Creature Listings
The Mythmaster Bestiary contains entries for over 170 creatures, many of which have variant subtypes. Creatures are classified into thirteen basic types. Each listing uses the same format, though not all creatures will have all of the possible sections.
Basic Properties
The top section of each entry includes the most immediately relevant information about each creature in order to enable the Director to keep track of it easily.
Creature Type and Subtype Selector
At the very top, the specific type of creature is named, and there is a subtype selector which may include several variant subtypes. Selecting a subtype will dynamically update the entry.
Derivatives
The first large table includes the creatures Derivatives. Creatures do not have a Resolve Derivative. Many creatures will have a 'null' value (indicated as '--') for some of their Derivatives which indicates the creature does not posses that Derivative, and cannot suffer from having it attacked or depleted.
Stats & Attributes
Beneath the Derivatives section all of the creaturs Stats and Attributes are listed.
Resistance
This section lists all the creature's modifers for resistance rolls. Most creatures will have at least some modifiers, and many also have complete immunity to many states and effects.
Combat
This includes any armour, weapons or ranged attacks that the creature can use. These attacks and defenses can be natural or artificial.
Armour
This section defines the natural or artificial armour that protects the creature. Just as with players, this is where their Protection value comes from and it also defines their Dodge.
Movement
Armour also defines the creature’s Base and Sprint Move, as well as their Travel distance. Some creatures have an Alternate method of moving, such as Flying or Swimming. If so, this is also indicated here.
Weapons
This section defines the natural or artificial weapons the creature can use. Creatures who use weapons use the same rules as players to determine how many attacks they get.
Ranged
This section defines the natural or artificial ranged attacks the creature can use. Creatures who use weapons use the same rules as players to determine how many attacks they get.
Magic
If the creature can cast any spells, they will be listed below the combat sections. Spells listed here will include direct links to the individual spell entry in the Core Rules.
Spells
As on a player character sheets, spells are listed alphabetically by power level, with more powerful spells at the bottom. Spells are listed with the creatures skill level, the casting cost, their range and the attribute used to resist them to facilitate ease of use.
Abilities
Many creatures have a number of unique abilties, including perks and certain skills that function the same way player perks and skills do. It is important to consider that in man cases, perks and skills need to be conceived of differently for certain creatures, even if they behave the same way player perks and skills do.
Perks
Most creatures have at least a couple of perks, and the Director should be sure to familiarize themselves with these, as they can have a big impact on the behaviours and tactics of the creature. Each perk listed provide a direct link to the perk entry in the Core Rules.
Abilties
Creature abilities are analogues to certain player skills. It is important to consider how these skills manifest differently in the case of the specific creature to how they would in the case of a player character. For example, a Giant Snake has the Entrall ability, which is mechanically the same as the Enthrall skill. The Giant Snake is, of course, not capturing its prey's attention with its charm and wit, but is rather moveing in a subtle hypnotic pattern, locking its prey in a captivating gaze to steal an opportunity to launch a surprise attack with its Cheap Shot ability.
Diseases and Toxins
Many creatures in this book are venomous, or are vectors for disease. In these cases, a link is provided to the entry for the specific disease or toxin in the Core Rules. Some diseases and toxins are very, very dangerous, and Directors are advised to read these sections carefully and to 'do the math' before creating encounters with such creatures. A venom that does 1 damage if you miss a Resistance roll might not sound dangerous - but if the Resistance roll needs to be made every turn for ten minutes, it is almost always fatal.
Description
Beneath the main table for each entry is a description of the creature. This describes how the creature looks, where it is likely to be found, and defines some of its behaviours. It may offer clues or warnings as to the threat posed by the creature, or explanations of the rationale behind some of the creature’s more unusual abilities.
Other Abilities
The creatures in this book have a huge range of different abilities, and this section handles the many things that can be unusual or unique about a specific creature. This section will also discuss special tactics that a creature might prefer when using its abilities.
Loot
The final fields in the table indicate what loot a creature has - if any. There are three different ways in which a given creature may be carrying loot: either on their person, in their innards, or in their lair, such as a nest, den, tomb, or other location that might be considered their 'home'. If there are entires for loot, these indicate which Loot Tables the players should roll on.
Personal Loot
Personal loot is typically carried by creatures that use tools and interact with society to some extent. This loot is always carried with the creature, and is in addition to whatever weapons and armour the creature may be using.
Innards Loot
Some creatures devour their prey whole, and these creatures will often have loot that accumulates in the bowels, gizzards, or colon. Searching for and recovering this loot is a grisly business, and often not worth it.
Lair Loot
Many creatures: from bears, to giant spiders, to vampires, have a 'lair'. This may be a den, a nest, a tomb, or a rage of other locations. When loot is listed as Lair loot, it is not carried with the creature, but will instead be found in its lair. This sort of loot can be anything from the bits and bobs collected by a rat because they were shiny, to the weapons and gear of devoured adventurers accumulated in the cave of a troll, to priceless the burial treasures hidden in a secret chamber in the tomb of a mummy.