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===Monsters=== After establishing the social backdrop of the game, I began going through the list of monster types from the Monster Manual and deciding how I wanted them to be different; essentially working out how the encounters would be different. For the most part, this was an effort to express my personal preferences in the fantasy genre while further differentiating the setting from stock D&D. Several of my decisions will require CRs to be reevaluated, but the gun rules do that as well. What appears below are my notes on monster types. '''Aberrations''' Aberrations are not as uncommon as in normal D&D. Because undead and summoned beings are rarer and weaker, several schools of magic dedicated to altering living creatures for use in battle have taken their place. Apply the Spellwarped (MM3) template to normal creatures, or customize. Few of these warbeasts should be intelligent. '''Animals''' Standard. '''Construct''' Full constructs are not very common. Those that do exist are mostly remnants of ancient civilizations left to guard hidden tombs and temples. This is due to difficulty associated with summoning Outsiders; golems and other constructs are animated by spirits from the elemental plane of earth. Half golems are somewhat easier to create for reasons unknown. Their mental instability makes them risky to employ, but it has been done. The process of creating half-golems has been codified into a number of manuals that include spells that enhance character’s Will save. '''Dragons''' Dragons are extremely rare and reclusive in general. With few exceptions the entire species is over five hundred years old. The territories of a couple dragons are known and recognized as their own nations by neighboring empires. '''Elementals''' Extraplanar entities like elementals and outsiders are substantially weakened for unknown reasons. Halve their hit points, natural AC bonus, Strength, and Constitution. '''Fey''' The Fey are almost always bound to specific locations or objects. They can not willingly leave and they cannot be forcibly removed from the location or object. Any attempt to do so causes them to instantly teleport (as dimension door CL 10) back to the center of their territory or to their object. Destroying the object or sufficiently damaging the location will kill the Fey. If the Fey are aware of how this situation came to be, they are not telling. '''Giants''' Giants are mostly extinct. The rare representative of the species is most likely to be encountered raiding homesteads, farms, and villages for food. The jotunbrud (half-giants) are descended from several subtypes of half-giants. This is occasionally expressed in unusual abilities. '''Humanoids''' Standard. '''Magical Beasts''' Standard. '''Monstrous Humanoids''' Standard. '''Oozes''' Standard. '''Outsiders''' For an unknown reason, creatures possessing the Outsider type are unable to cross onto the material plane unless summoned by a spellcaster native to the material plane. Additionally, being present on the material plane substantially weakens them. Halve their hit points, natural AC bonus, Strength, and Constitution. Several types of Outsider are actively trying to gain access to the material plane in an effort to destroy whatever barrier prevents them from moving freely on or off it. Others are attempting to dominate or gain control of mortal empires in an effort to become gods or for other more sinister reasons. '''Plants''' Standard. '''Undead''' Because the divine right may only be held by the living, few powerful undead aspire to greater positions than vizier or regent. Most cultures also practice cremation in an effort to limit potential resources that necromancers could use in a bid for power. '''Vermin''' Standard.
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