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TEXTO INVISÍVEL
Creatures Adaptation Guide

By: Gabriel “Arddhu” Gastaldo


Credits
Content Director: Arddhu
Author and Editor: Luke Nitole
Special Thanks: Bernardo “Dante” Bezerra, Gabriel
“Dutra” D. Cadei
Translator: Gabriel “Arddhu” Gastaldo, and Luke
Nitole
The booklet “Creatures Adaptation
Guide” should be used in conjunction
with “Runarcana” and the books
of Dungeons & Dragons 5e to
further enhance your adventures
with creatures fully connected to the
universe of League of Legends.
This project is in its entirety for
download and access at the address.
http://www.runarcana.org/en

Legal Jibber Jabber


Creatures Adaptation Guide was created
following the policy of “Legal Jibber Jabber” by
Riot Games with resources belonging to Riot Games.
Riot Games does not endorse or sponsor this project.

Open Game License


Open Game License v 1.0a Copyright 2000,
Wizards of the Coast, Inc.
System Reference Document 5.1 Copyright 2018,
Wizards of the Coast, Inc.; Authors Mike Mearls,
Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson.

SRD (System Reference Document)


https://media.wizards.com/2016/downloads/DND/ SRD-
OGL_V5.1.pdf

Ilustrations
Sixmorevodka - Capa, Pg. 3, Pg. 4
https://sixmorevodka.com/
Conceptopolis - Pg. 6, Pg. 8, Pg.10, Pg. 13, Pg.17
https://conceptopolis.com/project/dungeons-
dragons/

4
Sumário
Credits 4

Introduction 6

The Runarcana Sheet 6

Adapting a Creature 7

Explaining Traits 7
Type 7
Size 8
Descriptors 9
Alignment 9
Armor Class 9
Hit Points 9
Speed 9
Skills 10
Vulnerabilities, Resistance and Immunity 10
Senses 10
Where to Find 10
Languages 10
Challenge Rate 11
Special Traits 11
Runes 12
Actions 12
Reactions 12
Limited Use 12
Equipment 13
Runes for Creatures 13
Mass Runes 13
Runic Pulse for Creatures 13
Runic Spark for Creatures 14
Runic Flow for Creatures 15
Runic Vortex for Creatures 16
Runic Explosion for Creatures 17
Example of Adapted Sheet 18

5
Introduction The Runarcana Sheet
The Runarcana creature sheet differs from the
With the creation of Runarcana, we realized that standard 5E sheet in some ways. With the Runarcana
the Runarcana Player Characters were much stronger Runes system, we add a category to a creature’s sheet.
than the Dungeons & Dragons Characters, and
therefore creatures made for D&D clashes were not Runes are not exclusive to players but also the
suitable for Runarcana, as they were too weak for Creatures of the world. Basically, every existing
players. creature has at least one Runic Pulse.

This booklet aims to help you adapt D&D 5E Another difference from the 5E sheet is the Region
monsters and creatures to the world of Runarcana so trait, which tells where it is common to find that
that the confrontation becomes fairer and challenging creature.
for Players. So, when you adapt a creature to Runarcana you
Always keep in mind that the aggressive creatures will have to think of 2 new things for it. Where could I
of the Runarcana world are brutal and deadly, so every find this creature and what Runes would this creature
encounter is capable of causing the death of some have?
character, even if the creature’s proposed Challenge Below is an example of a complete sheet, just copy
is 0, as these creatures usually walk in packs and do it and add the characteristics of the creature you are
lethal. adapting. Remember, if a trait is not specified on the
This guide will also serve to adapt some humanoid creature’s sheet, you don’t need to fill it out and you
creatures like a Drow, an elf, a Nobleman, or the can delete the trait from the sheet.
Leader of Thieves.
If you want to create a creature for the scenario, Complete Creature Sheet Example
this booklet can also be used as a base because all the Size Type, Alignment
traits that a creature can have are found here. Armor Class: [10 + Dex] (natural or created armor)
Pontos de Vida: Average (xdx + x)
You can make creatures like a Brackern (giant crystal
Movimento: 30 feet
scorpions found in the desert of Shurima), a Drüvask
STR DEX CON WIS INT CAR
(Great wild boar that can be used as a mount, all found
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0)
in the freezing lands of Freljord), or even an Ominous
Spirit of the Shadow Isles; Be creative and seek for fun. Saving Throw: -
Skills: -
Damage vulnerability: -
Damage resistance: -
Condition immunity: -
Senses: Passive perception 10
Region: - (Runeterra/noxus/etc)
Languages: -
Challenge: - (- XP)
Special Traits/ Spellcasting
Actions
Attack. Attack (Melee or Ranged) com (Weapon or
Spell): +x to hit, reach x feet, one target. Hit: x (xdx + x)
x damage.
Runes
Pulse/Spark/Flow/Vortex/Explosion.
Legendary Actions
You can use X legendary actions, choosing from the options
below. Only one legendary option can be used at a time and
only at the end of another creature’s turn. Recovers legendary
actions spent at the start of your turn

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Adapting a Creature Some are programmed by their creators to follow
a simple set of instructions, while others can think
There are a few things that will need to be adapted independently and are imbued with sentience.
to the scenario, but you can be sure that they will Dragons. They are large reptilian creatures of
make all the difference in your confrontations. The ancient origin and tremendous power. Celestial
Creature Statistics table shows the traits that must be dragons are highly intelligent and have mighty innate
changed in a D&D 5E sheet. magic, being able to destroy worlds with the snap of a
For example, a creature of CR 1/8 of 5E will have its finger. Elemental Dragons are typical of Ixtal, they do
life increased to be between 11 - 35 HP. Or a CR 20 not have the extraordinary power of a celestial dragon,
creature will have the maximum damage it can deal but they are still very powerful. Also in this category
per turn increased to fit between 163 - 175 damage. are creatures related in some way to dragons, but less
powerful, less intelligent, and less magical, such as
When adapting a creature also check out the Runes Drake-hounds.
for Creatures in this book to make it easier for you
to choose one. Remember that every creature has a Elementals. They are little more than animated
Rune. masses of their respective elements, including creatures
called simply elementals. Others have biological forms,
A creature can also use the player’s Runes available infused with elemental energy.
in the Runarcana main book, but the players cannot
use a creature Rune. Spirits. They usually are incorporeal beings with
great magical power. They are mostly on the spiritual
plane. Most are found in Ionia, like the Kanmei.
Explaining Traits Feys. They are magical creatures closely connected
Every creature has traits in common on its sheets, to the forces of nature. They inhabit twilight woods
here are the descriptions for each of its traits. and misty forests. They are closely linked to the Glade,
the spiritual world, and Bandle-City. Fey include
Type Fairies, Silphos, and Yordles.

The monster type speaks of its fundamental nature. Beasts. They are non-humanoid creatures that
Certain spells, magic items, class characteristics, and are a natural part of the ecology. Some of them have
other effects in the game interact in unique ways with magical powers, but most are not intelligent and lack
creatures of a particular type. For example, a dragon- any concept of society, however, like most beings of
killing arrow does extra nature, they understand the Sylvan language. Beasts
damage not only to dragons include all varieties of ordinary animals and giant
but also to other dragon- versions of animals.
like creatures, such as Humanoids. Standard people in the
dragon dogs and wyverns. world of Runeterra, both civilized
The game includes the and wild, including humans and a
following types of monsters, tremendous variety of other species.
which do not have their own They have language and culture, some
rules. people have some innate magical
abilities (although most humanoids
Celestials. They are can learn to conjure) and a
creatures with divine bipedal form. The most common
powers. Many of them are humanoid origins are best suited
servants of deities, like the to be player characters: Human,
Targon aspects, employed Minotaur, Vastaya, and Yordles. An
as messengers or agents origin that inhabits both the deserts
in the world of Runeterra. of Shurima and the icy fields of
Celestials include Aspects, Freljord, much more wild and brutal
Ascendants, Half-Gods, and, for the most part, uniformly bad,
and Deities. are the tribes of Trolls (Trolls of sand
Constructs. They are or ice).
done, they are not born.

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Creatures Statistics
Proficiency Attack Damage
CR AC HP DC Runes
Bonus Bonus per Turn
0 2 13 4 - 14 3 0-4 11 Runic Pulse
1/8 2 13 15 - 45 3 1-6 11 -
1/4 2 13 46 - 76 3 2-7 11 -
1/2 2 13 77 - 107 3 3-8 11 -
1 2 13 108 - 138 3 4 - 10 13 Runic Spark
2 2 14 139 - 184 4 6 - 15 13 Improvement 1
3 2 14 185 - 230 4 8 - 20 13 Improvement 2
4 2 14 231 - 276 4 10 - 25 14 Improvement 3
5 4 15 277 - 322 6 12 - 30 15 Mastery
6 3 15 323 - 373 6 15 - 36 16 Runic Flow
7 3 15 374 - 424 6 20 - 42 16 Improvement 1
8 3 16 425 - 475 7 26 - 54 17 Improvement 2
9 4 16 476 - 526 7 32 - 62 18 Improvement 3
10 4 17 527 - 577 7 40 - 76 19 Mastery
11 4 17 578 - 638 8 51 - 89 19 Runic Vortex
12 4 17 639 - 699 8 62 - 102 20 Improvement 1
13 5 18 700 - 760 8 102 - 109 21 Improvement 2
14 5 18 761 - 821 8 110 - 117 22 Improvement 3
15 5 18 822 - 882 8 118 - 126 22 Mastery
16 5 18 883 - 953 9 127 - 135 23 Runic Explosion
17 6 19 954 - 1024 10 136 - 144 24 Improvement 1
18 6 19 1025 - 1095 10 145 - 153 25 Improvement 2
19 6 19 1096 - 1166 10 154 - 162 25 Improvement 3
20 6 20 1167 - 1237 10 163 - 175 26 Mastery
21 7 22 1238 - 1318 11 176 - 193 27 2nd Runic Pulse
22 7 22 1319 - 1409 11 194 - 212 28 2nd Runic Vortex
23 7 24 1410 - 1510 12 213 - 233 28 Improvement 1
24 7 24 1511 - 1621 13 234 - 256 29 Improvement 2
25 8 26 1622 - 1742 14 257 - 281 30 Improvement 3
26 8 26 1743 - 1873 15 288 - 314 31 Mastery
27 8 28 1874 - 2014 16 315 - 343 31 2nd Runic Explosion
28 8 28 2015 - 2165 17 344 - 374 32 Improvement 1
29 9 30 2166 - 2326 18 375 - 407 33 Improvement 2
30 9 30+ 2327+ 20+ 408+ 33+ Improvement 3
Fiends. They are creatures of perversity whose and some are carnivorous. Quintessential plants are
origin is unknown. Evil priests and wizards sometimes Antroplantæs like Maokai or Zyra. Also included in
invoke minions to the world to bring chaos or to this category are the Thorn Spitter and Vine Lasher
make a deal. Fiends include demons like Tahm Kench, creatures.
Evelynn, and Nocturne, as well as spirits like Akana. Voidborns. They are creatures from the Void, an
Undead. They were once living creatures, now unknown region that wants to devour the entire life of
brought to a terrible state of non-life through the planets they pass through.Voidborn are essentially
necromantic magic or some impure curse. The undead Chaotic Evil.
includes walking bodies, like zombies, as well as
disembodied spirits, like ghosts and specters. Shadow Size
Island beings fall into this category.
A creature can be Tiny, Small, Medium, Large,
Plants. In this context, they are vegetable Huge, or Gargantual. The Size Categories table shows
creatures, not normal flora. Many of them are mobile, how much space a creature of a particular size controls
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in combat. See the Runarcana main book for more instinct. These creatures are unbiased, which means
information on creature size and space. they have no alignment.
Size Categories
Size Space
Armor Class
Tiny 2,5 feet / 2,5 feet A creature that wears armor or carries a shield has an
Small 5 feet / 5 feet Armor Class (AC), which takes into account its armor,
Medium 5 feet / 5 feet shield, and Dexterity. Otherwise, a creature’s AC is
Large 10 feet / 10 feet based on its Dexterity modifier and its natural armor,
Huge 15 feet / 15 feet
if any. If a creature has natural armor, wears armor, or
carries a shield, this is indicated in parentheses after its
Gargantual 20 feet / 20 feet or higher
AC value.
A creature can have as many Hit Dice as you want,
but the dice category used to calculate its hit points Hit Points
depends on the size of the creature, as shown in the A creature usually dies or is destroyed when
Hit Dice per Size table. it reaches 0 hit points. A creature’s hit points are
Hit Dice per Size presented as both a dice expression and a numerical
Size Hit Dice Average HP per Hit Dice average. For example, a creature with 2d8 hit points
Tiny d4 2
has 8 hit points on average (2 × 4). The size of a
creature determines the dice used to calculate its hit
Small d6 3
points, as shown in the Hit Dice per Size table.
Medium d8 4
Large d10 5 A creature’s Constitution modifier also affects the
Huge d12 6 number of hit points it has. Its Constitution modifier
Gargantual d20 10
is multiplied by the number of Hit Dice it has, and
the result is added to its hit points. For example, if a
Creature has Constitution 12 (modifier +1) and 2d8
Descriptors Hit Dice, it has 2d8 + 2 hit points (average 10).
A creature can have one or more descriptors
attached to its type, in parentheses. For example, Speed
a vastaya has the type of humanoid (vastaya).
The descriptor in parentheses provides additional A creature’s speed tells how far it can move in turn.
categorization for certain creatures. Descriptors do All creatures have a walking speed, simply called
not have their own rules, but something in the game, the creature’s speed. Creatures that do not have any
like a magic item, can refer to them. For example, a type of locomotion based on the ground, have a
spear that is effective in fighting undead would work displacement of 0 foot. Some creatures have one or
against any creature that has the undead descriptor. more of the following movement types.

Burrow
Alignment A creature that has a burrow speed can use such
The alignment of a creature provides a clue to its to move through sand, earth, mud, or ice. A creature
disposition, as well as how it behaves in a combat or cannot dig solid rock unless it has a special feature that
interpretation situation. For example, a chaotic and allows it to do so.
evil creature can be difficult to reason with and can
attack characters at first sight, while a neutral creature Climb
may be willing to negotiate. A creature that has a climbing speed can use all or
part of its movement to move on vertical surfaces. The
The alignment specified in a creature’s sheet is the
creature does not need to spend extra speed to climb.
default. Feel free to ignore it and change a creature’s
alignment to suit your campaign needs. Whether you Fly
want a good alignment voidling or an evil poro, there A creature that has a fly speed can use all or part of
is nothing to stop you. its movement to fly. Some creatures have the ability to
Many low-intelligence creatures have no hover, which makes them difficult to knock out of the
understanding of law or chaos, good or evil. They do air. Such a creature stops hovering when it dies.
not make moral or ethical choices but instead act on

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Swim Tremorsense
A creature that has a swim speed does not need to A creature with a tremorsense can detect and
spend extra speed to swim. locate the source of vibrations within a given radius,
as long as it and the source of the vibrations are in
Skills contact with the same ground or the same substance.
Tremorsense cannot be used to detect flying or
The Skills entry is reserved for creatures that are
incorporeal creatures. Many digging creatures, like the
proficient in one or more skills. For example, a creature
Xer’sai or the Sandswimmers, have this special sense.
that is very perceptive and stealthy may have a bonus
on Perception and Stealth checks. Truesight
A skill bonus is the sum of a creature’s relevant A creature with truesight can, up to a specific
skill modifier and its proficiency bonus, which is range, see in normal or magical darkness, see invisible
determined by the creature’s challenge rate (as shown creatures and objects, automatically detect visual
in the Proficiency Bonus column on the Creatures illusions and succeed in saving throws against them,
Statistics table). Other modifiers can be applied. For and perceive the original shape of a shape-shifter or
example, a creature may have a higher-than-expected creature that is transformed by magic.
bonus (usually twice its proficiency bonus) counting Also, the creature can see in the Spiritual Realm
towards its high specialization. within the same range.
Vulnerabilities, Resistance and Immunity
Where to Find
Some creatures have vulnerability, resistance, or
Runarcana’s creatures can be found in various
immunity to certain types of damage. Certain creatures
locations, and some may be scattered across the globe.
are even resistant or immune to damage from non-
magical attacks (a magical attack is an attack by a spell, The entry Region in the creature’s sheet shows
magic item, or other sources of magical energy). Also, where it can be found most easily, leaving it to the
some creatures are immune to certain conditions. GM to decide, for example, the Elemental Dragons are
mostly in Ixtal, but the Master may want to use them
Senses in Noxus or Freljord.
The Senses entry indicates a creature’s passive
Perception value, as well as any special senses it may
Languages
have. Special senses are described below. The languages a creature can speak are listed
in alphabetical order. Sometimes a creature can
Blindsight understand a language, but cannot speak it, and this
A creature with blindsight perceives its surroundings is noted in this entry. A “-” indicates that a creature
without depending on the vision, within a specific neither speaks nor understands any language.
radius. Creatures without eyes, like the Thorn Spitter,
usually have this special sense, as well as creatures Telepathy
with echolocation or extended senses, such as bats Telepathy is a magical
and elemental dragons. ability that allows a
creature to mentally
If a creature is naturally blind, it has a note in
communicate with
parentheses to indicate this effect, showing that the
another creature
radius of its blind perception defines the maximum
within the
range of its perception.
specified
Darkvision range. The
A creature with darkvision can see in the dark, c o n t a c t e d
within a specific radius. The creature can see in the creature does
dim light within a radius as if it were full light, and not need to share
in the darkness as if it were dim light. The creature a language with
cannot discern colors in darkness, only shades of the creature to
gray. Many creatures that live underground have this c o m m u n i c a t e
special sense. with it, but it must be
able to understand at least one language.

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A creature without telepathy can receive and respond are characteristics that may be relevant in a combat
to telepathic messages, but cannot initiate or end a encounter and that require some explanation.
telepathic conversation.
Spellcasting
A telepathic creature does not need to see a
A creature with the Spellcasting special trait has
contacted creature and can end telepathic contact at
a caster level and spell slots, which it uses to cast
any time. Contact is interrupted as soon as the two
its 1st and higher-level spells (as explained in the
creatures are no longer in range, or if the telepathic
“Spellcasting” chapter). The caster level is also used
creature contacts another creature in range. A
for any cantrips included in the feature.
telepathic creature can initiate or end a telepathic
conversation without using an action, but while the The creature has a list of spells known or prepared
creature is Incapacitated, it cannot initiate telepathic from a specific class. The list may also include spells
contact, and any contact currently maintained is from a trait in this class, such as the Acolyte’s Effluvium
closed. trait. The creature is considered a member of the class
when tuning in or using a magic item that requires
A creature within the area of ​​an antimagic field or
attunement in the class or accessing the class’s spell
in any other place where the magic does not work
list.
cannot send or receive telepathic messages.
A creature can cast a spell from its list at a higher
Challenge Rate level if it has a spell slot for it. For example, a Soul
Shepherd with the 3rd level spell lightning can cast
A creature’s challenge rate tells you what threat it it as a 5th level spell using one of their 5th level spell
poses. A group of four appropriately equipped and slots.
rested adventurers must be able to defeat a creature
that has a level of challenge equal to its level, without You can change the spells that a creature knows or
suffering any deaths. For example, a group of four has prepared, replacing any spell on its spell list with
3rd-level adventurers should find a creature with a a spell from the same level and the same class list. If
challenge rate 3 worthies of being challenging, but not you do, you can make the creature a greater or lesser
deadly. threat than its challenge level suggests.
Creatures that are significantly weaker than 1st Experience Points by Challenge Rate
level adventurers have a challenge level less than 1. CR XP CR XP
Creatures with a challenge rate 0 are insignificant, 0 0 or 10 14 11500
except in large numbers; those without effective 1/8 25 15 13000
attacks are not worth experience points, while those 1/4 50 16 15000
with attacks are worth 10 EXP each.
1/2 100 17 18000
Some creatures present a greater challenge than 1 200 18 20000
even a typical group of 20th-level adventurers can 2 450 19 22000
handle. These creatures have a challenge level of 21 or 3 700 20 25000
more and are designed specifically to test the player’s 4 1100 21 33000
skill.
5 1800 22 41000
6 2300 23 50000
Experience Points
The number of experience points (XP) a creature is 7 2900 24 62000
worth is based on its challenge rate. Normally, XP is 8 3900 25 75000
awarded for defeating the creature, although the GM 9 5000 26 90000
can also reward XP for neutralizing the threat posed 10 5900 27 105000
by the creature in another way. 11 7200 28 12000
Unless something says otherwise, a creature 12 8400 29 135000
summoned by a spell or other magical ability is worth 13 10000 30 155000
the XP observed in its sheet.
Innate Spellcasting
Special Traits A creature with the innate ability to cast spells has
the Innate Spellcasting special trait. Unless otherwise
Special traits (which appear after a creature’s stated, an innate spell of 1st level or higher is always
challenge rate, but before any actions or reactions) cast at its lowest possible level and cannot be converted
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to a higher level. If a creature has a “weapon” can be a manufactured item or a natural
cantrip where its level is relevant and it weapon, such as a claw or tail thorn.
is not given, use the creature’s Creature vs Target. The target of a melee or
challenge rate. ranged attack is usually a creature or a target, with
An innate spell may have the difference that a “target” can be a creature
special rules or restrictions. For or object.
example, an eternal scrivener Damage. Any damage is done or other
can innately cast the levitation effects that occur as a result of an attack hitting
spell, but the spell has the “self” a target are described after the “Damage” note.
restriction, which means that the You have the option of using average damage
spell affects only the Scrivener. or roll the damage; because of this, both the
A creature’s innate spells cannot average damage and the expression of
be exchanged for other spells. If the dice are presented.
a creature’s innate spells do not Error. If an attack has an effect that
require attack rolls, no attack occurs in an error, such information is
bonuses are granted to them. presented after the entry “Error:”.
Multiattack
Psionism A creature that can make multiple
A creature that casts spells attacks, in turn, has the Multiattack
using only the power of its mind action. A creature cannot use
has the Psionic descriptor added to Multiattack when making an
its Spellcasting or Innate Spellcasting opportunity attack, which must be a
special trait. This marker does not have its own single melee attack.
special rules, but other parts of the game may refer to
it. A creature that has this marker does not normally Ammunition
require any components to cast its spells. A creature carries enough ammo to make its ranged
attacks. You can assume that a creature has 2d4 pieces
Runes of ammunition for a throwing attack weapon, and
Every creature in Runeterra has been affected 2d10 pieces of ammunition for a projectile weapon,
in some way by the Global Runes. This section of a such as a bow or beast.
creature’s sheet is separated to demonstrate runic
powers common to each of the same species. Reactions
However, this does not mean that every creature of If a creature can do anything special with its reaction,
the same species has equal powers, there are variations that information is contained here. If a creature has no
between them, which may be in different runes, special reaction, this section is missing.
whether or not they have already been cataloged, or
in quantity. Limited Use
Remember that a creature with Runes other than Some special abilities have restrictions on the
the standard of its kind can increase or decrease its number of times they can be used.
Challenge Rate. X/ Day. The “X/ Day” entry means that a special
ability can be used X number of times and a creature
Actions must end a long rest to regain spent uses. For example,
When a creature performs its actions, it can choose “1/ Day” means that a special ability can be used once
from the options in the Actions section of its stat block and that the creature must end a long rest to use it
or use one of the actions available to all creatures, such again.
as the Dash or Hide actions. Recharge X-Y. The “Recharge X-Y” entry means
that a creature can use a special ability once and that
Melee and Ranged Attacks ability has a random chance to recharge during each
The most common actions a creature will take in subsequent round of combat. At the beginning of
combat are melee attacks and ranged attacks. These each of the creature’s turns, roll a d6. If the roll is one
can be attacks with spells or weapons, where the of the numbers in the recharge target, the creature

12
recovers the use of the special ability. The ability also characteristics, sometimes by simple training in the
recharges when the creature ends a short or long rest. hands of a skilled trainer, but at other times for reasons
For example, “Recharge 5-6” means that a creature that are not always understandable.
can use the special ability only once. Then, at the It is as if each creature had a default manifestation
beginning of the creature’s turn, it regains the use of that does not exploit its full potential, thus being
the ability if it rolls a 5 or 6 on a d6. able to have its destructive potential increased by
Equipment several factors besides simple training, such as magic,
scientific experiments, and even greater and higher
A creature sheet rarely refers to equipment in influences such as emanations of the Global Runes or
addition to the armor or weapons used by a creature. the intervention of other powers.
A creature that usually wears clothes, like a humanoid,
With that in mind, he created a simple classification
is assumed to be dressed appropriately.
system, called “Lethality” referring to this power of
You can equip the creatures with additional unique creatures, the system consists of 3 creature
equipment and trinkets however you like and decide classes, the common, the destructive (that are
how much of a creature’s equipment is recoverable normally trained ordinary creatures or under specific
after the creature is killed, and whether any of that conditions), and obliterators (that are normally
equipment is still usable. A battered set of armor made enhanced by magic or other experiments).
for one creature can rarely be used by another person,
for example. Mass Runes
If a caster creature needs material components to Some creatures have Mass Runes, this means that a
cast its spells, suppose it has the necessary material specific Rune can be used on more than one target at
components for this in its sheet. the same time. In the case of offensive runes, reaching
all applicable targets at the discretion of the master

Runes for Creatures and, in defensive runes, it can affect allied creatures.

The development of creatures is similar to that of Runic Pulse for Creatures


players, however, creatures are more in tune with their
elemental, spiritual or celestial essence, which makes Dreadful
their runic power much stronger and brutish, reaching This creature is a more robust specimen of its kind,
enormous ferocity as their challenge increases. it has +2 to its Constitution value, plus 2 additional
hit points per CR, including 0.
Unlike the players, creatures receive 3 improvements
before reaching Mastery, yet, from challenge rate 21, Elemental
they start receiving new Runic Pulses, Vortex, and All attacks made by this creature deals additional
Explosions. damage to an element at +1 times the challenge
From Challenge Level 20, in Destructive lethality, level (minimum 1). The element causes visible
they start to receive, in addition to new Pulses, Vortex, transformations in the creature.
and Explosions, massive effects, being able to use a
mass rune effect, be it to benefit it and its allies or to Mana Drainer
attack the players. Each spell delivered against this creature has 5%
times the challenge level, up to a maximum of 75%,
Lethality chances of being absorbed. Absorbed spells heal
Starting at CR 14, all creatures are empowered to the creature for 1 hit point per spell level.
consume 1 hit die to recover 1 Spark, 2 for a Flow,
3 for a Vortex, and 4 for an Explosion. You roll the Runic Armor
dice for that and subtract from the creature’s total hit For each threat other than the first, the creature
points. receives 1 additional health die at temporary
health. Besides, for every 2 threats, it receives +1
In his wanderings, Santangelo noticed that the on the AC and +1 on its saving throws.
creatures usually follow very fixed patterns, with little
variation in size and even varieties of characteristics Voracity
that do not match the species in common. However, Each time this creature hits a different target from
on rare occasions, some creatures had atypical the previous attack, it deals +2 cumulative damage.
13
Runes per Lethality
CR Common Destructive Obliterator DC for Runes
0 Runic Pulse Runic Pulse Runic Pulse + Runic Spark 11
1/8 - - Improvement 1 11
1/4 - Runic Spark Improvement 2 11
1/2 - Improvement 1 Improvement 3 11
1 Runic Spark Improvement 2 Mastery 13
2 Improvement 1 Improvement 3 Runic Flow 13
3 Improvement 2 Mastery Improvement 1 13
4 Improvement 3 Runic Flow Improvement 2 14
5 Mastery Improvement 1 Improvement 3 15
6 Runic Flow Improvement 2 Mastery 16
7 Improvement 1 Improvement 3 Runic Vortex 16
8 Improvement 2 Mastery Improvement 1 17
9 Improvement 3 Runic Vortex Improvement 2 18
10 Mastery Improvement 1 Improvement 3 - 1 Mass Rune 19
11 Runic Vortex Improvement 2 Mastery 19
12 Improvement 1 Improvement 3 Runic Explosion 20
13 Improvement 2 Mastery Improvement 1 21
14 Improvement 3 Runic Explosion Improvement 2 22
15 Mastery Improvement 1 Improvement 3 22
16 Runic Explosion Improvement 2 Mastery 23
17 Improvement 1 Improvement 3 2 Runic Pulse
nd
24
18 Improvement 2 Mastery 2nd Runic Vortex 25
19 Improvement 3 2 Runic Pulse
o
Improvement 1 25
20 Mastery 2 Runic Vortex - 1 Mass Rune
nd
Improvement 2 - 2 Mass Runes 26
21 2 Runic Pulse
nd
Improvement 1 Improvement 3 27
22 2 Runic Vortex
nd
Improvement 2 Mastery 28
23 Improvement 1 Improvement 3 2 Runic Explosion
nd
28
24 Improvement 2 Mastery Improvement 1 29
25 Improvement 3 2nd Runic Explosion Improvement 2 30
26 Mastery Improvement 1 Improvement 3 31
27 2 Runic Explosion
nd
Improvement 2 Mastery 31
28 Improvement 1 Improvement 3 3 Runic Pulse
rd
32
29 Improvement 2 Mastery 3 Complete Runic Vortex
rd
33
30 Improvement 3 3 Complete Runic Vortex
rd
3 Complete Runic Explosion + 3 Mass Rune
rd
33+
+4 in the second, + 6 in the third. This damage is point of exhaustion, and, during the screech, it is
increased by 1 point for every 5 Challenge Rating vulnerable to piercing attacks. At the start of the
the creature has. CR 5 = 3, CR10 = 4 and so on. second round, creatures that have been affected
can redo the saving throw to remove the effect.
Runic Spark for Creatures Improvements
Damage: +1 damage dice per improvement
Escape Screech
Prerequisite: Wisdom 13 Duration: +1 turn of duration per improvement
Once per long rest, the creature can emit a shrill Mastery: +1 turns of duration and +1 use
screech to ward off nearby enemies. Creatures in
a 10-foot circle must do a Wisdom DC 16 saving
Guerrilla Enhanced Tactic
Prerequisite: Wisdom 13
throw, if they fail, they receive 1d8 thunder and
1d8 psychic damage and receive the Frightened Once per long rest, the creature performs a melee
condition for two turns. The creature receives 1 attack that grants an advantage to its allies but
prevents it from continuing to act, the target
14
must perform a DC 15 Dexterity saving throw, in Duration: +1 turn of duration per improvement
case of failure, both the enemy and the rune user Mastery: +1 turns of bleeding duration and -1
become Restrained until the start of their next turn, exhaustion point
the enemy takes 3d10 bludgeoning or piercing
damage, on success the target takes only half the Runic Flow for Creatures
damage.
Improvements Charming Voice
Prerequisite: Charisma 13
Difficulty: +1 on DC per improvement
Damage: +1 damage dice Once per long rest, the creature uses its voice
and bonus action to charm all enemies around
Mastery: +1 damage dice and +1 on the DC it in a 15-foot circle, the targets must perform a
Sign of War Charisma DC 16 saving throw, creatures with
Prerequisites: Wisdom 13 and Large immunity to charm obtain automatic success if
they fail, for 3 turns they will be susceptible to the
Once per long rest, the creature may emit a signal
creature’s commands, at the end of each of their
such as steam through the nose or even a roar that
turns the saving throw can be repeated and in case
makes all creatures in a 25-foot cone have to do
of success the effect ends.
Wisdom saving throw DC 15, if they fail, they are
frightened for two turns, at the end of these two Improvements
turns, the creature receives 1 point of exhaustion. Duration: +1 turn of duration per improvement
Targets that fail in the saving throw can redo the Difficulty: +1 on DC per improvement
test in its second round of duration, if they pass, the Mastery: +1 turns of duration and +2 on DC
effect is stopped.
Improvements Famine of Essence
Prerequisites: Undead and Constitution 13
Difficulty: +2 on DC per improvement
Duration: +1 turn of duration per improvement Once every 10 minutes, when the creature can hit
its melee attack, it can drain its enemy’s energy,
Mastery: +1 turns of duration and -1 exhaustion the target takes 4d10 necrotic damage that is
point converted into temporary life for the rune user.
Stampede Improvements
Prerequisites: Strength 13, Constitution 15 and Large Damage: +1 damage dice per improvement
Once per long rest, the creature can initiate a Use: +1 use per improvement
stampede action gaining invulnerability to physical Mastery: -2 minutes reload
damage and 30 feet speed for 3 turns.
Improvements Intoxicating Explosion
Speed: +10 feet of speed per improvement Once per long rest, the creature can use its bonus
action to summon a small explosion of poison gas
Duration: +1 turn of duration per improvement
around it, all enemies within 5 feet must perform
Mastery: +1 turns of duration and +10 feet of a DC 16 Constitution saving throw or will receive
speed 8d8 poison damage and will be Intoxicated until the
Visceral Bite end of your next turn, the creature that channeled
Prerequisite: Strength 13 this rune also takes the same damage but has
resistance to it.
Once per long rest, the creature can expand its
range by 10 feet and forego an action to channel Improvements
this rune, causing its next bite attack to receive +1 Damage: +1 damage dice per improvement
attack and damage and be amplified, transforming Difficulty: +1 on DC per improvement
it into a visceral bite that causes 2d10 additional Mastery: +1 damage dice and +1 on the DC
slashing damage and 1d10 bleeding per turn until
the wound is stopped. The creature making the Unbreakable Will
attack receives 1 point of exhaustion. Once every 8 hours, the creature can, upon hitting
Improvements an attack, raise both its energy reserve and its
Damage: +1 damage dice per improvement fury to the limit, becoming almost unstoppable.

15
When using this rune, the creature receives 6d10 Improvements
in temporary hit points that lasts for 2 turns. Also, Use: +1 uses per improvement
it receives 1 point of exhaustion due to the effort. Exhaustion: -1 point of exhaustion received per
Improvements improvement
Life: +1 hit dice per improvement Mastery: +2 uses and +1 extra attack
Duration: +1 turn of duration per improvement
Chronomantic Explosion
Mastery: +2 hit dice and +1 turn of duration
Prerequisites: Intelligence 13 and spellcasting ability
Voice of Command Twice per long rest, the creature can use its action
Once per long rest, the creature can use its bonus to create a magical and temporal disruption in the
action and voice with a roar or an order to try to present location in which it finds itself, all creatures
paralyze a single target within 5 feet, a Wisdom in a 10-foot circle centered on you must perform a
DC 16 saving throw must be performed, in case of Constitution DC 21 saving throw so, in case they
success nothing happens, if the target fails it will be fail, they will take 8d8 force damage. Also, the rune
paralyzed until the end of its next turn. user receives 1 point of exhaustion.
Improvements Improvements
Difficulty: +1 on DC per improvement Damage: +1 damage dice per improvement
Use: +1 use per improvement Use: +1 use per improvement
Mastery: +2 DC and +5 feet of range Mastery: +2 damage dice and +1 turn of duration

Runic Vortex for Creatures Seismic Tremor


Prerequisite: Strength 18
Adrenaline Rush Twice per long rest, the creature can, with a bonus
Prerequisite: Strength 13, Dexterity 13, and Constitution 13 action, reach the ground where it finds itself with
Twice per long rest, a creature can, using this an absurd force. All enemies in a 30-foot cone will
rune, unleash as much of its strength as possible have to perform a DC 19 Strength saving throw, if
to obliterate any enemy in front of it. The creature they fail, they will take 4d8 bludgeoning damage
makes a total of 3 extra attacks on a single creature and fall Prone.
5 feet from you, all of which are a critical hit if hit, Improvements
after making the attacks, the Damage: +1 damage dice per improvement
creature receives 3 points of Use: +1 use per improvement
exhaustion.
Mastery: +2 damage dice and +1 use

Overpowering Shot
Prerequisite: Have a throwing weapon, a breathing weapon, a
bow and arrow, or a firearm in hand
Twice per long rest, the creature can shoot its
enemy using its reaction. If having one of the
prerequisite options at hand, a long-range attack
must be performed against a creature within a 60-
foot limit (the line damage extends all the way to
the target), all creatures between the sniper and
the target must perform a DC 19 Dexterity saving
throw, if they fail they will receive 8d8 piercing
damage. The attack target also takes the damage,
automatically failing if the rune user hits it with the
hit or passing if the user misses.
Improvements
Damage: +1 damage dice per improvement
Use: +1 use per improvement
Mastery: +2 damage dice and +1 use
16
Thick Skin Improvements
Twice per long rest, the creature can become Duration: +2 turn of duration per improvement
incredibly resistant in combat for 2 turns, with one Shield: +2 temporary hit points dice per
free action, the creature can receive +3 in its armor improvement
class against melee weapon attacks, distance, and Mastery: +20 feet of speed and +2 uses
resistance to the type of first elemental damage it
receives. Glacial Shroud
Improvements Once per long rest, you can use this rune to receive
Use: +1 use per improvement Immunity to glacial damage and a +5 bonus to
Duration: +1 turn of duration per improvement your AC for two turns.
Mastery: +2 turns of duration and +1 use Improvements
Use: +2 uses per improvement
Runic Explosion for Creatures AC: +2 on AC for improvement
Mastery: +2 on AC and +2 turns duration
Breathlessness
Twice per long rest, the creature can use its reaction Corrosive Illusion
to reduce its exhaustion levels by 5 points when Twice per long rest, you can use this rune to create
any effect would leave it with 6 exhaustion points, an illusory greenish rain in a circle from 15 feet to
it can also spend a use of the rune with its bonus 120 feet from you, this rain that lasts for 2 turns, in
action to reduce 3 exhaustion points. Regardless of which all creatures hostile to you must perform a
which option, the creature that channeled this rune DC 23 Wisdom saving throw, on a failure they will
receives 20 feet extra movement until the end of take 4d8 psychic damage while in the rune’s area of
this turn. effect, and furthermore, they will believe that their
Improvements bodies are being corroded by acid. Creatures that
Use: +2 uses per improvement fail in the saving throw can repeat it at the end of
their turns, so they don’t take any more damage
Speed: +20 feet of speed per improvement
and notice the illusion. With success, the creature
Mastery: +20 feet of speed and +2 uses becomes immune to this effect for 24 hours.
Sensory Loss Improvements
Once per long rest, the creature can use this rune Damage: +2 damage dice per improvement
to inhibit its enemy’s senses. Hostile creatures in Duration: +2 turn of duration per improvement
a 15-foot circle centered on you must perform a Mastery: +2 damage dice and +2 turn of duration
DC 25 Charisma saving throw, if they fail, they will
take 2d8 psychic damage and become blind, deaf,
and muted for 2 turns.
Improvements
Use: +2 uses per improvement
Damage: +2 damage dice per improvement
Mastery: +2 damage dice and +2 use

Transcendence
Prerequisite: Intelligence 15
Twice per long rest, you can temporarily grant a
creature within 60 feet of you the ability to see and
understand the lines that connect everyone, until
the end of your next turn, that creature gains 2d8
temporary hit points, 60 feet of true vision, and
resistance to physical damage.

17
Example of Adapted Sheet maximum hit points. Then we will have to increase
Griffon’s health dice to fit this, note also that the fixed
In this part of the Creatures Adaptation Guide value after the hit dice is a multiplication of the dice
booklet, we will demonstrate which characteristics number times the Creature’s Constitution modifier, so
must be changed so that a Dungeons and Dragons 7 x 3 = 21 Remember that when changing the hit dice,
5e creature can be used in the Runarcana system and you will change the fixed value.
world without making it too unbalanced or weak With that in mind, we can change the Griffon’s hit
concerning the power that the Player Characters have. dice to 11d10 (maximum 110) and the fixed value will
It is worth remembering that these statistics are in become +33 instead of +21. Then the maximum hit
the “testing” phase so that we can create creatures of points of the Griffon are equal to the maximum hit
our own, and that they can present a certain difficulty points.
to the Characters instead of just being a “rock in their Now we only need to change the average of the
path”. Griffon’s hit points, which we calculate as follows: if
Below is an example of a Griffon sheet using the D&D 11 x 10 have a maximum of 110, we divide that value
System Reference Document 5e. by 2 and add it to the fixed value of +33, with a result
of 88. So, 88 would be Griffon’s average hit points.
Maximum Damage per Turn: The Griffon has the
Griffon
Multiattack feature, in which it can perform a claw
Large Monstruosity, unaligned
attack and a beak attack. The damage of its beak is
Armor Class: 12 equal to 1d8 + 4, which would cause a maximum of
Hit Points: 59 (7d10 + 21) 12 damage; While its claws deal 2d6 + 4, that would
Speed: 40 feet, fly 80 feet do a maximum of 16 damage. By adding the two skills
STR DEX CON INT WIS CHA together, a Griffon can deal 28 maximum damage per
18 (+4) 14 (+2) 16 (+3) 3 (-4) 13 (+1) 8 (-1)
turn.
Skills: Perception +5 When looking at the Creature Statistics, we see
Senses: Passive Percception 15, darvision 60 feet that a creature of ND 2 should have between 6 to 15
Languages: - maximum damage per turn. Therefore, we just need
Challenge: 2 (450 XP) to remove the Multiattack feature.
Keen Sight. The Griffon has an advantage on Perception
checks that depend on vision.
Region: Here we will have to use a little of our
imagination, where in the world of Runeterra could
Actions
a Griffon be found? In the inhospitable mountains of
Multiattack. The Griffon makes two attacks: one with its Demacia? At the borders of the Noxian empire? Or
beak and one with its claws.
could it be found anywhere in Runeterra?
Beak. Melee Weapon Attack: +6 to hit, reach 5 feet, one
target. Damage: 8 (1d8 + 4) piercing damage. Runes: As we can see in the Runes per Lethality
Claws. Melee Attack Weapon: +6 to hit, reach 5 feet, one table, we can see that a Common lethality Creature
target. Damage: 11 (2d6 + 4) slashing damage. of ND 2, has 1 Runic Pulse, 1 Spark, and 1 Spark
improvement. So in this part, we will have to look at
The points needed to highlight adaptation are the runes for creatures, which one would make sense
Maximum Hit Points, Maximum Damage per Turn. for a Griffon.
Also, 2 characteristics do not exist in a D&D 5e sheet, We believe that the Voracity Runic Pulse and the
they are the Region where the creature is and the Visceral Bite Runic Spark are good possibilities for it.
Runes it has. An important detail about runes is that damage
Looking at these characteristics we see that a runes are not considered in the maximum damage per
standard Griffon has: turn that a creature can cause. Being considered as
something powerful, but that is only used once.
Maximum Hit Points: A Griffon has 7d10 of hit
points, by multiplying 7 by 10 we get 70 (which would As the Griffon has an improvement in its spark, it
be the maximum that the Griffon could have), and is up to the master to decide which improvement the
when adding this to the fixed value next to the dice Griffon will have.
(+21) we reach the maximum of 91 hit points.
When looking at the Creature Statistics, we see that But what about the Armor Class?
a creature of ND 2 should have between 144 to 176 The Armor Class described in the Creatures

18
Statistics in this booklet should only serve as a base,
being nothing more than a support for the master to
know if the creature is much more resistant than it
should be or much weaker. Also, just as players’ AC is
based on Dexterity, so is a creature’s AC.

The Adapted Griffon


With all these characteristics in mind, we can already
assemble the adapted Griffon sheet for Runarcana, it
will look like this:

Griffon
Large Monstruosity, unaligned
Armor Class: 12
Hit Points: 104 (13d10 + 39)
Speed: 40 feet, fly 80 feet
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 3 (-4) 13 (+1) 8 (-1)
Skills: Perception +5
Senses: Passive Percception 15, darvision 60 feet
Region: - Runeterra
Language: -
Challenge: 2 (450 XP)
Keen Sight. The Griffon has an advantage on Perception
checks that depend on vision.
Ações
Beak. Melee Weapon Attack: +6 to hit, reach 5 feet, one
target. Damage: 8 (1d8 + 4) piercing damage.
Claws. Melee Attack Weapon: +6 to hit, reach 5 feet, one
target. Damage: 11 (2d6 + 4) slashing damage.
Runas
Runic Pulse. Voracity.
Runic Spark. Visceral Bite +1 improvement.

19

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