Neutral
Team Type

Description: Creatures with no allegiance to the party, neither hostile nor cooperative. They won’t allow harmful effects unless convinced (e.g., through diplomacy, bribery, or intimidation) or if the effect aligns with their immediate interests.

Behavior: Acts based on self-interest or instinct, potentially negotiable but cautious.

Example: A merchant wyrm refuses a harmful tracking spell unless offered a valuable gem.

Mechanic: Requires a successful skill check (e.g., Influence, Frighten) or incentive to allow harmful effects.

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information