Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs. And are at least somewhat
Human shaped. And are alive.
Ancestries with the 'Humanoid' Trait
-1 and lower TL Humanoid Creatures
0 TL Humanoid Creatures
0.5 TL Humanoid Creatures
1 TL Humanoid Creatures
2 TL Humanoid Creatures
3 TL Humanoid Creatures
4 TL Humanoid Creatures
5 TL Humanoid Creatures
6 TL Humanoid Creatures
7 TL Humanoid Creatures
8 TL Humanoid Creatures
9 TL Humanoid Creatures
10 TL Humanoid Creatures
11 TL Humanoid Creatures
12 TL Humanoid Creatures
13 TL Humanoid Creatures
14 TL Humanoid Creatures
15 TL Humanoid Creatures
16 TL Humanoid Creatures
17 TL Humanoid Creatures
18 TL Humanoid Creatures
19 TL Humanoid Creatures
20 TL Humanoid Creatures
21-25 TL Humanoid Creatures
26-30 TL Humanoid Creatures
30+ TL Humanoid Creatures
Bestiary Information: Humanoids
Humanoids, mortals, common folk. These people make up the bulk of civilizations not conquered by the elements of nature and darker forces, forming patches of strife within their own worlds. All humanoid creatures are known for their actuation and variety: their ability to think and adapt, and form great connections from simple meetings or even less. Though not as long lived as some other fantastic beasties in the Index, Humanoids are interesting in their own right.
With few exceptions, the players of the game are also humanoid. To this end, they will be readily available to face enemies of equal kind.
Although called 'humanoid', not every creature is as hogenized as other creatures with their own trait. An
Orc Warrior and a
Human Bandit will fill roles in combat differently, even ignoring the job based monikers they have. To this end, when using a statblock or
building your own Beastiary Entry, the list below will help GMs and worldbuilders alike with quickly knowing what features and actions to add, for certain peoples and strengths.
Creatures that are versatile, or that have features not set in stone, will have the below feature.
Versatile Origins :
~0.0
This creature, as a Humanoid, can come from any background or people. As such, they gain features present on the Humanoid page equal to the creature's TL.
The most common kind of X is a Y.
Each common humanoid will be listed below in alphabetical order. Each one will have a feature box listed like this:
Name |
TL Rating |
Description |
Based on |
The name of the Feature or Action |
The Threat Level the feature is unlocked, or represents in the creature's power budget. |
What the feature or action does. Examples may be given. |
The source of the feature or action, and why the creature posses it. It could be a lore reason, or it could be based off an Ancestry Talent Available to players. |
Bugbears
Bugbears are hulking, often furry, often tusked creatures of from the Trick-Kin classification. They are a bit like fey Orcs, with their bodies able to bend and stretch despite their apparent muscle and bone density. What they lack in durability, they make up for in dexterousness.
Name |
TL Rating |
Description |
Based on |
Brutish Blows |
0.5 |
When this creature deals damage with a melee weapon, it deals one extra die of its damage. It will be included in the attack's damage. |
N/A. |
Bullying Blows |
0.5 |
If this creature strikes another creature that hasn't gone yet in combat initiative, it deals an extra 7 2d6 of the weapon's damage. |
N/A |
Humans
To humans themselves, they are the most 'normal' kind of people to fight against, due to their numerousness and understanding between cultures (most of the time). To others, however, humans are, perhaps, the scariest kind of creature to fight against. Even the name 'humanoid' is basd around humans themselves and how they don't understand their innate benefits from being so disturbingly well connected.
Name |
TL Rating |
Description |
Based on |
Pact Tactics |
0.5. |
The Human has Advantage on attack rolls against a creature if at least one of the Human's allies is within 5 feet of the creature and the ally is able to move and use actions. |
The Pack Tactics Ancestry Trait. |
Note: As a point of referential credit, this section is partially inspired by MCDM's Flee Mortals (
available here in various forms). Referential, because only the
idea of having a set of standard, easy to read and use features is used, with no other text or implications (MCDM's book uses specific lore and the like, while CHASE is meant to be more open, with specific use-cases depending on the setting). It's still worth noting because...honestly, I just like the book.