
CREATURE CREATION
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

-1

0

0

-1

-1

-3

-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
never fights, always flees
Passive
Defended, Disgusting, Amiable
Prefers to flee, and will only fight to defend its young, or if there is no other option
Neutral
Migratory, Concealed, Clever
Will fight if threatened, prefers to go about its business
Territorial
Hunter, Nester, Hoarder
Prepares to fight if something enters its territory or home
Hostile
Fearsome, Gluttonous, Monstrous
Will fight to the death because it can
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.
limited to Common, Uncommon, and Peculiar rarities;
must be Tiny or Small in size
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.
must be Uncommon or rarer
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.
must be Tiny size or larger
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.
no exclusions
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.
impossible in very hot, very cold, and/or very dry environments
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.
must Peculiar or rarer
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.
must be in environments with sun, soil, and/or fertile territory
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.
must not be Timid or Hostile aggression types
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
