Design Abilities
When choosing abilities, think about both the number of abilities and the diversity of abilities. Having a large number of similar abilities can make the creature tougher to run, and it probably can't use them all anyway. A diversity of abilities gives the creature different ways to act in different situations and helps guide you as the GM. For instance, a combat creature might have one ability it uses to get into position, another to use when it wants to focus damage on a single enemy, and a third that's more defensive.
Basics of Ability Design
- Respect the action economy.
- Make sure abilities are level appropriate.
- Avoid “invisible abilities.”
Action Economy
Reactions can help, giving the creature a way to act when it's not its turn. See Reactive Abilities for advice on designing these tricky abilities.
Because of PC capabilities at higher levels, creatures at those levels should get more abilities that improve their action economy. For instance, creatures that grapple should have Improved Grab instead of Grab, Speeds should be higher, and many abilities that would've cost an action at a lower level should be free actions.
Level Appropriateness
Invisible Abilities
Active Abilities
Consider how you want your creature to spend its turns. Two-action activities pretty much define the creature's turn, and single actions work best for supplemental benefits or normal Strikes. As you build out your idea of a creature's turn, don't forget about movement! A creature often needs to spend actions getting into position, especially early in a fight. This is especially challenging with melee-focused creatures. You can give such creatures abilities similar to a solarian's Stellar Rush or the void shark's Atmospheric Breach, or even grant it abilities that function like augmentations or armor upgrades from Player Core.Use 3-action abilities sparingly, as a creature can't use them if it's slowed or stunned—making a creature's coolest or most defining ability use up 3 actions might mean the creature never gets to use it. These activities should be reserved for abilities that include some movement (like Trample) or that the creature is likely to use before engaging in combat. Don't make an ability use 3 actions as a way to balance it—saying “This can be more powerful than other abilities because it is less likely to work,” is a recipe for frustration if you've made a cool ability that's too hard or even impossible for the creature to use.
Be especially careful with activities when designing boss creatures. They're likely to get targeted with the PCs' most powerful detrimental effects, get grabbed, become slowed, or otherwise have their actions restricted. Bosses need to have solid options they can use with 1 or 2 actions. This lets them use their remaining actions to get away, use a simple ability, or otherwise keep the fight dynamic.
Free Actions
Damage-Dealing Abilities
For abilities that deal damage in an area, use the Area Damage table. These numbers are based on a 2-action activity (e.g., Area Fire and most damaging spells). Single actions should deal much less damage. An ability that has another significant effect, like applying a condition, should deal less damage; for this, look at the damage for 2 or more levels lower, and judge which value would best match based on the severity of the additional effect. These abilities typically allow a basic saving throw. The table includes values for unlimited-use abilities (ones that can be used at will) and limited-use ones (which can be used once or, like dragon breath abilities, once or twice but not on consecutive turns).
You can use the dice given or generate your own expression based on the damage in parentheses, as detailed in the Strike Damage section. If a high-level effect has a small area compared to similar abilities, you could have it deal more damage.
| Level | Unlimited Use | Limited Use |
|---|---|---|
| –1 | 1d4 (2) | 1d6 (4) |
| 0 | 1d6 (4) | 1d10 (6) |
| 1 | 2d4 (5) | 2d6 (7) |
| 2 | 2d6 (7) | 3d6 (11) |
| 3 | 2d8 (9) | 4d6 (14) |
| 4 | 3d6 (11) | 5d6 (18) |
| 5 | 2d10 (12) | 6d6 (21) |
| 6 | 4d6 (14) | 7d6 (25) |
| 7 | 4d6 (15) | 8d6 (28) |
| 8 | 5d6 (17) | 9d6 (32) |
| 9 | 5d6 (18) | 10d6 (35) |
| 10 | 6d6 (20) | 11d6 (39) |
| 11 | 6d6 (21) | 12d6 (42) |
| 12 | 5d8 (23) | 13d6 (46) |
| 13 | 7d6 (24) | 14d6 (49) |
| 14 | 4d12 (26) | 15d6 (53) |
| 15 | 6d8 (27) | 16d6 (56) |
| 16 | 8d6 (28) | 17d6 (60) |
| 17 | 8d6 (29) | 18d6 (63) |
| 18 | 9d6 (30) | 19d6 (67) |
| 19 | 7d8 (32) | 20d6 (70) |
| 20 | 6d10 (33) | 21d6 (74) |
| 21 | 10d6 (35) | 22d6 (77) |
| 22 | 8d8 (36) | 23d6 (81) |
| 23 | 11d6 (38) | 24d6 (84) |
| 24 | 11d6 (39) | 25d6 (88) |
Defensive Abilities
Reactive Abilities
To decide whether your creature should have a reaction, first consider if the creature has the reflexes or insight to react well in the first place—for instance, a scavenger slime doesn't have Reactive Strike because it's slow to react. Oozes, constructs, and unintelligent creatures are less likely to have reactions than others for this reason.
Second, look at the complexity of the encounter your creature is likely to appear in. If you have a large number of creatures, skipping reactions can make the fight flow faster. A creature that's more likely to fight solo, on the other hand, might have a reaction to give it a way to continue to be dangerous amid an onslaught of attacks by the party.
When creating reactions, be careful with “gotcha” abilities—ones that punish players for making perfectly reasonable choices, for rolling poorly, and so on. If you include abilities like this, they need to reinforce the creature's core theme and the play style you want it to use in combat. For example, a creature that Strikes as a reaction when someone fails an attack roll will encourage PCs to use their actions on other tactics, rather than attacking multiple times each turn. Is that what you want? Is this dynamic essential for making the creature feel like it's supposed to? This isn't the type of ability you'd give to any old creature—only a skilled melee combatant.
Reactions should require something out of the ordinary to happen, or should be relatively weak if triggered by something ordinary. A reaction that triggers anytime someone tries to Strike a creature is likely to be perceived by the players as uninteresting because it's so predictable.
The best reactions should be telegraphed so when they happen, it makes sense to the players. Think of one of the core reactions of the game: Shield Block. The creature raises its shield—an obvious action the PCs can see—so when it blocks damage from an attack, that makes perfect sense. Similarly, if you made a crystalline creature, you might have it build up sonic energy in a low thrum, so when it uses a reaction to release a burst of sonic energy when hit, the players can say, “Oh, I should have seen that coming.”
Reaction Damage
Constant and Automatic Abilities
Abilities the creature has no control over should be automatic. For example, the cybernetic zombie explodes when it dies. It has no option not to, so this wouldn't make sense as a reaction or free action. Conversely, the Ferocity ability is a reaction because it requires the creature to give itself a last push to stay at 1 HP.