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CREATURES
Below is a brief list of some of the sorts of creatures heroes might encounter as they voyage through the jungle-infested islands of the DINO-PIRATES. Of course, many islands remain unexplored and home to unknown creatures, so this list is by no means exhaustive.
12th Level Animal |
15th Level Animal |
11th Level Spirit |
16th Level Animal |
12th Level Animal |
4th Level Animal |
13th Level Aberration |
4th Level Plant |
15th Level Animal |
1st Level Animal |
8th Level Ooze |
5th Level Monstrous Humanoid |
15th Level Animal |
11th Level Spirit |
4th Level Vermin |
2nd Level Animal |
4th Level Undead |
9th Level Undead |
4th Level Animal |
3rd Level Animal |
6th Level Vermin |
5th Level Animal |
10th Level Animal |
11th Level Animal |
1st Level Animal |
2nd Level Supernatural Beast |
6th Level Undead |
20th Level Animal |
6th Level Plant |
5th Level Necrotech Construct |
8th Level Animal |
2nd Level Vermin |
10th Level Undead |
1st Level Monstrous Humanoid |
13th Level Animal |
15th Level Animal |
8th Level Animal |
14th Level Animal |
1st Level Animal |
1st Level Animal |
7th Level Construct |
12th Level Supernatural Beast |
3rd Level Animal |
7th Level Monstrous Humanoid |
3rd Level Animal |
1st Level Animal |
20th Level Animal |
12th Level Supernatural Beast |
11th Level Animal |
7th Level Vermin |
7th Level Animal |
17 Level Construct |
13th Level Animal |
16th Level Animal |
18th Level Animal |
Creature Descriptions
Each creature is organized in the same general format, as described in the following text. Much of the information on a creature is condensed into a creature statistics block, the contents of which are explained below.
Each creature in this section is given in the same general format, and includes the following information:
Level
Creatures have levels much like heroes and other characters do. However, most creatures do not have roles or, more precisely, "creature" is their role in the story. Creature level can be treated much like role level in most ways, and is used to determine many of the creature's capabilities, just like role level for heroes.
A creature's level also serves as a rough guideline of what sort of challenge it should pose to the heroes. Generally, a creature the same level as the heroes should pose a reasonable challenge, while a lower-level creature is less of a threat and a higher-level creature is a more serious challenge. A creature more than two levels higher than the heroes may be too great of a challenge at the heroes' present level.
Role
While most creatures do not have roles (apart from being creatures), some can acquire levels in one or more of the heroic roles (adept, expert, warrior, generalist). Role levels apply to creatures the same way they do to others and creatures gain the usual benefits of the role, including combat and saving throw modifiers, skills, and feats. Some capabilities may be of more or less use to certain creatures, and the Narrator decides which skills or feats, for example, a particular creature may acquire and use.
Type & Subtype
A creature's type has a significant effect on its capabilities. Type essentially serves as the creature's role. Note that 1st-level creatures with a heroic role determine their combat bonus, saves, skills and feats according to their heroic role alone (as heroes do). Monsters with multiple levels in any given creature type that gain levels in a heroic role do so using the rules for multi-role heroes.
Creature Subtypes
Subtypes are descriptors added on to a creature type in parentheses. Not all creatures have a subtype, while others have multiple subtypes.
Movement
A creature's movement speed is the amount of distance it can cover in one move action. If a creature wears armor that reduces its speed, this is indicated along with a note specifying the armor type; the creature's base unarmored speed follows.
If the creature has other modes of movement, these are given after the main entry. Unless noted otherwise, such modes of movement are natural, not powers.
Burrow: The creature can tunnel through dirt but not through rock, unless the descriptive text says otherwise.
Climb: A creature with a climb speed has a +8 bonus on Climb checks. The creature must make a Climb check to climb any wall or slope with a Difficulty greater than 0, but it can always take 10, even if rushed or threatened while climbing. The creature climbs at the given speed. If it attempts an accelerated climb, it moves at double the given climb speed (or its normal land speed, whichever is less) and makes a single Climb check at a -5 penalty. Creatures cannot move all out while climbing. The creature can use its Dodge (if any) while climbing, and opponents get no special bonus on their attack rolls against a climbing creature.
Fly: A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:
- Perfect: The creature can perform almost any aerial maneuver it wishes.
- Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.
- Average: The creature can fly as adroitly as a small bird.
- Poor: The creature flies as well as a very large bird.
- Clumsy: The creature can barely maneuver at all.
Flying creatures can make dive attacks. A dive attack works like a charge, but the diving creature must move a minimum of 30 feet. Creatures can move all out while flying, provided they fly in a relatively straight line.
Swim: A creature with a swim speed can move through water at the given speed without making Swim checks. It gains a +8 bonus on any Swim check to perform some special action or avoid a hazard. The creature can always take 10, even if distracted or endangered when swimming. Creatures can move all out while swimming, provided they swim in a straight line.
Abilities
Creatures have the same ability scores as heroes: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha), although some creatures lack certain ability scores, as outlined in the "Nonexistent Abilities" section.
Intelligence
A creature can speak all the languages mentioned in its descriptive text. Any creature with an Intelligence score of -3 or higher understands at least one language.
Skills
This section lists the creature's skills along with skill modifiers, including adjustments for ability scores and any bonuses from feats or other traits.
Feats
This section lists any feats the creature may have. Creatures must meet the feat's prerequisites like characters must.
Bonus Feats
Some creatures receive bonus feats based on their type.
Traits
Creatures often have various special traits listed in their statistics and described here.
Combat
This section lists the creature's attack bonus, maneuver bonus, damage, Defense, and initiative bonus, modified by the creature's other traits, as appropriate.
Saving Throws
The creature's Toughness, Fortitude, Reflex, and Will saving throws are listed here. The modifiers take into account all of the creature's other traits.
Conviction
Creatures generally have no Conviction points, but can gain Conviction by taking levels in a heroic role, in which case the creature acquires the same Conviction as a hero of that level. This is ignored if the Narrator has determined that a particular creature is a minion, since minions don't have Conviction.

