Creature Traits
Creature traits are common keywords used throughout the Codex of Creation to denote particular modifiers, skills, or abilties a creature possesses. All Codex of Creation entries include the details of any traits, however the the table below is provided as a reference for all known Creature Traits. Use the Search feature to look up a specific trait.
Trait | Value | Factor | Description |
---|---|---|---|
Absorption I | 1.0 | 1.1 | Absorbs 10% of current HP before taking any damage, unless damage is of a particular type (see Extra) |
Absorption II | 3.0 | 1.3 | Absorbs 25% of current HP before taking any damage, unless damage is of a particular type (see Extra) |
Absorption III | 6.0 | 1.6 | Absorbs 50% of current HP before taking any damage, unless damage is of a particular type (see Extra) |
Absorption IV | 10.0 | 2.0 | Absorbs 75% of current HP before taking any damage, unless damage is of a particular type (see Extra) |
Advanced | 1.0 | 1.1 | Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Affinity I | 0.5 | 1.1 | +5% Critical Hit with a given non-physical damage type (typically already added) |
Affinity II | 1.0 | 1.1 | +10% Critical Hit with a given non-physical damage type (typically already added) |
Affinity III | 1.5 | 1.2 | +15% Critical Hit with a given non-physical damage type (typically already added) |
Affinity IV | 2.0 | 1.2 | +20% Critical Hit with a given non-physical damage type (typically already added) |
Affinity, Melee | 0.5 | 1.1 | +3% Critical Hit with physical melee damage (typically already added) |
Affinity, Ranged | 0.5 | 1.1 | +3% Critical Hit with physical ranged damage (typically already added) |
Amphibious | 0.1 | 1.0 | Can breathe in air and water |
Armor Piercing I | 0.3 | 1.0 | some or all primary attacks have -5 armor |
Armor Piercing II | 0.5 | 1.1 | some or all primary attacks have -10 armor |
Armor Piercing III | 0.8 | 1.1 | some or all primary attacks have -15 armor |
Armor Piercing IV | 1.0 | 1.1 | some or all primary attacks have -20 armor |
Aura 0 | 0.5 | 1.1 | Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive |
Aura I | 1.0 | 1.1 | Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Aura II | 1.5 | 1.2 | Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Aura III | 2.0 | 1.2 | Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Aura IV | 2.5 | 1.3 | Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Aura IX | 5.0 | 1.5 | Passive effects in 9" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Aura V | 3.0 | 1.3 | Passive effects in 5" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Aura VI | 3.5 | 1.4 | Passive effects in 6" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Aura VII | 4.0 | 1.4 | Passive effects in 7" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Aura VIII | 4.5 | 1.5 | Passive effects in 8" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Aura X | 5.5 | 1.6 | Passive effects in 10" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Bestial Speech I | 0.1 | 1.0 | Applies to a single beast metarace, (i.e. "Avian" speech) outside its own; Allows only basic understanding of their speech and no ability to speak back; |
Bestial Speech II | 0.2 | 1.0 | Applies to a single beast metarace, (i.e. "Avian" speech) outside its own; Allows basic communication in both understanding and speaking |
Bestial Speech III | 0.3 | 1.0 | Applies to a single beast metarace, (i.e. "Avian" speech) outside its own; Allows advanced communication in understanding but only basic speaking |
Bestial Speech IV | 0.4 | 1.0 | Applies to a single beast metarace, (i.e. "Avian" speech) outside its own; Allows advanced communication in both understanding and speaking |
Bestial Speech V | 0.5 | 1.1 | Applies to a single beast metarace, (i.e. "Avian" speech) outside its own; Complete fluency in both understanding and speaking |
Breath I | 1.0 | 1.1 | Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) |
Breath II | 2.0 | 1.2 | Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
Breath III | 4.0 | 1.4 | Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
Breath IV | 5.0 | 1.5 | Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
Breath V | 6.0 | 1.6 | Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
Breath VI | 7.0 | 1.7 | Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
Breath VII | 8.0 | 1.8 | Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
Bull Charge | 0.5 | 1.1 | Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact |
Caster 0 | 0.0 | 1.0 | Unlimited used of Tier0 Powers |
Caster I | 1.0 | 1.1 | Unlimited used of Tier1 Powers |
Caster II | 2.0 | 1.2 | Unlimited used of Tier2 Powers |
Caster III | 3.0 | 1.3 | Unlimited used of Tier3 Powers |
Caster IV | 4.0 | 1.4 | Unlimited used of Tier4 Powers |
Caster V | 5.0 | 1.5 | Unlimited used of Tier5 Powers |
Caster VI | 6.0 | 1.6 | Unlimited used of Tier6 Powers |
Caster VII | 7.0 | 1.7 | Unlimited used of Tier7 Powers |
Climber I | 0.5 | 1.1 | +5 Advantage when attempting to climb or cling to almost any surface |
Climber II | 1.0 | 1.1 | +10 Advantage when attempting to climb or cling to almost any surface |
Climber III | 1.5 | 1.2 | +15 Advantaged when attempting to climb or cling to almost any surface |
Cursed Wounds | 1.0 | 1.1 | For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. |
Death Effect | 1.0 | 1.1 | Special ability or effect that is triggered immediately upon the death of the creature |
Docile | -2.0 | 0.8 | Will typically not attack unless provoked/threatened |
Domesticated | 0.0 | 1.0 | cannot be "summoned" with Beast Calling |
Dual Damage () | 1.0 | 1.1 | Typical or majority of attacks/skills count as two damage types |
Enraged I | 2.0 | 1.2 | when dropping below 25% HP all attacks gain +5 Overpower & +50% Damage, below 5% HP increase to +10 Overpower +100% dam |
Enraged II | 4.0 | 1.4 | when dropping below 50% HP all attacks gain +5 Overpower & +50% Damage, below 10% HP increase to +10 Overpower +100% dam |
Execution I | 0.5 | 1.1 | When opponent is at less than or equal to 10% health all damage is max damage |
Execution II | 1.0 | 1.1 | When opponent is at less than or equal to 20% health all damage is max damage |
Expendable | -0.5 | 1.0 | These creatures are considered expendable by thier superiors and as such their pain, suffering, and/or death has no impact on the morale or Resolve of comrades of equal or higher rank |
Extra Attacks I | 1.0 | 1.1 | Potential for up to 1 extra attack, typically requires certain conditions to be met |
Extra Attacks II | 2.0 | 1.2 | Potential for up to 2 extra attacks, typically requires certain conditions to be met |
Extra Attacks III | 3.0 | 1.3 | Potential for up to 3 extra attacks, typically requires certain conditions to be met |
Fearsome | 0.5 | 1.1 | Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. |
Flighty I | -2.0 | 0.8 | If struck in combat while alone, or w/o presence of master/rider, will immediately flee if failing a resolve test & continue until passing |
Flighty II | -4.0 | 0.6 | If struck in combat under any circumstance, will immediately flee if failing a resolve test & continue until passing resolve test |
Flighty III | -6.0 | 0.4 | If struck in combat under any circumstance, will immediately flee & continue until passing resolve test |
Flyer I | 1.0 | 1.1 | 2x movement while flying |
Flyer I, Advanced | 2.0 | 1.2 | 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move |
Flyer II | 2.0 | 1.2 | 3x movement while flying |
Flyer II, Advanced | 3.0 | 1.3 | 3x movement while flying and can take a 'fly-by' action at any point along straight line fly move |
Flyer III | 3.0 | 1.3 | 4x movement while flying |
Flyer III, Advanced | 4.0 | 1.4 | 4x movement while flying and can take a 'fly-by' action at any point along straight line fly move |
Frail | 0.0 | 1.0 | Hit Point Dice are decreased by 1 dice type i.e. standard Medium size w/Hearty goes from 1d10 to 1d8 (already modified above) |
Grapple | 0.5 | 1.1 | successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break |
Hardened () | 1.0 | 1.1 | Incoming damage of this type is reduced by half |
Hardened II () | 2.0 | 1.2 | Incoming damage of these types is reduced by half |
Hardened III () | 3.0 | 1.3 | Incoming damage of these types is reduced by half |
Hearty | 0.0 | 1.0 | Hit Point Dice are increased by 1 dice type i.e. standard Medium size w/Hearty goes from 1d10 to 1d12 (already modified above) |
Hopper I | 0.5 | 1.1 | Can hop to move, 1x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground |
Hopper II | 1.0 | 1.1 | Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground |
Horrific Transformation | 1.0 | 1.1 | When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation |
Hyper-Sensitivity () | -2.0 | 0.8 | Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. |
Immovable | 0.5 | 1.1 | Immune to knockdown, knockback, or knockup effects |
Immune () | 2.0 | 1.2 | Immune to this type of damage and any associated effects |
Immune II () | 4.0 | 1.4 | Immune to these types of damage and any associated effects |
Immune III () | 6.0 | 1.6 | Immune to these types of damage and any associated effects |
Implacable | 0.5 | 1.1 | Immune to any effect that reduces movement, including difficult terrain and triple layering of armor |
Indomitable | 2.0 | 1.2 | Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Infected Wounds | 0.5 | 1.1 | Sucessful wounds inflict disease or disease-like effects, requiring an immediate natural resist check, immune for up to a day if passing |
Invincible | 5.0 | 1.5 | Immune to all forms of CC and cannot be de-buffed, critically hit or "insta-killed" in anyway; literally immune to everything except regular damage |
Invisibility, True | 2.0 | 1.2 | completely invisible in its natural form, treat as permanently hidden and undetectable for combat purposes, movements and actions can only be detected by secondary means (i.e. environmental displacement, feeling, side-effects), spells or abilties that see through invisibility reveal only a vague outline |
Invulnerable | 10.0 | 2.0 | Immune to everything, impossible to harm or cause damage to in anyway; typically has some form of weakness that can remove or circumvent the invulnerability if discovered (see Extra) |
Latch | 0.5 | 1.1 | sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple |
Light-of-Foot | 0.5 | 1.1 | Can sneak (move while hidden) at 3/4 speed instead of the regular 1/2 speed and always ignore naturally occuring Difficult Terrain movement penalties |
Loyal I | 0.3 | 1.0 | +1 dam vs targets that attack its master |
Loyal II | 0.5 | 1.1 | +2 dam vs targets that attack its master |
Loyal III | 0.5 | 1.1 | +3 dam vs targets that attack its master |
Melee Adept I | 0.5 | 1.1 | +10 to hit with all Melee attacks (typically already added) |
Melee Adept II | 1.0 | 1.1 | +20 to hit with all Melee attacks (typically already added) |
Melee Adept III | 1.5 | 1.2 | +30 to hit with all Melee attacks (typically already added) |
Merge | 1.0 | 1.1 | if touching target creature of the same type that is either smaller or has less HP, merges it into its body, healing for HP equal to target, if healing beyond max HP can increase in size where applicable |
Mindless | 1.0 | 1.1 | Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat |
Modular I | -5.0 | 0.5 | Made up of many parts that can each be targeted seperately is using Precision Attacks. Creature level typically equals the # of parts. Each part has HP as a % of the overall HP. Largest part is usually treated as the default target and has a higher proportion of HP (see Defense) |
Moving Attack | 2.0 | 1.2 | can take action at any point along a straight line charge move, but counts as disengaging from base contact |
Mule Kick I | 0.5 | 1.1 | if engaged in close combat in both front and back, may make an extra (1d6 dam) rear arc melee attack |
Mule Kick II | 1.0 | 1.1 | if engaged in close combat in both front and back, may make an extra (2d6 dam) rear arc melee attack |
Mule Kick III | 1.5 | 1.2 | if engaged in close combat in both front and back, may make an extra (3d6 dam) rear arc melee attack |
Nocturnal | 0.0 | 1.0 | gain +5 Advantage on Perception, Initiative, and Resolve rolls taken at night, -5 Disadvantage during the day |
Obedience I | 0.3 | 1.0 | +2 Advantage on Resolve tests when fighting in formation with or within LoS of a superior/officer (see Extra) |
Obedience II | 0.6 | 1.1 | +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Obedience III | 0.9 | 1.1 | +6 Advantage on Resolve tests & +2 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Pack Hunting I | 0.5 | 1.1 | +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) |
Pack Hunting II | 1.0 | 1.1 | +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
Pack Hunting III | 1.5 | 1.2 | +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +9) |
Poison I | 1.0 | 1.1 | Uses Simple poisons |
Poison II | 2.0 | 1.2 | Uses Complex poisons |
Poison III | 3.0 | 1.3 | Uses Superior poisons |
Poison IV | 4.0 | 1.4 | Uses Matchless poisons |
Precision | 1.0 | 1.1 | Immune to all critical misses or critical casting failures |
Regenerate I | 1.0 | 1.1 | Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Regenerate II | 2.0 | 1.2 | Regenerates 2x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Relentless I | 0.4 | 1.0 | Gain '+3 Advantage on all Resolve tests while pursuing a specific task or objective |
Relentless II | 0.8 | 1.1 | Gain '+6 Advantage on all Resolve tests while pursuing a specific task or objective |
Resistant I | 0.2 | 1.0 | +5 resistance to this type of damage/effects (typically already added) |
Resistant II | 0.4 | 1.0 | +10 resistance to this type of damage/effects (typically already added) |
Resistant III | 0.6 | 1.1 | +15 resistance to this type of damage/effects (typically already added) |
Resistant IV | 0.8 | 1.1 | +20 resistance to this type of damage/effects (typically already added) |
Resistant V | 1.0 | 1.1 | +25 resistance to this type of damage/effects (typically already added) |
Resistant VI | 1.2 | 1.1 | +30 resistance to this type of damage/effects (typically already added) |
Ride-by | 2.0 | 1.2 | can take action at any point along straight line charge move while mounted, but counts as disengaging from base contact |
Savagery | 1.0 | 1.1 | after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
Sensitivity () | -1.5 | 0.9 | Incoming damage of this type is doubled |
Sensitivity II () | -3.0 | 0.7 | Incoming damage of these types is doubled |
Sensitivity III () | -4.5 | 0.6 | Incoming damage of these types is doubled |
Sneaky I | 0.5 | 1.1 | Can enter battle hidden & +3 Advantage to avoid being detected |
Sneaky II | 1.0 | 1.1 | Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
Sneaky III | 2.0 | 1.2 | Can enter battle hidden, moves at full speed while hidden & +5 Advantage to avoid being detected |
Sneaky, Aquatic | 1.0 | 1.1 | Can enter battle hidden if in water & treats water surfaces as breaking LoS for the purposes of re-hiding |
Soulbound | 0.0 | 1.0 | The soul of this creature of the Third Creation is bound to a lifeless husk or construct, giving it the capacity for will and ambition |
Spiritbound | 0.0 | 1.0 | The spirit of this creature is bound to a lifeless husk or construct, giving it the capacity for will and ambition |
Stocky | 0.5 | 1.1 | no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
Susceptible I | -0.2 | 1.0 | -5 resistance to this type of damage/effects (typically already added) |
Susceptible II | -0.4 | 1.0 | -10 resistance to this type of damage/effects (typically already added) |
Susceptible III | -0.6 | 0.9 | -15 resistance to this type of damage/effects (typically already added) |
Swarm (Huge) | 4.0 | 1.4 | Comprised of many Diminutive or smaller creatures compelled to a frenzy of aggressive activity. Covers a 3" radius but is reduced to a Large Swarm at 75% HP. Can occupy another creatures space and move through any opening large enough for a single creature of the swarm. Cannot be healed, shielded, or gain temporary HP. Swarms take half physical damage but double AoE damage. |
Swarm (Large) | 3.0 | 1.3 | Comprised of many Diminutive or smaller creatures compelled to a frenzy of aggressive activity. Covers a 2" radius but is reduced to a Medium Swarm at 66% HP.. Can occupy another creatures space and move through any opening large enough for a single creature of the swarm. Cannot be healed, shielded, or gain temporary HP. Swarms take half physical damage but double AoE damage. |
Swarm (Medium) | 2.0 | 1.2 | Comprised of many Diminutive or smaller creatures compelled to a frenzy of aggressive activity. Covers a 1" radius but is reduced to a Small Swarm at 50% HP. Can occupy another creatures space and move through any opening large enough for a single creature of the swarm. Cannot be healed, shielded, or gain temporary HP. Swarms take half physical damage but double AoE damage. |
Swarm (Small) | 1.0 | 1.1 | Comprised of many Diminutive or smaller creatures compelled to a frenzy of aggressive activity. Covers a 0.5" radius. Can occupy another creatures space and move through any opening large enough for a single creature of the swarm. Cannot be healed, shielded, or gain temporary HP. Swarms take half physical damage but double AoE damage. |
Sweeping Attacks I | 1.0 | 1.1 | Melee attacks hit in a 90 degree arc at maximum Reach |
Sweeping Attacks II | 2.0 | 1.2 | Melee attacks hit in a 180 degree arc at maximum Reach |
Sweeping Attacks III | 3.0 | 1.3 | Melee attacks hit in a 270 degree arc at maximum Reach |
Sweeping Attacks IV | 4.0 | 1.4 | Melee attacks hit in a 360 degree arc at maximum Reach |
Swift Dodge I | 0.8 | 1.1 | Can choose at will to use Dodge x1.5 instead of AC, unlimited use |
Swift Dodge II | 1.0 | 1.1 | Can choose at will to use Dodge x2 instead of AC, unlimited use |
Swift Dodge III | 1.5 | 1.2 | Can choose at will to use Dodge x3 instead of AC, unlimited use |
Swift Dodge IV | 2.0 | 1.2 | Can choose at will to use Dodge x4 instead of AC, unlimited use |
Swift Dodge V | 2.5 | 1.3 | Can choose at will to use Dodge x5 instead of AC, unlimited use |
Swimmer I | 0.5 | 1.1 | 2x movement while in water |
Swimmer II | 1.0 | 1.1 | 3x movement while in water |
Swimmer III | 1.5 | 1.2 | 4x movement while in water |
Swimmer, Only | 0.0 | 1.0 | This creature cannot move on land, unless its to crawl or flop at 1/10th (minimum 1). Its statement speed is assumed to be its swim speed, but is increased by 1.5x if moving in a straight line. |
Tailswipe I | 1.0 | 1.1 | if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size |
Tailswipe II | 1.3 | 1.1 | if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size |
Tailswipe III | 1.5 | 1.2 | if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size |
Tailswipe IV | 1.8 | 1.2 | if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size |
Tailswipe V | 2.0 | 1.2 | if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size |
Tailswipe VI | 2.3 | 1.2 | if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size |
Terrifying | 1.0 | 1.1 | Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. |
Thick Skinned I | 0.1 | 1.0 | Gain +1 Max HP per level (already added to base HP) |
Thick Skinned II | 0.2 | 1.0 | Gain +2 Max HP per level (already added to base HP) |
Thorny I | 0.5 | 1.1 | Body is covered in natural thorns, bone spikes, or other sharp protrusions that cause 1 auto damage each time someone attacks in base contact |
Thorny II | 1.0 | 1.1 | Body is covered in natural thorns, bone spikes, or other sharp protrusions that cause 2 auto damage each time someone attacks in base contact |
Thorny III | 1.5 | 1.2 | Body is covered in natural thorns, bone spikes, or other sharp protrusions that cause 3 auto damage each time someone attacks in base contact |
Threatening I | 1.0 | 1.1 | Enemies in base contact are treated as being Taunted if failing a Resolve test |
Threatening II | 2.0 | 1.2 | Enemies within 1" are treated as being Taunted if failing a Resolve test |
Threatening III | 3.0 | 1.3 | Enemies within 2" are treated as being Taunted if failing a Resolve test |
Toughness I | 1.1 | 1.1 | Negates all incoming damage by 1 |
Toughness II | 2.2 | 1.2 | Negates all incoming damage by 2 |
Toughness III | 3.3 | 1.3 | Negates all incoming damage by 3 |
Toughness IV | 4.4 | 1.4 | Negates all incoming damage by 4 |
Toughness V | 5.5 | 1.6 | Negates all incoming damage by 5 |
Trained I | 1.0 | 1.1 | +3 Advantage on Resolve rolls and -1 Control Required when within 10" of its master/trainer |
Trample I | 1.0 | 1.1 | 1d6 dam, does not effect targets of equal size or larger than the creature |
Trample II | 2.0 | 1.2 | 2d6 dam, does not effect targets of equal size or larger than the creature |
Trample III | 3.0 | 1.3 | 3d6 dam, does not effect targets of equal size or larger than the creature |
Trample IV | 4.0 | 1.4 | 4d6 dam, does not effect targets of equal size or larger than the creature |
Trample V | 5.0 | 1.5 | 5d6 dam, does not effect targets of equal size or larger than the creature |
Trample VI | 6.0 | 1.6 | 6d6 dam, does not effect targets of equal size or larger than the creature |
Trample VII | 7.0 | 1.7 | 7d6 dam, does not effect targets of equal size or larger than the creature |
Tri Damage () | 2.0 | 1.2 | Typical or majority of attacks/skills count as three damage types |
Tunnel Fighting I | 0.5 | 1.1 | +5 hit/cast while fighting underground or in tunnels |
Tunnel Fighting II | 1.0 | 1.1 | +10 hit/cast while fighting underground or in tunnels |
Tunnel Fighting III | 1.5 | 1.2 | +15 hit/cast while fighting underground or in tunnels |
Tunneler I | 0.3 | 1.0 | Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
Tunneler II | 0.5 | 1.1 | Can tunnel through ground at regular movement, initial burrowing counts as an instant |
Tunneler III | 1.0 | 1.1 | Can tunnel through ground at 2x movement, initial burrowing counts as an instant |
Uncontrollable | 0.5 | 1.1 | Immune to any effect that would cause them to move or take action against their will (i.e. fear, taunt, Curse of Control, etc...) |
Undead | 2.5 | 1.3 | Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. |
Unholy | 0.5 | 1.1 | +0.5 demonic damage per level, applied to faith and physical attacks and -1 Holy Resist per level (typically already added); Holy based healing powers cause damage instead of healing |
Unyielding | 0.5 | 1.1 | Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Vicious I | 1.0 | 1.1 | +5% Critical hit with physical melee attacks (typically already added) |
Vicious II | 2.0 | 1.2 | +10% Critical hit with physical melee attacks (typically already added) |
Vicious III | 3.0 | 1.3 | +15% Critical hit with physical melee attacks (typically already added) |
Volatile Caster | 0.5 | 1.1 | This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Water Breathing | 0.5 | 1.1 | Can breathe underwater |
Weakened () | -1.0 | 0.9 | Damage from this type ignores all absorption (or damage negation) traits and/or abilties |
Weakened II | -2.0 | 0.8 | Damage from two types ignores all absorption (or damage negation) traits and/or abilties, see Extra |
Weakened III | -3.0 | 0.7 | Damage from three types ignores all absorption (or damage negation) traits and/or abilties, see Extra |
Willpower I | 0.5 | 1.1 | once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Willpower II | 1.0 | 1.1 | twice per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Creature Titles
The Title system used by the Codex of Creation is designed to make enemy encounters more difficult and/or interesting for both players and GMs. It is also extremely useful when a GM is running an improvised campaign or mission. By applying several additional titles to an enemy it becomes relatively easy to create a boss-style encounter on the fly.
In some cases creature titles may simply apply a creature trait that does not normally apply to a creature, treating it as a title (i.e. Indomitable or Fearsome). More often though, a Creature Title is above an beyonf the normal system of Creature Traits.
Not all CoC Titles are available to every creature, filter the table below by Order to narrow down your results.
Be sure to apply any level ups and extra XP from craftings or enchants prior to applying the XP factor for Titles.
This system is currently under heavy play testing and should be considered as a BETA version only.
Title | XP factor | Description | Order Restrictions |
---|---|---|---|
Advanced | +10% | will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) | Demons, Dragonkind, Denizens, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Nullifying | +10% | gain 5 +1 per level Arcane Resistance | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Repellant | +10% | gain 5 +1 per level Elemental Resistance | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Resistant | +10% | gain 5 +1 per level Natural Resistance | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Crazed | +20% | when HP reach <' 0, remain standing for 1 more rnd per 5/lvls during which time all melee attacks +50% crit | Denizens, Beast, Humanoids, Greenskins |
Enraged | +20% | when dropping below 50% HP all attacks gain 25% overpower and +50% damage, at 25% HP or less bonus increases to 50% overpowering & +100% damage | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Mercurial | +5% | does not adhere to standard Enemy Tactics, can essentially attack whatever it wants for whatever reason | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Fearsome | +5% | grants the Fearsome creature trait | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Terrifying | +15% | treat the same as Fearsome, except that successful Initiaitve tests do NOT grant immunity nor does the Fearsome attribute | Demons, Dragonkind, Denizens, Beast, Greenskins, Anthromorphs, Undead, Constructs |
Eldritch | +20% | +0.5 spirit damage per level | Demons, Dragonkind, Denizens, Humanoids, Greenskins, Anthromorphs, Undead |
Devout | +20% | +0.5 faith damage per level | Humanoids, Undead |
Feral | +15% | wisdom & intellect cut in half, +1 damage/5lvls & can attack twice with main attack every other rnd | Demons, Dragonkind, Beast, Greenskins, Anthromorphs |
Dire | +20% | +20% HP, +1 movement, +2hit/level, +1 damage/level (up to lvl5) then +0.5 damage/level after that | Beast, Greenskins |
Vicious | +25% | +2% melee crit chance per level (up to level 10), +1% per level after that | Demons, Dragonkind, Denizens, Beast, Anthromorphs |
Tough | +20% | grants the Toughness attribute, equal to 0.5 per level | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Constructs |
Vengeful | +20% | each time one of their fellows is slain they gain +5 hit & +1 dam per level of the slain fellow (can stack to a max of +100/+20) | Demons, Dragonkind, Denizens, Humanoids, Greenskins, Anthromorphs |
Resolute | +20% | each time one of their fellows is slain they gain 10% (of Max) HP (max 10 stacks) | Demons, Dragonkind, Denizens, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Massive | +25% | larger size than normal, +0.5 melee physical damage per level, & +50% HP | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Eagle Eyed | +20% | +3 hit with ranged physical and LOS powers, per level | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs |
Melee Adept | +20% | +3 hit with all melee attacks, per level | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Uncontrollable | +10% | immune to any effect that would cause them to effectively miss one or more turns (i.e. stun, critical miss, curse of control, etc... but not taunt, knockdown, etc…); also immune to "insta-kills" | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Indomitable | +20% | immune to stuns, knock downs, knockbacks, critical misses, taunts, and any other form of CC; also cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Invincible | +40% | immune to all forms of CC and cannot be de-buffed in anyway; also canot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Obstinate | +15% | Once in base contact with an enemy can not be forced out of base contact against their will (i.e. taunt, fear, knockback, etc...) | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Spiteful | +20% | whenever victum of a critical hit or max damage attack their own next attack is auto crit OR auto max dam | Demons, Dragonkind, Denizens, Humanoids, Greenskins, Anthromorphs |
Avenging | +10% | each time one of their fellows is slain they receive +10hit & +2dam per level against the slayer on thier next turn | Demons, Dragonkind, Denizens, Humanoids, Greenskins, Anthromorphs |
Subjugating | +25% | if damaged by a special ability they become immune to it for the remainder of the battle | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Volatile | +25% | Explode upon death, inflicting 1d6/lvl dam in a 2" radius, default is Nature dam, but can vary by monster | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Stalwart | +20% | do not take double damage from critical hits | Dragonkind, Denizens, Beast, Humanoids, Constructs |
Accelerated | +25% | each round may take an extra move OR instant OR action | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Stubborn | +5% | +5 any time they take an init test to resist fear or other pyschological effects | Demons, Dragonkind, Denizens, Beast, Anthromorphs |
Battle Hardened | +10% | +2 Initiatve and reduce incoming damage by 1 | Demons, Dragonkind, Denizens, Beast, Anthromorphs |
Alpha | +20% | +10% HP, +10 hit, +1 damage, and +3 resolve to all creatures of same class w/in 16" (including self) | Demons, Dragonkind, Denizens, Beast, Anthromorphs |
Wonder Touched | +30% | +0.5 common arcance damage per level, applied to spirit powers and physical attacks; +1 Arcane resist per level | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Void Touched | +30% | +0.5 sun/light damage per level, applied to spirit powers and physical attacks; +1 Arcane resist per level | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Dawn Touched | +30% | +0.5 sun/light damage per level, applied to spirit powers and physical attacks; +1 Arcane resist per level | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Furnace Touched | +30% | +0.5 fire/heat damage per level, applied to spirit powers and physical attacks; +1 Elemental resist per level | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Stillness Touched | +30% | +0.5 water/frost damage per level, applied to spirit powers and physical attacks; +1 Elemental resist per level | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Forge Touched | +30% | +0.5 earth/land damage per level, applied to spirit powers and physical attacks; +1 Elemental resist per level | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Storm Touched | +30% | +0.5 air/storm damage per level, applied to spirit powers and physical attacks; +1 Elemental resist per level | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Eden Touched | +30% | +0.5 wild/nature damage per level, applied to spirit powers and physical attacks; +1 Natural resist per level | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |
Cosmos Touched | +30% | +0.5 celestial/high damage per level, applied to spirit powers and physical attacks; +1 Natural resist per level | Demons, Dragonkind, Denizens, Beast, Humanoids, Greenskins, Anthromorphs, Undead, Constructs |