TES - D20 - Creature Codex (WIP)
TES - D20 - Creature Codex (WIP)
TES - D20 - Creature Codex (WIP)
often in the form of hostile creatures in their path. This document contains statistics of creatures,
as well as rules for modifying them and even creating your own.
Each race is assigned an Intelligence, which determines how they should act as well as their
starting perks. Intelligence comes in three stages:
● Animalistic: Animalistic creatures aren’t very smart. They will often attack the closest
target until they are overwhelmed and flee. Occasionally they develop pack hunting
strategies in groups, or are kept by more intelligent beings for various purposes. They
start with one skill point.
● Primitive: The Primitive category encompasses semi-intelligent creatures such as
goblins, imps, minotaurs and scamps. These creatures act in combat with some degree
of thought and utilize basic tactics in groups. They start with 2 skill points. A
exceptionally well trained creature who would normally be Animalistic might count as
Primitive (though it won’t retroactively gain that extra skill point).
● Intelligent: Intelligent creatures are often humanoids like player characters, though
creatures like Dremora and some other Daedra, powerful undead such as Bonelords,
and Dreugh would be considered intelligent. Intelligent creatures can almost always
communicate via some means or another, and with the right leadership can employ
advanced tactics. They start with 3 skill points.
Each creature also has a level of training, which determines their number of skill points at
even-numbered levels:
● Untrained: An untrained creature has no formal training. This might be a farmer that
scares off the wolves with his grandfather’s axe from time to time or a domesticated
animal. An untrained creature receives no skill points at even-numbered levels.
● Basic: A basic creature has basic training and some experience in what they do. This
encompasses most creatures, such as animals that hunt and fight for their survival as
part of life, a highwayman, or a peasant militia. These creatures receive one skill point at
even-numbered levels.
● Trained: A skilled character that has received formal training and/or has significant
experience. Player characters are always considered Trained. This includes professional
soldiers, Thieves from the Thieves Guild, a wizard that apprenticed under an
experienced mage, or an Orc warrior taught the ways of battle and the forge since birth.
Animalistic creatures can never be considered trained (but a well-trained animal that
counts as Primitive can). Trained creatures receive 2 skill points at even-numbered
levels.
An exceptionally well-trained character (such as the first born son of the Imperial Emperor and
next in line to the Ruby Throne) might receive more skill points from Training, just like a player
character.
Some creatures, typically humanoids with basic or no training, non-combatants, or those in poor
health, may have less attribute or skill points than the normal starting amount for their race.
Creature Roles
All creatures also have a main role which they fill in combat. Use a combination of roles to
maximize the effectiveness of creatures within an encounter. Alternatively, a group of creatures
all of the same role can challenge groups of players as well.
Defenders are usually slower enemies with below-average damage output that can take a lot of
punishment. They work best as a front-line for other creatures. A knight with plate armor and a
shield would be a Defender.
Brawlers are your bread-and-butter close quarters creatures. They have an all-round average
speed, damage resistance and damage output. They work best on the front line doing battle
with the players’ melee characters. A bear or a bandit with a two-handed weapon would be
considered a Brawler.
Flankers typically have high speed and damage output but are vulnerable when locked down
by other characters. They are ideal for harassing the back line of mages and archers, and will
try to avoid going toe-to-toe with another creature for more than a couple of rounds. A wolf or an
assassin with a sword and throwing dagger would be considered a Flanker.
Snipers dish out heavy damage to a single target from a distance, with weapons or spells. They
usually focus on one target until they fall. Intelligent Snipers pick their targets wisely, going for
whoever they can dish out the most damage to with their method of attack. Archers and many
mages count as Snipers.
Sweepers specialize in battlefield control, using things like blasting area effect spells, walls and
runes, as well as debilitating effects from Alteration spells, Illusions and poison. Sweepers use
their abilities to deal damage, sow chaos and force the enemy into a more favourable position
for them and their allies. Most mages and dragons are considered Sweepers.
Supporters tend to avoid dealing lots of direct damage and focus on helping their allies in the
form of healing, buffs, summoning, and impeding the enemy’s ability to fight back. A close
quarters Supporter might use a shield to block attacks for their allies while a mage might use
Frost spells to slow enemies down. Since teamwork is a key aspect of being a Supporter, they
are most common among Intelligent races. They are usually magic users, though a combat
alchemist or grappling expert could be a Supporter as well.
Natural Attacks
Many creatures can use one or more natural attacks, such as bites, claws or slams. These
typically improve as the creature levels up. For the purpose of perks, they may count as one or
two-handed weapons.
Some creatures might do additional damage with certain types of attacks - this is noted in their
entries.
Reading an Entry
Dremora Caitiff Mage
Level 3 Dremora (Daedra) - Intelligent, Trained, Sniper
The first line specifies the level, race, type, intelligence, training, and primary role. This creature
specializes in Destruction spells, making it a Sniper, though it also has some summoning and
melee abilities.
The second line specifies the maximum Health, Stamina and Magicka of the creature. Bonuses
from enchantments for example are shown with a + sign. This creature is wearing a hood that
grants bonus magicka for example.
Speed 5 | Dodge 10
This line shows the creature’s Speed and the determined Dodge.
The DR line shows the Damage Reduction of the creature - how much damage is avoided from
each physical attack. It shows how it is made up. In this example, the creature wears armour,
and has a small bonus from the Juggernaut perk and having 50 Health. The defenses line below
indicate the values of any other resistances the creature possesses - Magic Resistance in this
case.
Attacks
Crude Dremora Mace (+2 Hit, 11 Power, 1d10, 18 Stamina)
Bound Sword (+2 Hit, 15 Power, 1d8, 14 Stamina)
The Attacks section shows in what ways the creature can attack with weapons (including natural
weapons, such as big teeth or claws). For each weapon is shows the total bonus to hit, the
Power of the attack, the bonus damage dice, and the Power Attack cost (and/or range for
Marksman weapons). Here you would also list any extra effects caused by the attack, such as
disease or an enchantment.
This part lists all the spells known by the creature, as well as any special learned powers (such
as Dragon Shouts) the character knows. It lists the important information about the spells and
powers.
The final section details the equipment and other items the creature has, which may or may not
be lootable. In this case the armor, which is ‘fused’ (a special Dremora trait) cannot be looted.
Some creatures have alchemy reagents that can be harvested, but they usually require a check
to extract. A Daedra Heart is difficult to extract but counts as 250 gold of Alchemy reagents.
Creature Types
All creatures fall into one type or another, occasionally bringing in inherent strengths and
weaknesses. The creatures in this book fall into one of 6 types - Humanoid, Beast, Monster,
Undead, Daedra, and Automaton.
Humanoids encompass all living bipedal creatures with some form of sentience, ranging from
Goblins to humans, elves and even Giants. Humanoids have no special traits.
Beasts are animalistic creatures without any magical abilities, such as Wolves and Horses.
Beasts have no special traits.
Most creatures are in the Monster category. Monsters are creatures of magical origin, which
may or may not possess magical abilities of their own. This include creatures like Dreugh,
Minotaurs and Imps. Monsters have a special trait:
Magic Resistance: Monsters one third of their level (rounding down) to their Magic Resistance.
Undead creatures are dead humanoids, beasts, monsters reanimated after death via some
means or another. This includes your typical zombies and skeletons, as well as ghosts and
vampires. Undead have some special traits:
Undead Mind: Undead are immune to Illusion spells, unless the caster has the Mind of the
Undead perk.
Energy Vulnerability: Undead can be damaged by Sun spells and are affected by Turn
Undead spells.
Poison/Disease Immunity: Undead are immune to poison and disease.
Daedra are creatures originating from the Realms of Oblivion and are not native to Mundus.
Daedra are usually encountered in the form of summonings by Conjurers but free-willed Daedra
are occasionally found on Mundus as well. There are a huge variety of Daedra, from the scamp
to the Dremora and the feared Xivilai. Daedra have some special traits:
Magic Resistance: Daedra add half their level (rounding down) to their Magic Resistance.
Daedric Mind: Daedra are immune to Illusion spells, unless the caster has the Mind of the
Daedra perk.
Rebirth: Unless they are Soul Trapped, Daedra are reborn on their home plane when killed.
Outsider: Daedra not on their home plane can be Banished there by certain Conjuration spells.
Automatons are the machines created by the Dwemer - mechanical constructs powered by
steam and magic, they are not truly living. Automatons have some special traits:
Magic Resistance: Automatons add one-half their level (rounding down) to their Magic
Resistance.
Machine Mind: Undead are immune to Illusion spells, unless the caster has the Mind of the
Machine perk.
Energy Core: Automatons use a single Energy pool for both spells and special attacks/abilities.
Frost Immunity: Automatons are immune to Frost damage. They are still slowed normally by
Frost spells however.
Poison/Disease Immunity: Automatons are immune to poison and disease.
Plating: Automatons are made out of strong metals, giving them an inherent resistance to
physical damage. They add their level to their Damage Resistance, and count as wearing
Heavy Armor. Certain Automatons may have additional DR.
Flame Atronach
Flame Atronachs are the Daedric embodiment of fire, often taking the form of a flaming woman
with obsidian armor. While they are the weakest of the Atronachs, they are nonetheless
effective in combat. They are quick, can glide over solid or liquid surfaces, and wield an array of
deadly flame magic.
Intelligence: Intelligent. Flame Atronachs are intelligent and are capable of communicating with
other Daedra and humanoids.
Typical Training: Untrained. Flame Atronachs rely on their natural abilities in combat.
Speed: 8. Flame Atronachs are fast.
Starting Statistics: Flame Atronachs start with 70 points to spread between their Health,
Magicka and Stamina stats.
Glide: Flame Atronachs can float up to 2 feet above solid or liquid surfaces.
Obsidian Armor: Flame Atronachs add their level to their DR.
Flame Body: Melee attacks by a Flame Atronach do bonus Fire damage equal to twice its level.
Heat Channel: As a free action once per round, when near a strong heat source, a Flame
Atronach can absorb some of its energy. It regains Health, Stamina or Magicka based on the
strength of the effect, from 5 (small campfire) to 30 (lava pool).
Fire Immunity: Flame Atronachs are immune to Fire damage.
Frost Weakness: Flame Atronachs 50% more damage from Frost effects.
Salts: Fire Salts, a reagent prized by alchemists, can be extracted from a dead Flame Atronach.
Their value is 10 times the level of the Atronach.
Flame Atronach
Intelligence: Intelligent. Frost Atronachs are intelligent and are capable of communicating with
other Daedra and humanoids..
Typical Training: Untrained. Frost Atronachs rely on their natural abilities in combat.
Speed: 5. Frost Atronachs are slow for their size.
Starting Statistics: Frost Atronachs start with 80 points to spread between their Health,
Magicka and Stamina stats.
Ice Body: Frost Atronachs add 4 + their level to their DR. In addition, any icy area (such as a
frozen cave) counts as Heavy Concealment.
Frost Immunity: Frost Atronachs are immune to Frost damage.
Fire Weakness: Frost Atronachs 50% more damage from Fire effects.
Large: Frost Atronachs are Large, giving them a +5 bonus on Grapple checks but -1 Dodge.
They take up a 3 x 3 metre area. and have 2 metres of reach. It also increases their Might score
by half.
Slam: Frost Atronachs can use their massive arms to deal heavy damage.
Salts: Frost Salts, a reagent prized by alchemists, can be extracted from a dead Frost Atronach.
Their value is 10 times the level of the Atronach.
Frost Atronach
Intelligence: Intelligent. Storm Atronachs are intelligent and are capable of communicating with
other Daedra and humanoids..
Typical Training: Untrained. Storm Atronachs rely on their natural abilities in combat.
Speed: 7. Storm Atronachs have average speed.
Starting Statistics: Storm Atronachs start with 80 points to spread between their points to
spread between their Health, Magicka and Stamina stats.
Stone Body: Storm Atronachs add 4 + their level to their DR.
Overcharge: Whenever a Storm Atronach takes Shock damage, it regains Health, Stamina or
Magicka equal to the damage it would have taken. If its attributes are full, the effect dissipates
harmlessly.
Shifting Form: The stones that form a Storm Atronach’s body are constantly moving, making it
difficult to land a blow. They have +3 Dodge.
Large: Storm Atronachs are Large, giving them a +5 bonus on Grapple checks but -1 Dodge.
They take up a 3 x 3 metre area. and have 2 metres of reach. It also increases their Might score
by half.
Slam: Storm Atronachs can form a fist of stone with which to perform Slam attacks.
Salts: Void Salts, a reagent prized by alchemists, can be extracted from a dead Storm
Atronach. Their value is 10 times the level of the Atronach.
Storm Atronach
Scamp Runt
Intelligence: Primitive. Clannfears are primarily driven by predatory instincts, but they are
capable of understanding speech..
Typical Training: Basic. Clannfears are advanced predators and regularly fight denizens of
both Oblivion and Nirn.
Speed: 6. Clannfears have above average speed.
Starting Statistics: Clannfears start with 50 points to spread between their points to spread
between their Health, Magicka and Stamina stats.
Thick Hide: Clannfears have 4 + their level additional DR.
Bone Crest: Clannfears can block attacks with their bone crest. They always count as wielding
a shield with DR equal to that of their Thick Hide.
Claws: Clannfears have claws which they can use to attack their foes. Additionally, their claws
are an Alchemy reagent worth 50 Gold.
Bite: Clannfears have a heavier bite attack they typically use when charging or to defeat armor.
Clannfear
Intelligence: Intelligent. Dremora are just as intelligent, if not more cunning, than the humanoid
races.
Typical Training: Trained. Dremora form the bulk of many Daedric Lords’ armies, and their
culture is centered around battle..
Speed: 5. Dremora have average speed.
Starting Statistics: Dremora start with 100 points to spread between their points to spread
between their Health, Magicka and Stamina stats.
Born for War: Dremora have +1 to hit with all weapons and spells.
Fuse Armour: A Dremora can fuse any armour they are proficient in to their body over the
course of 1 hour of meditation. Fused armour has no speed penalty and cannot be removed
unless the dremora meditates for another hour to unfuse it. Fused armor can be removed from a
slain Dremora with a Sorcery roll of 25 or better.
Intimidating Appearance: Dremora have +4 on Speech checks to intimidate members of other
races.
Daedra Heart: Daedra Hearts are a rare alchemical reagent, worth 250 gold. They require a
Cunning or Sorcery check of 15 to extract successfully, which increases to 25 if the Dremora
has fused armour.
Intelligence: Animalistic.
Typical Training: Untrained. A typical horse has no combat training.
Speed: 8. Horses are fast.
Starting Statistics: Horses start with 120 points to spread between their Health and Stamina
stats.
Hide: Horses have 2 base DR.
Slam: Horses have a Slam attack.
Trample: Horses may automatically attack with their Slam when moving over prone opponents.
Large: Horses take up a 3 x 3m area and have a -2 penalty to Dodge.
Horse
Intelligence: Animalistic.
Typical Training: Basic.
Speed: 7. Senche-Tigers are quite fast.
Starting Statistics: Senche-Tigers start with 110 points to spread between their Health and
Stamina stats.
Hide: Senche-Tigers have 4 base DR.
Natural Attacks: Senche-Tigers have a pair of Claw attacks and a Bite attack.
Pounce: A Senche-Tiger can instantly initiate a grapple when making a Bite attack on a charge
against a smaller opponent.
Large: Senche take up a 3x3m area and have a -1 penalty to Dodge.
Senche-Tiger
Vampirism
Vampires in Tamriel are undead creatures, their souls turned by a disease such as Porphyric
Hemophilia, Sanguinare Vampiris, or Noxiphilic Sanguivoria. Any mortal humanoid (and in some
cases Beasts and Monsters) can contract one of these diseases and become a vampire.
For each day a Vampire goes without feeding, their strengths and weaknesses are amplified. To
feed, a character must drink blood from a living humanoid - this can be done in a grapple, to a
sleeping target, or on a willing person (such as an ally).