Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Stunts Bestiary

Bestiary

Creatures in ELDRA are defined by a Rating from 1 to 7, representing their overall power and danger. Rating also determines which abilities may summon, transform into, or raise them:

All creatures use the same core rules as player characters unless stated otherwise: they have 3 AP per turn, their movement is 8 + Stride meters unless the entry lists another speed, and their Physical and Mental Stress Pools come from the standard tables (by Fortitude and Resolve), with the Consequence slots listed in the entry. Damage listed for attacks is the weapon dice and bonus only — the margin of success is added on top as normal. The two terms used throughout are:

Multi-Slot Consequences.

High-Rating creatures may have multiple slots at the same tier (e.g., Mild ×2). Each slot absorbs damage independently up to its tier value (Mild +2, Moderate +4, Severe +6).

Swarm Rules.

Swarms are composed of many tiny creatures acting as a single entity. They follow these rules unless stated otherwise:

Creature Types: Beast, Undead, Demon, Humanoid, Construct, Dragon, Elemental, Aberration, Plant.

Sizes (see Combat Mechanics for full definitions): Tiny, Small, Medium, Large, Huge, Gargantuan.

Rating 6 — Boss Creatures

Rating 6 creatures are boss-tier threats designed for a full party encounter. They use Legendary Resistance, defined below.

Legendary Resistance.

Each Rating 6+ creature has a Legendary Resistance value (e.g., “Legendary Resistance 3× per scene”). When the creature would fail a defend roll, it may instead choose to succeed. Each use consumes one of its Legendary Resistance charges for the scene. Charges refresh at the start of the next scene. The decision to use a Legendary Resistance must be made after the roll is made but before damage or effects are applied.

Rating 7 — Mythic Creatures

Rating 7 creatures are mythic-tier threats and should serve as the culmination of a full campaign arc. They have both Legendary Resistance (defined in the Rating 6 intro) and Legendary Actions, defined below.

Legendary Actions.

Each Rating 7 creature has a Legendary Action value (e.g., “Legendary Actions 3× per round”) and a list of available Legendary Actions in its stat block. After any other creature’s turn ends, the Rating 7 creature may take one of its Legendary Actions out of initiative order without spending AP. It may use up to its listed number of Legendary Actions per round, and may not use more than one between any pair of other creatures’ turns. The Legendary Action allowance refreshes at the start of each round.