This is the system for Stream-made Creatures!
Head over to the Twitch Channel on Tuesdays/Thursdays (6pm EST) in October to get your own creature!

To see the full list of creatures we have created on stream, visit the Public Bestiary

All creatures start with this Beast stat block:

-1

0

0

-1

-1

-1

Livestream List Legend

★ Randomly-rolled Single-species
⧓ Randomly-rolled Mashup-species
▲ Evolved Creature

Below is the full process for creating creatures in the Beanut Lands system. Not all mechanical information is provided, but this should be enough to give you an idea of the stats each creature will gain (or lose), depending on its features.

1. Species

Type of animal (d100)

2. Aggression

Timid

Runner, Blender Scavenger

Passive

Defended, Disgusting, Amiable

Neutral

Migratory, Concealed, Clever

Territorial

Hunter, Nester, Hoarder

Hostile

Fearsome, Gluttonous, Monstrous

2. Rarity

Common
Uncommon
Peculiar
Rare
Legendary

4. Size

Any Rarity

Miniature (swarm encounter)
Tiny
Small
Medium
Large

Rare, or Legendary only

Huge
Gargantuan

5. Ecosystem

1. Boreal
2. Caverns
3. Danuvica
4. Deep Forest
5. Desert
6. Fang Mountains
7. Glen
8. Grasslands
9. Hinlands
10. Mountain Peaks

11. Mountain Valleys
12. Rainforest
13. Ridgelands
14. Riverlands
15. Spine & Red Highlands
16. Tropics
17. Tundra
18. Western Coast
19. Wetlands
20. Woodlands

6. Fantastical Features (optional)

These features alter creatures differently, depending on the strength of Fantastical they are.
There are 4 levels of Fantastical. For levels 1-2, most creatures will appear more physically typical to the species, but once they reach levels 3-4 the Fantastical Feature will be much a more prominent part of their design. Below are the 8 features, and the qualities that exclude a creature from having it:

Goblinoid

At basic levels, these creatures take on more personified traits but still resemble beasts. At levels 3-4, these creatures are typically bipedal and have developed primitive forms of hierarchical society, though they are still considered beasts by their lack of Brilliance and sentience.

1: Nuisance

+1 to Dodge Rolls

2: Meddler

Mobility
Training

3: Mischief

Stealth
Training

4: Bedlam

FIN Weapons
Training

Elemental

At basic levels, Elemental creatures gain resistances to a specific element, but as they become more Elementally Fantastical they gain real abilities of that element that allow them to bend the raw power of the physical world to their will.

1: Protected

Gain 1 level of training in

one Elemental Resistance of your choice

2: Conductive

Gain another level of resistance in

your already-trained Elemental Resistance

3: Manipulator

Gain an elemental ability

4: Force of Nature

Improve your existing elemental ability

Mineral

At each level, Mineral creatures receive increasing resistance to physical damage. At higher-levels of Fantastical classification, Mineral creatures can appear to be almost entirely made of stone, metal, or gem.

1: Guarded

Gain 1 level of training in

Shredding Resistance

2: Hardened

Gain 1 level of training in

Slashing Resistance

3: Fortified

Gain 1 level of training in

Chopping Resistance

4: Bastion

Gain 1 level of training in

all 5 Physical Damage Resistances

Resource

While Resource creatures are not at heart Fantastical, the whimsical nature of collecting and using a creature’s production is an important part of the diverse diaspora of the world’s animal interactions. At low levels, resource creatures produce somewhat useful materials, but at high levels they are often exported worldwide for their important resource.

1: Mundane Material

You provide a mundane resource similar to other Resource creatures of your type
+2 Health Points

2: Special Supplier

You provide a mundane resource unique from other Resource creatures
+1 Fatigue Point

3: Cultural Cornerstone

You provide a crucial Resource to a local Culture

Intuition
Training

4: Worldwide Wonder

You provide a Resource that is recognized worldwide

Presence
Training

Fungal

At basic levels, Fungal creatures gain communicative abilities with their fellow Fungal creatures, and at higher levels they gain even more beneficial abilities that encourage them to live in close proximity.

1: Mycelial

You may communicate with all other fungal creatures within 50 feet of you through telepathy

2: Propagator

Spore Pod: You can spend 1 action to summon a small, fungal Spore Pod on any free space within 25 feet of you. The Spore Pod has 1HP, -3 in all Attributes, and can move up to 10 feet per round with its tiny little legs. It counts as a Fungal Creature for your abilities.

3: Resilient

When at least 1 other fungal creature is within 50 feet of you, you gain a +2 to your natural armor class and a +2 to Endurance skill checks

4: Hiveminded

When at least 1 other fungal creature is within 50 feet of you, you gain a +2 to attacks and +2 to Detection rolls

Auric

Auric creatures have a natural, latent connection with magic. Often this does not manifest as magical abilities outright. Rather, as they shed, molt, or produce byproducts, those products are imbued with that same natural energy. At low levels, these objects are often single-purpose, but at higher levels they carry enough Auric properties to be Enchantable, and even grant the creature magical abilities.

1: Whimsical

You provide 1 Whimsical drop with a consistent Magic Trick effect

+1 Soul Point

2: Magical

You provide 1 Standard drop with a consistent Hedge Magic effect

+2 Mana Points

3: Enchanted

You provide one Quality, Enchantable drop
Small Magic Ability with a consistent Hedge Magic effect

Gain a small magic ability

4: Magnificent

You provide 1 Magnificent*, Enchantable drop with a consistent Core Magic effect.
Improve your existing magical ability


* Creatures of Legendary rarity will provide Legendary quality drops

Floral

As you may expect, Floral creatures exhibit the traits of plants, which uniquely affects their movement. Starting at a lower base speed than other creatures, low-level Floral creatures benefit from rooting and moving slowly. At higher Fantastical classifications, however, Floral creatures can be quite formidable to encounter, especially in the daylight.

1: Rooted

Your Base Speed is 10 feet


You may spend one Action to root yourself into earthen ground at least 2 feet deep. Gain +5 to Endurance rolls and +2 to your natural armor when rooted.

2: Daylife

+10 feet to your Base Speed


Gain a Floral Attack ability.

At the end of your turn, if you are in Bright light or better, recover 1 Health Point.

3: Barkskinned

+10 feet to your Base Speed


You can root in rock and mineral surfaces at least 2 feet deep.

Gain an additional +2 to your natural armor and +5 Tenacity when rooted.

4: Flormidable

+10 feet to your Base Speed

When in Bright light or better, Gain a +1 bonus to All Physical Attributes.

Spirit

Often seen as messengers to the world beyond, creatures of Spirit do not always manifest clear signs of their connection at lower levels. However, those creatures of higher Spiritual levels are known to be the harbingers of ancestral messages, the facilitators for trials of adversity, and even the avatars of the Great Spirits themselves, who may grant a boon to those who deserve it.

1: Voyeur

You serve as an observatory position of and for the spirit world.
You do not suffer the negative Soul effects of spiritual residence.

Detection
Training

2: Caretaker

You serve as an observatory position of and for the spirit world.
You do not suffer the negative Soul effects of spiritual residence.

Focus
Training

3: Guide

This creature is tasked with leading others and giving them the precious secrets.

Persuasion
Training

4: Avatar

You serve as an observatory position of and for the spirit world.
You do not suffer the negative Soul effects of spiritual residence.

Fantasia
Training