Creatures
Full versionRegardless of the game universe, the characters are never alone. They evolve in worlds populated by wild creatures, fearsome monsters, and dangerous adversaries.
In Worlds Awakening, creatures are designed to be scalable, meaning that some of their base attributes remain constant while others evolve with the creature's level, up to a maximum of level 10. Recall that player characters, on the other hand, cannot exceed level 8.
For example, a creature initially having 8 hit points (HP) at level 1 can see its HP increase up to 24 at level 3.
This flexibility allows game masters to select or create creatures perfectly suited to their scenarios, without constraint. They can simply adjust the level and number of creatures facing the players to maintain an appropriate challenge level, based on the characters' level.
In this section, we will explore the different mechanisms involved in creature creation and detail how each stat is calculated based on their level.
The website offers an interactive creation tool that allows you to quickly design your own creatures. This tool automatically calculates the values of the various stats based on the creature's level while offering a printable version that allows you to easily track encounters.
Additionally, once your creatures are created, you have the option of proposing them to the community by sharing them in the community bestiary.
Stats
This section guides you through the base and combat stats, explaining their impact on the game and how to define them effectively to shape your own creatures.
Base Stats
Each creature, just like player characters, is defined by six base stats, each having its particular influence on the game's mechanics.
| Stat | Influence |
|---|---|
| Strength (STR) | Strong impact on Melee Attack Rolls |
| Dexterity (DEX) | Strong impact on Initiative and Ranged Attack Rolls |
| Constitution (CON) | Slight impact on Hit Points (HP) and strong impact on Physical Defense (Phys Def) |
| Intelligence (INT) | Strong impact on Magical Attack Rolls |
| Wisdom (WIS) | Strong impact on Magical Defense (Mag Def) |
| Charisma (CHA) | Strong impact on Critical Hit thresholds |
The value of a stat must be between -4 and +6.
To help you assign stat points to your creatures, use the table below.
| Stat Value | Interpretation |
|---|---|
| -4 | Very low |
| -3 to -2 | Low |
| -1 to +1 | Average |
| +2 to +3 | Good |
| +4 | Very good |
| +5 | Exceptional |
| +6 | Superhuman |
Charisma (CHA) and Critical Results
As explained in the Player's Guide, Charisma (CHA) significantly influences critical result thresholds. This rule also applies to creatures, impacting the frequency and effectiveness of critical hits during confrontations.
Negative CHA and Critical Failure
A negative CHA modifier increases the critical failure threshold on a d20 roll.
| CHA Value | Critical Failure on d20 |
|---|---|
| -4 | 3 or less |
| -3 or -2 | 2 or less |
| -1 or +0 | 1 |
Positive CHA and Critical Success
With a positive CHA modifier, the critical success threshold on a d20 roll is reduced.
| CHA Value | Critical Success on d20 |
|---|---|
| +0 or +1 | 20 |
| +2 or +3 | 19 or more |
| +4 or +5 | 18 or more |
| +6 | 17 or more |
Combat Stats
To determine the creature's Initiative (Init), Physical Defense (Phys Def), and Magical Defense (Mag Def) values, use the following formulas:
Init = 10 + DEX
Phys Def = 10 + (2 x CON) + Creature Level
Mag Def = 10 + (2 x WIS) + Creature Level
The creature's attack modifiers are essential for determining its ability to land its attacks. Use the following formulas to calculate these modifiers based on stats:
Melee Atk = STR + Creature Level
Ranged Atk = DEX + Creature Level
Mag Atk = INT + Creature Level
Power Indicator
A creature's power indicator provides an indication of its strength and challenge level.
It is automatically determined by your choices in the creature's design and will help you evaluate the difficulty of a combat encounter with it.
| Power Indicator | Description |
|---|---|
| Standard | Standard creatures have hit points (HP) and follow the standard damage (DM) curve. They generally do not present major challenges. |
| Mini-Boss | Mini-boss level creatures are more powerful than average. They may have boss-level HP or damage, making them more formidable. It is important to specify if the creature is a mini-boss by indicating in parentheses whether it is HP or damage. For example, "Mini-Boss (HP)" indicates that the creature has HP comparable to a boss, while "Mini-Boss (DM)" means it deals boss-level damage. |
| Boss | Boss level creatures are formidable and powerful adversaries. They have both boss-level HP and damage, making them major challenges for a group of players. Fights against bosses are often epic and require careful preparation from the players. |
Resistances and Weaknesses | Advanced Rule
Creatures may have resistances and/or weaknesses to certain damage types (Fire, Ice, Bludgeoning, etc.) that can be exploited during combat phases.
When a creature attacks an opponent by exploiting its weakness, it gains a +3 bonus added to its attack roll.
Conversely, when a creature attacks an opponent resistant to its attack type, it suffers a -3 penalty to its attack roll.
In the case of a critical success or the use of the Progressive Damage Bonus advanced rule, the damage bonus granted by the difference between the attack roll and the opponent's defense must take this bonus or penalty into account.
Creature Size
A creature's size describes its physical footprint. It governs its Base Hit Points range (see the next section), influences its combat behavior, and determines the size of the token to place on the game grid.
| Size | Real Dimensions |
|---|---|
| Tiny | Less than 0.5 m |
| Small | From 0.5 to 1 m |
| Medium | From 1 to 2 m |
| Large | From 2 to 5 m |
| Huge | From 5 to 10 m |
| Titanic | More than 10 m |
Combat Behavior
The creature's size can help you determine its combat behavior:
- Tiny to Medium: Tend to favor magical or ranged attacks.
- Medium to Large: Generally favor ranged or melee attacks.
- Huge to Titanic: Favor melee attacks.
Token Size on the Grid
To represent a creature on a combat grid, use the token diameter matching its size. The reference is the Medium size, which occupies a 1 inch (2.54 cm) diameter square.
| Size | Token Diameter (inches) | Token Diameter (cm) | 1-inch Squares |
|---|---|---|---|
| Tiny | 0.5″ | 1.27 cm | ½ square |
| Small | 0.75″ | ≈ 1.9 cm | ¾ square |
| Medium | 1″ | 2.54 cm | 1 square |
| Large | 1.5″ | ≈ 3.8 cm | 1½ × 1½ squares |
| Huge | 2″ | 5.08 cm | 2×2 squares |
| Titanic | 2.5″ | ≈ 6.35 cm | 2½ × 2½ squares |
Hit Points (HP)
The definition of a creature's Hit Points (HP) follows a structured process that begins with establishing the Base Hit Points (Base HP) allowing the final calculation of maximum HP at each specific level.
Base Hit Points (Base HP)
Base HP are set between 1 and 30, and to simplify their assignment, they are categorized by creature type:
- Standard Creature: Between 1 and 14 Base HP;
- Boss or Mini-Boss: Between 15 and 30 Base HP.
Each of these categories is then subdivided by creature size, with a corresponding Base HP scale, allowing better adaptation of HP to the creature's nature.
Base HP Distribution Table by Size
| Size | Standard Creature Base HP | Boss and Mini-Boss Base HP |
|---|---|---|
| Tiny | 1 to 2 | N/A |
| Small | 3 to 5 | N/A |
| Medium | 6 to 9 | 15 to 18 |
| Large | 10 to 14 | 19 to 22 |
| Huge | N/A | 23 to 26 |
| Titanic | N/A | 27 to 30 |
Max HP Calculation
To determine a creature's HP at a specific level, simply multiply the Base HP value by the desired level and then add its Constitution (CON) modifier.
Max HP = (Base HP x Level) + CON
For example, a Goblin with 4 Base HP (Standard, Small) and -2 CON.
Max HP at level 5 = (4 x 5) + (-2) = 18.
At level 5, the Goblin will therefore have 18 HP.Now let's take a Dragon with 20 Base HP (Boss or Mini-Boss, Large) and +4 CON.
Max HP at level 5 = (20 x 5) + 4 = 104.
At level 5, the Dragon will therefore have 104 HP.
Adversity Ratio (AR)
The Adversity Ratio (AR) determines the number of creatures that can face one or more player characters (PCs) of the same level during an encounter and is expressed as follows:
AR = number of PCs / number of creatures
A Dragon with an adversity ratio of 4/1 indicates that it takes 4 PCs of the same level as the Dragon to fight just 1.
Base Ratio
The Base Ratio is defined according to the creature's size and power indicator.
| Size | Standard Creatures | Boss or Mini-Boss (HP) |
|---|---|---|
| Tiny | 1 PC for 3 creatures (1/3) | N/A |
| Small | 1 PC for 2 creatures (1/2) | N/A |
| Medium | 1 PC for 1 creature (1/1) | 2 PCs for 1 creature (2/1) |
| Large | 2 PCs for 1 creature (2/1) | 3 PCs for 1 creature (3/1) |
| Huge | N/A | 4 PCs for 1 creature (4/1) |
| Titanic | N/A | 5 PCs for 1 creature (5/1) |
A Mini-Boss (DM) creature, which deals boss-level damage but keeps standard creature HP, uses the Standard Creatures column. The Adversity Ratio reflects how much punishment the creature can take from the party, not how hard it hits.
Ratio Adjustment
The Base Ratio can be adjusted based on the sum of the creature's base stats.
| Power | Sum of Stats | Ratio Modification |
|---|---|---|
| Low | Less than or equal to 2 | Add 1 creature or remove 1 PC |
| Balanced | Between 3 and 9 | Ratio unchanged |
| High | Greater than or equal to 10 | Remove 1 creature or add 1 PC |
If a group of PCs faces a Medium-sized Boss, the base ratio would be 2/1 (2 PCs for 1 creature).
However, since the sum of its base stats is 12, the ratio is adjusted to 3/1 (3 PCs for 1 creature), making the combat more balanced.
Impact on Abilities
When a creature has an Adversity Ratio (AR) of 2/1 or higher, it is recommended that this creature have special abilities to attack or control multiple adversaries simultaneously.
The higher the Adversity Ratio (AR), the more significant the area effect should be.
For example, a Dragon (AR 3/1) should have a Fire Breath ability capable of targeting 3 characters facing it.
However, make sure to balance these powers with clear usage limitations or exploitable weak points, thus preserving the encounter's balance.
Frost Aura | C - MA - 5m: The creature emits a glacial aura that halves the speed of opponents in range during their next action turn and deals 1d4 cold damage at the start of the creature's turn to those who fail a Constitution (CON) check of difficulty 12. This effect persists for 2 turns.
Limitation: 3 / Encounter
Abilities and Attacks
In this section, we will explore the offensive actions of creatures, classified into two categories:
- Abilities: These actions allow the execution of complex maneuvers, following the same rules as those applied to player character abilities.
- Simple attacks: These offensive actions consume a simple attack action (A) and can include gestures such as a sword strike or a bite.
Ability
Each creature can have up to 4 abilities maximum. Abilities can have various effects, such as increased damage, resistance to certain attacks, or even unique special skills.
The abilities defined for a creature are all usable from level 1 and can offer specific upgrades at certain level thresholds.
Since creatures do not have Magic Points (MP), you may need to limit the number of uses of magical abilities per combat.
Simple Attack (A)
When defining a simple attack, it is essential to choose the attack type, which will determine not only the attack bonus based on a specific stat but also the type of die used for damage.
The creature's level must also be added to the attack roll.
Attack Types and Associated Damage Die
At the start of creating a simple attack, it is essential to choose the attack type. This choice will influence the stat used for the attack bonus and the die type for damage.
The following table summarizes these elements to facilitate your configuration.
| Attack Type | Stat | Die used for damage | Description |
|---|---|---|---|
| Melee | Strength (STR) | D6 | Close-range physical attacks such as sword strikes or bites. Range is not specified as it is generally at direct contact. |
| Ranged | Dexterity (DEX) | D8 | Ranged physical attacks. Maximum range is often specified in the attack name. Example: Short bow (15 m). |
| Magical | Intelligence (INT) | D4 | Magical attacks, using spells or special powers. Range may also be specified if relevant. |
Determining Base Damage
After defining the attack type, refer to the following tables to determine base damage based on the creature's level, distinguishing damage for standard creatures from bosses (or mini-bosses).
In some cases, the result of the damage calculation may be less than or equal to zero. In that case, damage is considered to be 1.
Standard Creature:
| Level | Ranged (D8) | Melee (D6) | Magical (D4) |
|---|---|---|---|
| 1 | 1d8-3 | 1d6-2 | 1d4-1 |
| 2 | 1d8-1 | 1d6+0 | 1d4+1 |
| 3 | 1d8+1 | 1d6+2 | 2d4+1 |
| 4 | 1d8+3 | 2d6+1 | 2d4+3 |
| 5 | 1d8+5 | 2d6+3 | 2d4+5 |
| 6 | 2d8+3 | 2d6+5 | 3d4+4 |
| 7 | 2d8+5 | 3d6+4 | 3d4+7 |
| 8 | 2d8+8 | 3d6+7 | 3d4+10 |
| 9 | 2d8+11 | 3d6+10 | 4d4+10 |
| 10 | 3d8+10 | 3d6+13 | 4d4+13 |
Boss or Mini-Boss:
| Level | Ranged (D8) | Melee (D6) | Magical (D4) |
|---|---|---|---|
| 1 | 1d8-2 | 1d6-1 | 1d4+0 |
| 2 | 1d8+0 | 1d6+1 | 1d4+2 |
| 3 | 1d8+2 | 1d6+3 | 2d4+2 |
| 4 | 1d8+5 | 2d6+3 | 2d4+5 |
| 5 | 1d8+7 | 2d6+5 | 2d4+7 |
| 6 | 2d8+6 | 2d6+8 | 3d4+7 |
| 7 | 2d8+8 | 3d6+7 | 3d4+10 |
| 8 | 2d8+11 | 3d6+10 | 3d4+13 |
| 9 | 2d8+14 | 3d6+13 | 4d4+13 |
| 10 | 3d8+12 | 3d6+15 | 4d4+15 |
Finalizing the Attack
Now that we have determined the attack roll and base damage for our attack, we can finalize the definition of our attack.
The tool for creating your own creatures on the website will only need the information below to deduce the complete progression of the creature's attack based on its level.
- Give the attack a name (e.g.: Claw Strike);
- Define the attack type (Melee, Ranged, or Magical);
- Define the roll bonuses that will be added to the base rolls associated with this attack type (between -5 and +5);
- Define the damage bonuses that will be added to the base damage associated with this attack type (between -5 and +5);
Claw Strike (Melee) -2/+2
- Claw Strike: name of the Attack.
- (Melee): Melee Attack Roll using STR and the D6 as damage die.
- -2: to subtract from Melee Attack Rolls (STR + Level).
- +2: to add to Base Damage.
Creature Example
Name: Skarnox
STR +3 DEX +2 CON +2 INT -2 WIS +3 CHA -1
| Power: Standard | Resistances: Piercing, Ice |
|---|---|
| Base HP: 8 (Medium) | Weaknesses: Slashing, Fire |
Adversity Ratio: 1/1
Attacks:
Claw Strike (Melee) -2/+2
Makeshift Projectile (Ranged) +1/-1
Abilities:
Savage Charge | C - MA - Melee - 10m: The creature can charge the opponent and perform a melee attack that deals 1d8 damage. The opponent must not be in melee range of the creature.
- Level 3: Damage increases to 2d8
- Level 5: Damage increases to 3d8
Thick Skin | P: The creature gains a +1 bonus to its Phys Def.
- Level 5: The bonus increases to +3.
Hypnotic Gaze | C - MA - Magical - 10m: The target is hypnotized for 1 turn and can no longer act.
Cooldown: 2 Turns
Level 1
Calculated Stats
| HP | Init | Phys Def | Mag Def |
|---|---|---|---|
| 10 8(Base HP) x 1(Lvl) + 2(CON) |
12 10 + 2(DEX) |
15 10 + 2x2(CON) + 1(Lvl) |
17 10 + 2x3(WIS) + 1(Lvl) |
Base Roll and Damage
| Attack Type | Base Roll | Base Damage |
|---|---|---|
| Ranged (D8) | +3 +2(DEX) + 1(Lvl) |
1d8-3 |
| Melee (D6) | +4 +3(STR) + 1(Lvl) |
1d6-2 |
| Magical (D4) | -1 -2(INT) + 1(Lvl) |
1d4-1 |
Attacks
| Name | Roll | Damage |
|---|---|---|
| Claw Strike (Melee) -2/+2 | +2 +4(Melee Atk) -2(Bonus) |
1d6 1d6-2(Base dmg) +2(Bonus) |
| Makeshift Projectile (Ranged) +1/-1 | +4 +3(Ranged Atk) +1(Bonus) |
1d8-4 1d8-3(Base dmg) -1(Bonus) |
Level 4
Calculated Stats
| HP | Init | Phys Def | Mag Def |
|---|---|---|---|
| 34 8(Base HP) x 4(Lvl) + 2(CON) |
12 10 + 2(DEX) |
18 10 + 2x2(CON) + 4(Lvl) |
20 10 + 2x3(WIS) + 4(Lvl) |
Base Roll and Damage
| Attack Type | Base Roll | Base Damage |
|---|---|---|
| Ranged (D8) | +6 +2(DEX) + 4(Lvl) |
1d8+3 |
| Melee (D6) | +7 +3(STR) + 4(Lvl) |
2d6+1 |
| Magical (D4) | +2 -2(INT) + 4(Lvl) |
2d4+3 |
Attacks
| Name | Roll | Damage |
|---|---|---|
| Claw Strike (Melee) -2/+2 | +5 +7(Melee Atk) -2(Bonus) |
2d6+3 2d6+1(Base dmg) +2(Bonus) |
| Makeshift Projectile (Ranged) +1/-1 | +7 +6(Ranged Atk) +1(Bonus) |
1d8+2 1d8+3(Base dmg) -1(Bonus) |
Full Progression
| Level | Init | HP | Phys Def | Mag Def | Attack 1: Claw Strike | Attack 2: Makeshift Projectile |
|---|---|---|---|---|---|---|
| 1 | 12 | 10 | 15 | 17 | +2 DM 1d6+0 | +4 DM 1d8-4 |
| 2 | 12 | 18 | 16 | 18 | +3 DM 1d6+2 | +5 DM 1d8-2 |
| 3 | 12 | 26 | 17 | 19 | +4 DM 1d6+4 | +6 DM 1d8+0 |
| 4 | 12 | 34 | 18 | 20 | +5 DM 2d6+3 | +7 DM 1d8+2 |
| 5 | 12 | 42 | 19 | 21 | +6 DM 2d6+5 | +8 DM 1d8+4 |
| 6 | 12 | 50 | 20 | 22 | +7 DM 2d6+7 | +9 DM 2d8+2 |
| 7 | 12 | 58 | 21 | 23 | +8 DM 3d6+6 | +10 DM 2d8+4 |
| 8 | 12 | 66 | 22 | 24 | +9 DM 3d6+9 | +11 DM 2d8+7 |
| 9 | 12 | 74 | 23 | 25 | +10 DM 3d6+12 | +12 DM 2d8+10 |
| 10 | 12 | 82 | 24 | 26 | +11 DM 3d6+15 | +13 DM 3d8+9 |