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Placeholder rules: a provisional framework awaiting Geminaea-specific design.

Creature Archetypes

A creature archetype is a template for the part a creature plays in a fight: how it moves, how it hits, how hard it is to bring down. Just as an Aethyrsparked archetype combines a domain, a source and a technique into a ready character concept, a creature archetype combines a role, a profile and a tier into a ready stat block. Use archetypes to stat a creature the Creatures compendium doesn’t have, or to turn a description into numbers at the table.

Geminaea’s wildshapes are already built this way, so this method borrows their tables.

Each wildshape belongs to one of eight templates, each with two example forms. The features and profiles listed are those the wildshape tables give each role.

Role Plays as Profiles Typical features Wildshapes
Ambusher Strikes first from hiding, then slips away Swift, Nimble Ambush, Camouflage, Paralytic Shadowsting, Nightstriker
Bruiser Charges in and soaks punishment Balanced, Sturdy Charge, Intimidating, Roar Ridgeback, Ironhide
Defender Holds ground and is hard to hurt Sturdy, Hulking Defensive, Hardened, Spiny Bristleback, Stoneshell
Disruptor Hinders and harries rather than kills Balanced, Nimble Sticky, Sting, Fling Skitterlash, Guilegrip
Grappler Seizes a target and won’t let go Balanced, Nimble Grappler, Constrict, Swallow Snapgrabber, Lockbinder
Mauler Deals heavy damage in a frenzy Swift, Nimble Rampage, Rending, Blood Frenzy Springclaw, Razorclaw
Packhunter Fights best beside others of its kind Balanced, Sturdy Pack Tactics, Tracker, Support Packstalker, Bloodtracker
Skirmisher Moves constantly, striking and leaping clear Balanced, Sturdy Pounce, Leaper, Acrobatic Fleetfoot, Courser
  1. Choose a role from the table above.
  2. Choose a profile. The five profiles trade toughness for damage and speed: a Swift creature hits hard and moves fast but is fragile, a Hulking one is the reverse.
  3. Choose a tier. Wildshapes come in five tiers, first available at Aethyrflame Intensity level 2, 5, 9, 13 and 16. Start with the highest tier at or below the party’s intensity level.
  4. Take the baseline. The Wildshapes table row for that role, profile and tier gives hit points, ability scores, attack bonus, damage dice and attacks per action. Those numbers are the creature’s stat block.
  5. Make it yours. Give it a type, size, senses and movement to fit the description. Swap or add features from the wildshape features or the wider creature abilities library. A creature that casts spells or has a breath weapon can take those from a similar compendium creature.
  6. Check the difficulty. Wildshapes are balanced as forms for player characters, not as opponents. Judge the finished creature with Encounter Building and adjust its hit points or damage if it plays too easy or too hard.
Profile NamePhysical StatureDamage PotencyHit Die SizeDamage Die SizeMovement SpeedBase Armor ClassBase Constitution
SwiftFragileDevastating4125086
NimbleLightSevere6104598
BalancedNormalPotent88401010
SturdyRobustModerate106351112
HulkingStalwartMinor124301214

The wildshape tiers each favor a kind of creature, from land animals at the first tier to elementals at the fifth, but the roles fit anything. A Bruiser can be an ogre, a war construct or a charging bull; a Disruptor can be a hedge mage or a swarm of stinging sprites. Pick the role from what the creature does in a fight, not from what it is.