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Both clans have unique bonuses that reflect their values, skills, and environment, allowing members distinct advantages in areas like strength or dexterity. Outsiders, on the other hand, aren't tied to clan traditions and instead have lifestyles that represent their experiences and adaptability. These lifestyles provide unique benefits, offering you the ability to customize your character based on their backstory and skills. Clan cats who have left their clans can take on a lifestyle after living as an outsider for 8 moons.
The following bonuses adds to your character's ability score, not their modifier. For example, if your character was 36 moons old and with Cliffclan blood, should you use 15 as his strength score, you would make it 16! You would do the same with his constitution, and if he were an Oceanclan blooded cat, you would do it instead with his dexterity score. Outsiders do not receive this bonus!
Bonuses: Clan Cats
Clan bonuses
Cliffclan born:
May take 1 point in strength ability score.
Oceanclan born:
May take 1 point in dexterity ability score.
Half-clan (Cliff/Ocean):
May take 1 point in strength, or 1 in dexterity.
Lifestyles: Outsiders
Outsider lifestyles
Once a cat has spent 8 moons as an outsider, you can apply a lifestyle to them. This lifestyle is a permanent choice and cannot be changed, so it is essential to think carefully before making a decision. The chosen lifestyle will significantly influence the way their stats evolve as they age, enhancing certain abilities while possibly affecting others. Each lifestyle offers unique benefits that can tailor an outsider's skills and attributes to better suit their role and personal strengths.
Ironclad Nomad:
Ironclad Nomads are built for endurance and strength, their bodies toughened by a life of constant travel and physical challenges. They have an impressive resilience that allows them to withstand damage and recover quickly.
May take 1 point in strength ability score.
Remove 2 points from dexterity ability score.
Add 5 to base HP.
Nimble Wanderer:
Agile and quick, these cats are adept at navigating through treacherous terrains and escaping dangerous situations. Their lightweight frames and swift movements make them excellent at climbing, jumping, and dodging.
Remove 2 points from strength ability score.
May take 1 point in dexterity ability score.
Roll with advantage when fleeing.
Silent Shade:
Masters of stealth, these cats are virtually invisible when they move through the territory. Their ability to blend into the shadows and move silently makes them formidable hunters and elusive adversaries. With their lowered ability to take hits, it's generally preferable to use their stealth to avoid battles.
+2 to initiative
-10 base HP
Roll with advantage when using stealth.
Balanced Drifter:
Balanced Drifters are versatile and adaptable, capable of handling various situations with ease. They maintain a balance between strength, agility, and resilience, making them reliable and resourceful in any environment.
No buffs nor debuffs.
Physical traits make your character unique in not just appearance, but ability as well. Height, for instance, can enhance the force of your strikes if you're taller than average, while being smaller might grant you greater agility and speed. This guide explores how your character's attributes impact various aspects of their life, from combat prowess to everyday activities.
Roll modifiers affect the number added to your roll, not the base stat. What this means is that if you have a 15 for strength (which would give you a +2 rolling modifier), a trait that gives you +2 strength modifier would make you roll +4 when rolling for strength, but it wouldn't make your ability score a 17!
Stat Modifiers: Injuries
Modifiers determined based off how long your character has been missing their tail.
1-3 moons (1.5 IRL months)
Disadvantage on dexterity
Modifiers determined based off how long your character has been missing their limb.
1-5 moons (1+ IRL months)
-3 strength modifier
-3 dexterity modifier
6-11 moons (3+ IRL months)
-2 strength modifier
-2 dexterity modifier
12+ moons (6+ IRL months)
-1 strength modifier
-1 dexterity modifier
Modifiers determined based off how long your character has had their broken limb.
1-5 moons (1+ IRL months)
-3 strength modifier
-3 dexterity modifier
6-11 moons (3+ IRL months)
-2 strength modifier
-2 dexterity modifier
12+ moons (6+ IRL months)
-1 strength modifier
-1 dexterity modifier
Disadvantage when using charisma-based skills
When biting a foe, roll damage with disadvantage -- if the result is above 10, the character feels pain in their jaw, therefore you remove 1 HP for each post afterwards where the character relies on their fangs.
Modifiers determined based off how long your character has been paralyzed
1-5 moons (1+ IRL months)
-5 strength modifier
-7 dexterity modifier
Disadvantage when rolling for illness
6-11 moons (3+ IRL months)
-4 strength modifier
-6 dexterity modifier
Disadvantage when rolling for illness
12+ moons (6+ IRL months)
-3 strength modifier
-5 dexterity modifier
Disadvantage when rolling for illness
Stat Modifiers: Adaptive Traits
Modifiers determined based off how long your character has been blind for.
1-5 moons (1+ IRL months)
Cannot gather specific herbs without being familiar with the plant's scent
-5 hunting dexterity (catching) modifier
-5 stealth dexterity modifier
Remove 5 from AC
Disadvantage when rolling for ATK
Disadvantage on saving throws that require dexterity
Disadvantage when determining whether an enemy has surprised them (wisdom or dexterity; depends on situation)
Always fails perception checks that require sight.
6-11 moons (3+ IRL months)
Cannot gather specific herbs without being familiar with the plant's scent
-4 hunting dexterity (catching) modifier
-4 stealth dexterity modifier
Remove 5 from AC
Disadvantage when rolling for ATK
Disadvantage on saving throws that require dexterity
Disadvantage when determining whether an enemy has surprised them (wisdom or dexterity; depends on situation)
Always fails perception checks that require sight.
May pick one sense (hearing, touch, smell) to have an advantage on for perception.
12+ moons (6+ IRL months)
Cannot gather specific herbs without being familiar with the plant's scent
-3 hunting dexterity (catching) modifier
-3 stealth dexterity modifier
Remove 5 from AC
Disadvantage when rolling for ATK
Disadvantage on saving throws that require dexterity
Disadvantage when determining whether an enemy has surprised them (wisdom or dexterity; depends on situation)
Always fails perception checks that require sight.
May pick one sense (hearing, touch, smell) to have an advantage on for perception.
Near sighted
-1 hunting dexterity modifier
Far sighted
-1 hunting dexterity modifier
Cross eyed
-1 hunting dexterity modifier
Polycoria
-1 hunting dexterity modifier
Disadvantage on dexterity at night.
One blind eye
-1 hunting dexterity modifier
Disadvantage when determining whether an enemy has surprised them (wisdom or dexterity; depends on situation)
Color blindness
-1 gathering wisdom modifier without herbal knowledge
Modifiers determined based off how long your character has been deaf for.
1-5 moons (1+ IRL months)
-4 stealth dexterity modifier
-4 hunting dexterity modifier
Always fails perception checks that require hearing.
Disadvantage when determining whether an enemy has surprised them (wisdom or dexterity; depends on situation)
6-11 moons (3+ IRL months)
-3 stealth dexterity modifier
-3 hunting dexterity modifier
Always fails perception checks that require hearing.
Disadvantage when determining whether an enemy has surprised them (wisdom or dexterity; depends on situation)
May pick one sense (sight, touch, smell) to have an advantage on for perception.
12+ moons (6+ IRL months)
-2 stealth dexterity modifier
-2 hunting dexterity modifier
Always fails perception checks that require hearing.
Disadvantage when determining whether an enemy has surprised them (wisdom or dexterity; depends on situation)
May pick one sense (sight, touch, smell) to have an advantage on for perception.
Modifiers determined based off how long your character has been deaf for.
1-5 moons (1+ IRL months)
-3 stealth dexterity modifier
-3 hunting dexterity modifier
-3 perception (hearing) wisdom modifier
6-11 moons (3+ IRL months)
-2 stealth dexterity modifier
-2 hunting dexterity modifier
-3 perception (hearing) wisdom modifier
12+ moons (6+ IRL months)
-1 stealth dexterity modifier
-1 hunting dexterity modifier
-3 perception (hearing) wisdom modifier
Stat Modifiers: Illness
When rolling for ailments, modifier used cannot be higher than +0. This means that even if your character has a 15 (+2) in constitution, you would have to use +0 when determining anything that has to do with the immune system. Naturally, if your character has a modifier lower than +0, you would not raise it, meaning if your character has a 8 (-1) in constitution, you'd roll with the -1.
If the character has received significant wounds, player must always roll for infection risk afterwards with disadvantage.
If the character has been possibly poisoned, roll with disadvantage.
If there is an illness outbreak within their affiliation, they always get sick.
Severe
-4 strength modifier
-2 dexterity modifier
Roll with disadvantage when determining further ailments (constitution).
Minor
-2 strength modifier
-1 dexterity modifier
Roll with disadvantage when determining further ailments (constitution).
Since this can vary, reach out via ticket to discuss if and how your character’s illness has an impact on their stats.
Stat Modifiers: Hereditary
-1 constitution modifier
-1 hunting wisdom modifier
-2 constitution modifier
Disadvantage when rolling for charisma (excludes deception)
-1 constitution modifier
Disadvantage when rolling for charisma (excludes deception and intimidation)
-1 strength modifier
-1 dexterity modifier
+1 damage modifier (not counted twice for double claws)
Cannot be stacked with abnormally long fangs
+1 damage modifier
Cannot be stacked with abnormally long claws
+1 strength modifier
-1 dexterity modifier
Add 5 to HP.
-1 strength
+1 dexterity
Advantage when rolling for stealth.
Stat Modifiers: Event Traits
Extra set of claws
+1 damage modifier
+2 damage modifier
Cannot be stacked with saber teeth, or abnormally long claws/teeth
+2 damage modifier
Cannot be stacked with saber claws, or abnormally long claws/teeth
F1 Hybrid
Strength buff
+2 strength modifier if the character is taller than 14" at the shoulder (max is 15")
+1 if the character is 11.6" at the shoulder or taller, but shorter than 13.1"
No change if the character is 11.5" or shorter
Add 10 to HP.
Cannot be stacked with abnormally large
F2 Hybrid
Strength buff
+1 strength modifier if the character is 11.6" at the shoulder or taller (max is 14")
No change if the character is 11.5" or shorter
Add 5 to HP.
Cannot be stacked with abnormally large
F3 Hybrid
Roll perception (wisdom) with advantage
+2 to highest former ability score
These sets of numbers, which can be found below, determine a character's effectiveness in their abilities. They depend on several factors, such as your character's age, rank, or whether they are in a clan or not. Just like there are 6 abilities scores, there are 6 numbers in the set arrays. You take each one once, placing the numbers into the ability of your choice.
The numbers you use are the ones black and underlined, the colored numbers next to them are how they affect your rolls!
Array Numbers: High Ranks
Monarch
Experience modifiers:
12 moons (6+ IRL months)
Add 1 point to intelligence, wisdom, or charisma.
24 moons (12+ IRL months)
Add 2 points to intelligence, wisdom, or charisma. Points may be split.
Stat arrays:
120+ moons:
14 (+2), 13 (+1), 12 (+1), 10 (+0), 10 (+0), 8 (-1)
May take 1 point in wisdom, and 1 point in any ability score the player wants.
Once they reach 120 moons, they should either transition to an elder role or step down before reaching 140 moons due to aging considerations.
70+ moons:
15 (+2), 14 (+2), 13 (+1), 12 (+1), 10 (+0), 8 (-1)
May take 2 points in any ability score the player wants. Points may be split.
36+ moons:
15 (+2), 14 (+2), 13 (+1), 12 (+1), 10 (+0), 8 (-1)
12+ moons:
14 (+2), 13 (+1), 12 (+1), 11 (+0), 9 (-1), 7 (-2)
Overseer
Experience modifiers:
12 moons (6+ IRL months)
Add 1 point to intelligence, wisdom, or charisma.
24 moons (12+ IRL months)
Add 2 points to intelligence, wisdom, or charisma. Points may be split.
Stat arrays:
120+ moons:
14 (+2), 13 (+1), 12 (+1), 10 (+0), 10 (+0), 8 (-1)
May take 1 point in wisdom, and 1 point in any ability score the player wants.
Once they reach 120 moons, they should either transition to an elder role or step down before reaching 140 moons due to aging considerations.
70+ moons:
15 (+2), 14 (+2), 13 (+1), 12 (+1), 10 (+0), 8 (-1)
May take 2 points in any ability score the player wants. Points may be split.
36+ moons:
15 (+2), 14 (+2), 13 (+1), 12 (+1), 10 (+0), 8 (-1)
12+ moons:
14 (+2), 13 (+1), 12 (+1), 11 (+0), 9 (-1), 7 (-2)
Oracle
For a cat to become an oracle, you must use the highest number in the stat array for their wisdom.
The gathering modifier does not increase or decrease unless they haven't spent a year as an attendant. Meaning if your oracle had already spent two years as an attendant, their gathering buff remains what it was before, it does not increase any further!
Experience modifiers as an attendant/oracle:
3 moons (1+ IRL months)
+1 gathering modifier
6 moons (3+ IRL months)
+2 gathering modifier
12 moons (6+ IRL months)
+3 gathering modifier
Experience modifiers as an oracle:
12 moons (6+ IRL months)
Add 1 point to wisdom ability score.
24 moons (12+ IRL months)
Add 2 points to wisdom ability score.
Stat arrays:
120+ moons:
14 (+2), 13 (+1), 12 (+1), 10 (+0), 10 (+0), 8 (-1)
May take 1 point in wisdom and 1 point in intelligence, wisdom or charisma ability scores.
Once they reach 120 moons, they should either transition to an elder role or step down before reaching 140 moons due to aging considerations.
70+ moons:
15 (+2), 14 (+2), 13 (+1), 12 (+1), 10 (+0), 8 (-1)
May take 2 points in constitution, intelligence, wisdom or charisma ability scores. Points may be split.
36+ moons:
15 (+2), 14 (+2), 13 (+1), 12 (+1), 10 (+0), 8 (-1)
12+ moons:
14 (+2), 13 (+1), 12 (+1), 11 (+0), 9 (-1), 7 (-2)
Attendant
For a cat to become an attendant, you must use the highest number in the stat array for their wisdom.
Experience modifiers:
3 moons (1+ IRL months)
+1 gathering modifier
6 moons (3+ IRL months)
+2 gathering modifier
12 moons (6+ IRL months)
+3 gathering modifier
Stat arrays:
120+ moons:
14 (+2), 13 (+1), 12 (+1), 10 (+0), 10 (+0), 8 (-1)
May take 1 point in wisdom and 1 point in intelligence, wisdom or charisma ability scores.
Once they reach 120 moons, they should either transition to an elder role or step down before reaching 140 moons due to aging considerations.
70+ moons:
15 (+2), 14 (+2), 13 (+1), 12 (+1), 10 (+0), 8 (-1)
May take 2 points in constitution, intelligence, wisdom or charisma ability scores. Points may be split.
36+ moons:
15 (+2), 14 (+2), 13 (+1), 12 (+1), 10 (+0), 8 (-1)
12+ moons:
14 (+2), 13 (+1), 12 (+1), 11 (+0), 9 (-1), 7 (-2)
10+ moons:
13 (+1), 11 (+0), 10 (+0), 10 (+0), 9 (-1) , 7 (-2)
8+ moons:
11 (+0), 10 (+0), 9 (-1), 8 (-1), 7 (-2), 6 (-2)
6+ moons:
10 (+0), 9 (-1), 8 (-1), 7 (-2), 6 (-2), 5 (-3)
Array Numbers: Clan Cats & Outsiders
140+ moons:
13 (+1), 12 (+1), 11 (+0, 10 (+0), 9 (-1), 7 (-2)
May take 2 points in wisdom.
120+ moons:
14 (+2), 13 (+1), 12 (+1), 10 (+0), 10 (+0), 8 (-1)
May take 1 point in wisdom, and 1 point in any ability score the player wants.
Once they reach 120 moons, they should either transition to an elder role or step down before reaching 140 moons due to aging considerations.
70+ moons:
15 (+2), 14 (+2), 13 (+1), 12 (+1), 10 (+0), 8 (-1)
May take 2 points in any ability score the player wants. Points may be split.
36+ moons:
15 (+2), 14 (+2), 13 (+1), 12 (+1), 10 (+0), 8 (-1)
12+ moons:
14 (+2), 13 (+1), 12 (+1), 11 (+0), 9 (-1), 7 (-2)
10+ moons:
13 (+1), 11 (+0), 10 (+0), 10 (+0), 9 (-1) , 7 (-2)
8+ moons:
11 (+0), 10 (+0), 9 (-1), 8 (-1), 7 (-2), 6 (-2)
6+ moons:
10 (+0), 9 (-1), 8 (-1), 7 (-2), 6 (-2), 5 (-3)
4+ moons:
9 (-1), 8 (-1), 7 (-2), 7 (-2), 6 (-2), 5 (-3)
2+ moons:
8 (-1), 7 (-2), 6 (-2), 6 (-2), 5 (-3), 4 (-3)
0+ moons:
7 (-2), 6 (-2), 6 (-2), 5 (-3), 5 (-3), 4 (-3)
This includes your Hit Points (HP), Armor Class (AC), Attack Roll (ATK) and Damage Roll. (DMG) Please refer to this page for a combat how-to. For more personal RPs, you're free to either flip a coin or discuss with the other player who should be the winner. For combat the determines the outcome of something that effects multiple players, for a more fair result, please use the provided method we give you.
Exampleclaw is a 36 moon old warrior from Cliffclan. His strength ability score is 12 (+1), his dexterity is 8 (-1), and his constituion is 15 (+2). This means his HP is 77, his AC is a 9, ATK a d20-1, and his DMG is a d16+1. How do you figure it out? Simply look at the table below.
If you are viewing the table from a mobile device, you will have to scroll.
Battle Stats: High Ranks
Monarch
180+ moons
HP - 55 + constitution modifier = HP
AC - 8 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d11 (+ strength modifier)
160+ moons
HP - 65 + constitution modifier = HP
AC - 9 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d13 (+ strength modifier)
140+ moons
HP - 75 + constitution modifier = HP
AC - 10 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d15 (+ strength modifier)
120+ moons
HP - 85 + constitution modifier = HP
AC - 11 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d17 (+ strength modifier)
70+ moons
HP - 95 + constitution modifier = HP
AC - 12 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d19 (+ strength modifier)
36+ moons
HP - 90 + constitution modifier = HP
AC - 12 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d18 (+ strength modifier)
12+ moons
HP - 85 + constitution modifier = HP
AC - 12 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d17 (+ strength modifier)
Overseer
180+ moons
HP - 45 + constitution modifier = HP
AC - 7 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d10 (+ strength modifier)
160+ moons
HP - 55 + constitution modifier = HP
AC - 8 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d12 (+ strength modifier)
140+ moons
HP - 65 + constitution modifier = HP
AC - 9 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d14 (+ strength modifier)
120+ moons
HP - 75 + constitution modifier= HP
AC - 10 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d16 (+ strength modifier)
70+ moons
HP - 85 + constitution modifier = HP
AC - 11 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d18 (+ strength modifier)
36+ moons
HP - 80 + constitution modifier = HP
AC - 11 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d17 (+ strength modifier)
12+ moons
HP - 75 + constitution modifier = HP
AC - 11 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d16 (+ strength modifier)
Oracle & Attendant
180+ moons
HP - 30 + constitution modifier = HP
AC - 5 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d8 (+ strength modifier)
160+ moons
HP - 35 + constitution modifier = HP
AC - 6 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d9 (+ strength modifier)
140+ moons
HP - 40 + constitution modifier = HP
AC - 7 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d10 (+ strength modifier)
120+ moons
HP - 45 + constitution modifier = HP
AC - 8 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d10 (+ strength modifier)
10+ moons
HP - 50 + constitution modifier = HP
AC - 9 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d11 (+ strength modifier)
8+ moons
HP - 45 + constitution modifier = HP
AC - 9 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d10 (+ strength modifier)
6+ moons
HP - 40 + constitution modifier = HP
AC - 8 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d9 (+ strength modifier)
Battle Stats: Clan Cats
180+ moons
HP - 40 + constitution modifier = HP
AC - 6 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d11 (+ strength modifier)
160+ moons
HP - 50 + constitution modifier = HP
AC - 7 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d12 (+ strength modifier)
140+ moons
HP - 60 + constitution modifier = HP
AC - 8 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d13 (+ strength modifier)
120+ moons
HP - 70 + constitution modifier = HP
AC - 9 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d15 (+ strength modifier)
70+ moons
HP - 80 + constitution modifier = HP
AC - 10 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d17 (+ strength modifier)
36+ moons
HP - 75 + constitution modifier = HP
AC - 10 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d16 (+ strength modifier)
12+ moons
HP - 70 + constitution modifier = HP
AC - 10 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d15 (+ strength modifier)
10+ moons
HP - 60 + constitution modifier = HP
AC - 10 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d13 (+ strength modifier)
8+ moons
HP - 50 + constitution modifier = HP
AC - 9 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d11 (+ strength modifier)
6+ moons
HP - 40 + constitution modifier = HP
AC - 8 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d9 (+ strength modifier)
4+ moons
HP - 30 + constitution modifier = HP
AC - 8 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d7 (+ strength modifier)
2+ moons
HP - 20 + constitution modifier = HP
AC - 6 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d5 (+ strength modifier)
0+ moons
HP - 10 + constitution modifier = HP
AC - 4 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d3 (+ strength modifier)
Battle Stats: Outsiders
180+ moons
HP - 35 + constitution modifier = HP
AC - 5 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d9 (+ strength modifier)
160+ moons
HP - 40 + constitution modifier = HP
AC - 6 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d10 (+ strength modifier)
140+ moons
HP - 45 + constitution modifier = HP
AC - 7 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d11 (+ strength modifier)
120+ moons
HP - 50 + constitution modifier = HP
AC - 8 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d13 (+ strength modifier)
70+ moons
HP - 65 + constitution modifier = HP
AC - 9 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d15 (+ strength modifier)
36+ moons
HP - 60 + constitution modifier = HP
AC - 9 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d14 (+ strength modifier)
12+ moons
HP - 55 + constitution modifier = HP
AC - 9 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d13 (+ strength modifier)
10+ moons
HP - 50 + constitution modifier = HP
AC - 9 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d11 (+ strength modifier)
8+ moons
HP - 45 + constitution modifier = HP
AC - 8 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d10 (+ strength modifier)
6+ moons
HP - 40 + constitution modifier = HP
AC - 8 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d9 (+ strength modifier)
4+ moons
HP - 30 + constitution modifier = HP
AC - 8 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d7 (+ strength modifier)
2+ moons
HP - 20 + constitution modifier = HP
AC - 6 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d5 (+ strength modifier)
0+ moons
HP - 10 + constitution modifier = HP
AC - 4 + dexterity modifier = AC
ATK - d20 (+ dexterity modifier)
DMG - d3 (+ strength modifier)