fails all Reflex saves and Dexterity checks.
**Constitution**: Any living creature has at least 1 point of -Constitution. A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects or is harmless. The creature is also immune to ability damage, ability drain, and energy drain, and it always fails Constitution checks.
**Intelligence**: Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-affecting effects and automatically fails Intelligence checks.
**Wisdom**: Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score.
**Charisma**: Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Anything with no Charisma score is an object, not a creature. Anything without a Charisma score also has no Wisdom score.
**Saves**: A creature's Fortitude, Reflex, and Will saving modifiers

**Hit Points (HP)** : A Creatures hit points or health. Use these the same way as character hit points.

**Massive Damage Threshold (Mas)**: Single hit damage that triggers a Fortitude roll against an instant drop to zero HP.

**Defense**: A creature's Defense includes a parenthetical mention of the modifiers contributing to it.

**Base Attack Bonus (Bab)**: A creature's base attack bonus does not include any modifiers.

**Grapple Modifier (Grap)**: Whenever a creature makes an opposed grapple check, apply this modifier to its d20 roll.

**Primary Attack (Atk)**: If a creature moves more than 5 feet in the same round it attacks.

**Natural Weapons**: Natural weapons include teeth, claws, horns, and the like.
**Manufactured Weapons**: Creatures that use manufactured weapons follow the same rules as characters,...
**Full Attack (Full Atk)**: A creature that takes no more than a 5-foot step during its turn can make a full attack using all of its natural weapons.

**Initiative (Init)**: The creature's modifier on initiative checks is usually equal to its Dexterity...

**Fighting Space**: Fighting space approximates the amount of space a creature needs to move...

**Reach** - A creature's reach is the distance at which it can strike targets with.

**Speed (Spd)**: A creature's tactical speed on land is the amount of distance it can cover in one move action.

**Fly and Maneuver**: tactical speed in the air and how well it can turn.
**Swim**: tactical speed in the water. Creatures with this stat do not need to make swim checks.
**Climb**: tactical speed while climbing. Creatures with this stat do not need to make climb checks.
**Burrow**: tactical speed while tunneling in the ground.
**Carry Capacity**: How much a creature can hold while in combat.

**Quadrupeds**: can carry heavier loads than bipedal characters. See Carrying Capacity.
**Size**: Creature sizes chance their carry capacity.
**Action Points (Ap)**: Non-Heroic Creatures have no action points. However, creatures can gain action points by taking levels in a heroic character class.

**Allegiances (Al)**: This entry lists the creature's most likely allegiances, in order from most important to least important. Fantastic creatures often have allegiances to a moral or ethical philosophy as well as allegiances to masters, groups, organizations, owners, or creators. A creature may have up to three allegiances, listed in order from most important to least important. These allegiances are indications of what the character values in life, and may encompass people, organizations, or ideals. A character may have no allegiances (being either a free spirit or a lone wolf) or may change allegiances as he or she goes through life. Also, just because the character fits into a certain category of people doesn't mean the character has to have that category as an allegiance.

If the character acts in a way that is detrimental to his or her allegiance, the GM may choose to strip the character of that allegiance (and all its benefits) and assign an allegiance more suitable to those actions.

**Reputation (Rep)**: A creature has a Reputation bonus of +0 but may increase the bonus by taking levels in a character class.

**Skills**: This section lists alphabetically all the creature's skills by name along.

**Feats** - This section lists alphabetically all the creature's feats.

**Special Qualities (Sq)**: Many creatures have unusual abilities. A special quality can be extraordinary (Ex), spell-like (Sp), or supernatural (Su).

## D20 Modern Wiki Formatting

This wiki is intended to present the information in a format more effective than a book. Since there is not the limitation to space like there is in a book, the "short code" used by the books has been greatly expanded here. Pages are generated by the short code and some math is completed by the wiki. On occasion, the wiki magic does not calculate the number or text was entered in a place it does not belong. It is the responsibility of the GM to watch for incorrect information. Readers are encouraged to either correct the errors by editing the page or leaving a comment so an editor will see it and make the correction. Suggestions to improve the formatting of the creature pages can be made on the Creature Data talk page.

## Creature Weaknesses

Although a creature’s type and species determine many of its traits and abilities, GMs are encouraged to alter a creature’s physiology, behavior, abilities, tactics, and defenses when it serves the story or to confound players who think they know everything about grimlocks, mothfolk, and star doppelgangers. More information can be found on the Creature Weaknesses page.

## Creature Research

**Table: Creature Research**
 Unique Traits:     *Reveals the unique attributes and weaknesses (if any) of a specific creature.* | 25

Researching a creature and learning its weaknesses will increase the likelihood of victory in the ultimate confrontation. A hero can uncover secrets about a particular creature or type of creature through research. The success of any such endeavor is measured with a Research check. Researching a creature takes 1d4  hours plus an additional 1d4  hours if the creature is unique or has traits unlike other members of its species. The type of information gleaned in this amount of time depends on the hero’s Research check result, as shown below.

**Special:**
The Computer Use skill can provide a +2 synergy bonus on a Research check when searching computer records for data.

## Creature Type

A creature's type determines many of its characteristics and abilities: physical ability scores, Hit Die type, base attack bonus, saving throw bonuses, skill points, feats, and special qualities. Mental ability scores (Intelligence, Wisdom, and Charisma) can vary widely among creatures of a type; unless a type description specifies a particular score for one of these abilities, the GM will assign values as he or she deems appropriate.

A creature belongs to one of the fifteen types described below. A single creature cannot have more than one type.

### Creature Saves and Base Attack Bonuses

Table: Creature Saves and Base Attack Bonuses provides the modifiers to a creature's saving throws and attack rolls based on its type and Hit Dice.

**Base Attack Bonus (A):** Use this column for aberrations, animals, constructs, elementals, giants, humanoids, oozes, plants, and vermin.

**Base Attack Bonus (B):** Use this column for dragons, magical beasts, monstrous humanoids, and outsiders.

**Base Attack Bonus (C):** Use this column for fey and undead.

**See Also:** Swarm Creatures

## Creature Advancement

The GM can improve a creature by increasing its Hit Dice. The Advancement entry indicates the increased Hit Dice (and often size) of the creature or indicates that the creature can advance by character class.

**Increasing Hit Dice**: As a creature gains Hit Dice, many of its game statistics change.

**Size:** Adding Hit Dice to a creature can also increase its size. An increase in size affects a creature's Defense, attack rolls, and grapple checks, as shown on Table: Creature Sizes, as well as physical ability scores and damage, as shown in the descriptions of the creature types.

**Defense:** An increase in size affects a creature's Defense, as shown on Table: Creature Sizes. An increase in size might also improve a creature's natural armor bonus to Defense, as shown on Table: Adjustments to Physical Abilities and Natural Armor. Note that a natural armor bonus stacks with an equipment bonus from armor.

**Attack Bonus:** Table: Creature Saves and Base Attack Bonuses shows how a creature's base attack bonus improves as it gains Hit Dice. A change in the creature's size also modifies its attack rolls, as shown on Table: Creature Sizes. Both values must be counted when recalculating a creature's attack bonus.

**Grapple Modifier:** An increase in size affects a creature's grapple modifier, as shown on Table: Creature Sizes.

**Damage**: An increase in size also increases the amount of damage a creature deals with its natural weapons.

**Saving Throws:** Table: Creature Saves and Base At-tack Bonuses shows how a creature's saving throw bonuses improve as it gains Hit Dice.

**Ability Scores:** An increase in size affects a creature's Strength, Dexterity, and Constitution, as shown on Table: Adjustments to Physical Abilities and Natural Armor.

**Skills and Feats:** As shown on Table: Bonus Skill Points and Feats by Creature Type, a creature may gain additional skill points and feats depending on its type.

# Creatures

## Animals

Animals are often defined as creatures with an Intelligence of 1 or 2 and have no super-natural abilities.

## Elemental

An elemental is a being composed of one of the four classical elements: air, earth, fire, or water. Elementals share the following traits.

Weapon and Armor Proficiency
An elemental is proficient only with its natural weapons. It is not proficient with armor.
Darkvision (Ex)
Unless otherwise noted, an elemental has darkvision with a range of 60 feet.
Immunities (Ex)
Elementals are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits, flanking, or the effects of massive damage.
Special
Elementals cannot be raised from the dead.

## Humanoid

Replacement (Template)
Werewolf (Template)

## Undead

Skeleton (Template)

Vampire (Template)

Zombie (Template)