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# 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:

- Druid Wild Shape — the Druid may transform into a Beast whose Rating is equal to or lower than their Magic skill.

- Conjure Animal — the summoned beast’s Rating equals the mana spent.

- Necromancer Minions — raised undead have all combat skills equal to the Necromancer’s Lore (Occult) skill, regardless of their original Rating.

- Summoner Guardian — the Guardian’s attributes equal the Summoner’s Magic skill.

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, and they follow the standard Physical Stress Pool and Consequence system. 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:

- Defense — a passive numerical value (Physical Defense, Elemental Defense) from natural armor that reduces incoming damage.

- defend roll — an active opposed skill check made when a creature is attacked.

## Multi-Slot Consequences.

High-Rating creatures may have multiple slots at the same tier (e.g., Mild x2). 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:

- Single-target resistance: Single-target attacks deal half damage to a swarm.

- Area vulnerability: Area-of-effect attacks deal damage twice.

- Swarming Mass: Swarms have 3 Consequence slots. When each Consequence slot is filled, the swarm’s Physical Stress Pool resets to its maximum and the swarm suffers a cumulative penalty: first — all damage halved; second — Disadvantage on all attack rolls; third — the swarm must succeed on a Resolve check vs the margin of incoming damage or disperse entirely.

- Occupy: A swarm can enter the same space as any creature it is fighting.

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 3x 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 3x 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.