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.