AIOGM-Bestiary

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Even something stands in the way of the Party, that being frequently the beasts that appear. The GM finds an appropriate time to deploy monsters, and by this, the difficulty for the party is set as they are presented a crisis. The tale could even be exaggerated and on top of that, the party feels a sense of accomplishment making a more enjoyable session.

When a GM is handling the Bestiary Data, appropriate beasts should be chosen for the setting.

Monster Classification:

The various monsters of Raxia are classified into rough groups based upon their physiology, behavior, and other factors. Each monster is listed within these groups from lowest level to highest.

Barbarous - The general name for the variety of beastmen, from goblins to ogres and more, who were corrupted by the Second Sword of Creation, Ignis. All Barbarous have Soulscars, though how many depends upon the level of the monster in question. Level 4 and lower Barbarous tend to have horns of varying sizes, while level 5 and higher Barbarous often have odd birthmarks and even blackened eyes rimmed with gold as well.

Animals - Any monsters apart from humanoid races and Barbarous are animals. Cats, dogs, and frogs and even insects fit into this category. Some have even grown to enormous sizes. The territory is constant for whichever animal it belongs to.

Plants - The category fits the entire range of plants. These plants prey upon humans, other races, and even other plants, due to mana altering their genetics. Most are not intelligent whatsoever and only behave as their survival instinct dictates.

Undead - Skeletons and monsters like ghouls. Undead were once dead things but were animated by magic and walk the earth restlessly. Fundamentally, they are monsters weighed down with innumerable Soulscars, and are immune to effects such as Poison and Disease. "Cure Wounds" and other restorative magic will deal damage to Undead, though these spells are not normally meant for dealing damage and thus cannot critical.

Constructs - Golems and others. They were brought forth by means of magic and obey the commands they were ordered to complete as they have no natural intent or instinct. They are normally immune to Poison, Disease and Spiritual effects. Constructs have the ability to Sense Magic and are likely to react to any magic cast.

Mythical Beasts - Gryphons and the like. From whatever origins they come from, most think that the legends written in the divine language arose from being introduced to new creatures. In the real world, no such things exist.

Daemons - These monsters have been said to have clawed their way from the depths of Hell into our world. Seeking to drag others down, these abominations are reviled by everyone.

Humanoids - The catch-all name for humans, elves, dwarves, etc., essentially any PC race. These races have been touched by the light of the First Sword of Creation, Lumiere. Typically, this data will show humans, but substituting other races is rather simple.

Reading the Bestiary

1R bestiary.png

1. Level: The monster's level.

2. Title: The monster's name.

3. Intellect: Expresses how well the monster's ability to make rational decisions is.

  • None: Not able to think logically, behaving only through instinct.
  • Animal: Has instincts like an animal. Attacks and defends out of instinct and can run away during a critical situation.
  • Low Intellect: Almost completely behaves out of instinct, thinks selfishly of profit and is able to speak.
  • Average Intellect: Humans and other races have similar intelligence. They use money-making tactics and negotiate until a decision can be made.
  • High Intellect: Has a higher intellect than most humans.
  • Servant: Obeys each command given, but is not functional without someone to order it.

4. Perception: The use of a monster's senses.

  • Five Senses: General sight, hearing and touch and being able to grasp one's environment. Sight, Hearing and Touch are the senses with the most emphasis. Having abilities like Darkvision is similar to Sight during the daytime.
  • Magic: Recognizing the activity of Mana in an environment. Light and illusions cannot delude someone with this type of perception.
  • Mechanical: Sensors and cameras scan the perimeter of their location. Light and illusions are not deceiving to them.

5. Language: Which language a monster uses. Some monsters even know multiple languages. A monster labeled as having none cannot use them.

6. Habitat: The place that a monster normally appears at. Some monsters may exist outside of the normal habitat however.

7. Disposition: if a monster would happen to meet the party, this is what behavior they would show.

  • Friendly: Basically, they side with the party's purpose. If injury was inflicted upon them, they would retaliate and become an enemy.
  • Neutral: Their disposition toward the party may change due to the party's attitude, becoming either friendly or hostile.
  • Hostile: They are wish only to harm the party and act on this intent. A hostile enemy will not attempt to understand the party's intent.
  • Hungry: A monster may feel hungry for the party's loot and food and will battle without thinking. The GM decides on the condition of each monster.
  • Instructed: The instruction received determines the monster's reaction towards PCs. If the instruction was to hinder the PCs progress, the monster is hostile. Otherwise, PCs will tend to be ignored.

8. Reputation/Weakness: Indicates how well known the monster is. The lower the Reputation, the more likely it is to be commonly known. Listed after the monster's Reputation value is that monster's Weakness value. At the Beginning of Combat, you may roll a Monster Knowledge check.
If you succeed against the Reputation, you may ask the GM or check the rulebook for information on that monster. If you also succeed against that monster's Weakness value with Sage class, you may also take advantage of the Weak Point. If you fail, you learn nothing.

9. Initiative: Helps determine the likelihood of going first in battle. When determining Initiative, the highest Initiative value of the monsters is used as the target for the PCs' Initiative Check. If any PC passes this check, they are the leading party in combat; otherwise, the monsters lead.

10. Movement Speed: The speed at which a monster moves during a Normal Move (measured in meters). A Full Move is three times this distance. A monster's means of movement is assumed to be Walking unless otherwise noted, as Flight and Swimming speeds are also noted here. If there is more than one method listed, it means there are multiple methods of movement.

11. Fortitude: Represents the Fortitude of the monster; add this number to a Fortitude Check. The number in parentheses is the average result of 2d + Fortitude, use this when you want a static value for Fortitude.

12. Willpower: Represents the Willpower of the monster; add this number to a Willpower Check. The number in parentheses is the average result of 2d + Willpower, use this when you want a static value for Willpower.

13. Attributes (Fighting Style, Accuracy, Damage, Evasion, Defense, HP, MP): Summarizes a number of statistics of monsters. If a monster has multiple sections, each section can be used once per turn, though it can still only move once in total.

  • Fighting Style
The monster's method of attack. If a monster has multiple sections, each section has its own method of attack, which will be listed. Any notation (such as "Wing x2") means there are that many of that particular section.
  • Accuracy
Shows how accurate this attack is; add this number to an Accuracy Check. The number in parentheses is the average result of 2d + Accuracy, use this when you want a static value for Accuracy. If there is no value listed, that section does not have any offensive capabilities.
  • Damage
If an attack hits, roll this to determine damage dealt. Unless otherwise noted, all damage dealt is physical.
  • Evasion
Shows how evasive the monster is; add this number to an Evasion Check. The number in parentheses is the average result of 2d + Evasion, use this when you want a static value for Evasion.
  • Defense
The Defense of the monster. Reduce physical damage dealt to the monster by the amount shown here.
  • HP
The maximum HP of the monster. It is up to the GM whether or not to roll a Death Check when the monster drops to 0 HP or lower. Otherwise, the monster is destroyed when their HP is at or below 0.
  • MP
The maximum MP of the monster.

14. Body Sections: The list of the sections of the monster. If there is no listing, there is only one section.

15. Main Body Section: The central section of the monster. If the HP of this section falls to 0 or below, that monster is considered dead. Only monsters with multiple sections has this listed.

16. Weak Point: The weakness of the monster. If any character's Monster Knowledge Check rolling with Sage class is equal to or greater than the Weakness value (listed above), that character and any of their allies know of and can utilize this weakness.

17. Unique Skills: Any unique skills are listed here, complete with descriptions. A skill will be formatted the same way every time, for easy reading. For example, the skill Flame Breath looks like this: [Flame Breath / 5 (12) / Fortitude / Half]. Respectively, the format for each skill is as follows: [Name of Skill / Roll Modifier (Average Roll) / Type of Resistance / Result of Successful Resistance].
If a monster has a Magic Skill listed, they may ignore the requirements to cast that type of magic. For monsters with multiple body sections, if the name of the monster is listed, all of the unique skills listed underneath apply to all sections of the monster.

18. Loot: IItems held by a monster, are dropped when that monster dies. If loot is marked Always PCs will always get one when they defeat that monster. For loot with a number when checking the body of a monster, roll 2d and compare the results to the loot table. Some loot can be sold, which is shown as the amount in parentheses.

19. Description: Ecology of the monster, including a description of physical characteristics. Also may contain special rules for the monster.

Core Section: ** (##)

Some monsters may have multiple core sections. ** will be the name of the core section, while ## is either (one) or (all).

Core Section: ** (one)
If a monster has even one of their core sections reduced to 0 HP, it will be unable to continue fighting.
Core Section: ** (all)
A monster with this designation requires all of their core sections to be reduced to 0 HP in order for it to stop fighting.

Using Techniques with Multiple Sections

Some monsters may have multiple sections that can use techniques similar to Enhancers. In such cases, the monster subtracts the appropriate MP from each section to be affected. For example, if a Manticore (with 2 sections, Front and Back) were to use the technique "Beetleskin", both the Front and Back sections would each have to spend 3 MP to be affected.

Experience for Monsters with Multiple Sections

When determining how many Experience Points to give to players, a GM may consider a monster with multiple sections as the equivalent number of monsters of that level. To use the Manticore again, it is a level 6 monster with 2 sections, so the GM can treat that as two level 6 monsters defeated.

Treasure and Looting Monsters with Multiple Sections

When searching a monster with multiple sections for loot after combat, the GM may allow the players to roll a number of times equal to the total sections of the monster defeated. However, "Always" found loot can only be found once, no matter the number of sections the monster may have had.

Unique Skills using Multiple Sections

There are a few abilities of monsters that require multiple sections to work in conjunction with each other in order to be used. In such cases, the sections needed must still be alive, and must not have taken a Major Action that turn. After using such an ability, all sections used will be considered to have taken their Major Action for the turn.

Sometimes, there will be abilities that don't require a specific set of sections, but will grow stronger the more sections are available to be used. For example, an ability may deal "2d x (Remaining Sections)" damage, where the (Remaining Sections) is however many sections remain that have not taken their Major Action that turn.

Bestiary List

Barbarous
Animals
Plants
Undead
Constructs
Mythical Beasts
Fairies
Daemons
Humanoids