![]() Construct: Constructs are made, not born.Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestial: Celestials are creatures native to the Upper Planes.Some of them have magical powers, but most are unintelligent and lack any society or language. Beast: Beasts are non-humanoid creatures that are a part of the fantasy ecology.Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world Aberration: Aberrations are utterly alien beings.Each Class also has several Subclasses that players can select after gaining sufficient XP. The various features available to any character are determined by their Classe and/or Subclass. Features are the different unique actions that characters can perform. Some of them you will always fight, independent of your decisions, and some you can deal with peacefully.Gain advantage on ability checks towards a chosen creature type, and additional damage against it equal to your knowledge level.įavored Enemy is a Feature in Solasta: Crown of the Magister. ![]() Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.īosses in Solasta: Crown of the Magister are special, named enemies. Fungal creatures also fall into this category. The quintessential plants are the shambling mound and the treant. Most of them are ambulatory, and some are carnivorous. Plants in this context are vegetable creatures, not ordinary flora. They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type. Some are the results of magical experimentation gone awry, and others are the product of terrible curses. Monstrosities are monsters in the strictest sense – frightening creatures that are not ordinary, not truly natural, and almost never benign. Elves, Dwarves, Humans, Goblins, Orcs – all belong to humanoids. This category encompasses a wide variety of creatures of vaguely humanoid shape and size – standing upright, walking on two legs, sporting opposable thumbs and generally being alive. Humanoids are the most common type of creature. Besides these, creatures such as ogres and trolls are giants. The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. They are humanlike in shape, though some have multiple heads or deformities. They dwell in twilight groves and misty forests. Others have biological forms infused with elemental energy.įey are magical creatures closely tied to the forces of nature. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic.Įlementals are creatures native to the elemental planes. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought.ĭragons are large reptilian creatures of ancient origin and tremendous power. Some of them have magical powers, but most are unintelligent and lack any society or language.Ĭonstructs are made, not born. Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology.
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