A number of creatures, generated from the 'Achemar' version/seed. This is GM specific-information, since it includes the Monster's full powers and stat bloc. The players would only see a thematic subset of this information. The monsters are sorted by power ranking, from weakest to strongest.


Damnable Abysian Swan
Power Level: -1

Stats:
Poise: 20
Health: 20
DefenseMod: 1
AttackMod: -2
DamageMod: 4
Init: -2

Traits:
Aspect: Flesh
Frame: Swan
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Tremor Sense: Can sense vibrations passing through the ground and uses that to locate hidden prey.
Attack: Petrifying Poison Breathe: Breathes a cloud of gas that inflicts Petrifying Poison. Medium range, wide cone.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Weakness: Avoidance Mirrors: Strongly avoids and will not approach Mirrors
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Has thin, luminous threads of Gold running through its skin
Appearance: Skin is burnt and charred and blackened
NumAppearing: Solitary
Spore: Birds commit suicide. They collide with windows and house walls, or commit mass drownings in ponds. They really seem to want to die.
Spore: Plants and trees grow thorns on its passing
VictimChoice: Taste for sickly people
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.



Acherite Owlorpse
Power Level: 0

Stats:
Poise: 30
Health: 20
DefenseMod: -2
AttackMod: -4
Init: -5

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Owl: Does not actually fly. Instead it hop-walks along the ground.
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Blood Rage: Becomes enraged and furious as it draws and tastes blood. Gains a +2 bonus each time it causes a wound. The bonus fades very quickly out of combat.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Vulnerable to Fire: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Dumb: IQ 70
Appearance: Small candles and pooled wax cover the shoulders of the creature. The candles burn with an eerie Ice Blue light, and will never go out so long as the creature is alive.
NumAppearing: Packs of 2
Spore: Dogs bark and whine all night for no reason.
VictimChoice: Taste for sickly people
VictimWound: Preferentially eats the hands of its victims



Hyberborean Scorposs
Power Level: 6

Stats:
Poise: 20
Health: 10
DefenseMod: 0
AttackMod: -4
DamageMod: 2
Init: -5

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Scorpion
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Web Spray: Can spray a sticky web. Medium range, Medium Agility Save or immobilized and dis-advantaged.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
Appearance: Perfectly reflective Umber eyes
NumAppearing: Solitary
Spore: Water nearby goes bad. Has a foul, rotten egg smell
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
Smell: Yeast
VictimChoice: Taste for elderly people
VictimWound: Likes to tear prey limb from limb, leaves parts scattered over a tennis-court sized area



Corrupting Crocogaunt
Power Level: 13

Stats:
Poise: 20
Health: 40
DefenseMod: 1
AttackMod: -5
Init: -2

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Crocodile
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Spider Eyes: The creature has a cluster of compound eyes that take up much of its face. The eyes give it amazing vision (and great peripheral vision) and make it quite difficult to surprise.
Ability: Power from corpses: Gains power from corpses. Estimate of 1 Atk/Def, and 2 Poise per corpse consumed in the last day.
Attack: Rampage: Starts battle with +3 attk/def. This bonus decreases by 1 at end of each round, as the creature tires. So it would be +3 at first round, +1 after 2 rounds, -1 after 4 rounds, etc.
Attack: Breath of Unlife: Can breathe into a corpse's mouth, and have it raise as a zombie in seconds. Can badly damage an incapacitated person by breathing into their mouth.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Weakness: Animal Intelligence: IQ 40
Appearance: The creature's skin is covered in glowing Silver runes.
Appearance: Has long, thin spikes of iron piercing all the way through its body. The spikes stick out a few inches from the skin on either side, but do not seem to impede its movement.
NumAppearing: Packs of 3
Spore: Livestock in the region becomes sick and covered with sores.
Smell: Peaches
VictimChoice: Taste for Horses
VictimWound: Takes the skulls of victims and piles them in little pyramids.



Karpashian Gobacier
Power Level: 14

Stats:
Poise: 20
Health: 25
DefenseMod: 2
AttackMod: -2
Init: 0

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Goblin
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Soul Eat: Deals death blow by eating the soul of its target. Gains the target's knowledge, and a portion of its strength. Leaves a mindless, soulless, vegetative husk behind. Might or might not eat the husk too.
Defense: False Death: When it is killed, only seems to die. It heart stops, its blood and organs spill out. However, unless thoroughly chopped, burned, and desecrated, its remains will reform at the beginning of the next night and it will hunt again.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 penalty based on the visual impressiveness of the sphere and how close it is to the beast.
Appearance: Casts no shadow
NumAppearing: Packs of 2
Spore: Quiet, too quiet: Wild animals desert the area within a few mile radious of the creature. Birds, deer, small animals, cats, squirrels; they all flee to less unsettling climes. Traveling outdoors becomes unsettling and eerie without the normal sounds.
Smell: Burning Sugar
VictimChoice: Taste for bitter, angry old men
VictimWound: Cripples victims and lays worm sized young inside of them.



Hunter Horsegloom
Power Level: 15

Stats:
Poise: 20
Health: -5
DefenseMod: 4
AttackMod: 0
Init: 4

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Horse
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Keen Eyes: Extremely good eye sight. Can see prey that is miles away, and usually notices hidden or camouflaged creatures.
Ability: Mirror Travel: The creature can travel through mirrors. It can step easily into any mirror, and then exit through any mirror within 12 miles. Exiting a mirror is slower and takes a full 3 rounds. Does not work if there are no other mirrors within range.
Attack: Monstrous Kick: This attack is applied by Kick. This creature's Kick attack will infect and transform the target. When hit for health damage, must make saves at 1 round, 5 minutes, and 12 hours after the hit. On 6 or more failed saves, begins to transform into a lesser version of the creature.
Attack: Rampage: Starts battle with +3 attk/def. This bonus decreases by 1 at end of each round, as the creature tires. So it would be +3 at first round, +1 after 2 rounds, -1 after 4 rounds, etc.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
NumAppearing: Packs of 2
Spore: Birds flock to the region, and sit in creepy rows along tree branches and roofs.
VictimChoice: Taste for Pigs
VictimWound: Snack Saver: Saves tasty bits of people by burying bits in small holes a few feet deep. Rarely leaves these snacks for more than 48 hours.



Eastern Tigchar
Power Level: 16

Stats:
Poise: 20
Health: 5
DefenseMod: 6
AttackMod: 2
DamageMod: 2
Init: 3

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Tiger
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Monstrous Touch: This attack is applied by Touch. This creature's Touch attack will infect and transform the target. When hit for health damage, must make saves at 1 round, 5 minutes, and 12 hours after the hit. On 6 or more failed saves, begins to transform into a lesser version of the creature.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Sharp, beautiful face
NumAppearing: Packs of 2
Spore: Monstrous frog-like croaking heard several times during the night, loud enough to shake walls and tea cups
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
VictimChoice: Taste for Pigs
VictimWound: Burns downs buildings, to help conceal its crimes. Also because it likes fire. Can make use of the panic and confusion of fire, too.



Akkadian Toad
Power Level: 18

Stats:
Poise: 30
Health: 15
DefenseMod: -3
AttackMod: 1
DamageMod: 4
Init: -5

Traits:
Aspect: Flesh
Frame: Toad
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Snake Hair: Head is covered in snakes. The snakes get their own action slot for biting people and poisoning them.
Weakness: Fetish: Carries a Silver Ring that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Appearance: Continually gibbers
NumAppearing: Packs of 3
Spore: Wisp Lights: When the creature is in a region, you can see wisp-like dances of light at night. They appear, move randomly for a bit, fade out, re-appear, fade out.
Smell: Week old dumpster
VictimChoice: Taste for bitter, angry old men
VictimWound: Cripples victims and lays worm sized young inside of them.



Nariscene Night Horse
Power Level: 18

Stats:
Poise: 20
Health: 55
DefenseMod: 4
AttackMod: -1
Init: 4

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Horse
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Deadly Leap: Initiates combat by making an unexpectedly impressive leap (medium range, +10 attack, knockdown). Can also leap from person to person.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -10.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Spider Hairs: The creature's body is covered in thick and bristly hair, like a tarantula
NumAppearing: Solitary
Spore: Likes to nest in attics and basements
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
VictimChoice: Prefers to attack sleeping targets
VictimWound: Impales victims on tree branches to make feeding easier.



Miserable Southern Ectorse
Power Level: 19

Stats:
Poise: 20
Health: 10
DefenseMod: 10
AttackMod: 4
Init: 10

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Horse
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Long: The mid section of this creature is absurdly elongated (e.g. dachshund). More Health, more agility.
Attack: Flash Freeze Gaze: This attack is applied by Gaze. This creature's Gaze freezes the target in place. The target's skin is covered in a cm thick layer of ice, preventing movement and defense. Can make a hard con save to avoid effect or to break out of effect.
Defense: Immunity to Acid: No damage from Acid
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Combat penalties range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Appearance: Continually screams
Appearance: Is grossly fat.
NumAppearing: Packs of 3
Spore: Mirrors warp where ever it goes
Spore: Tramps down odd geometric patterns in crops and fields
VictimChoice: Taste for depressed people
VictimWound: Prefers to drown victims, and then eats the water-logged bodies.



Callow Zhaibarian Marsh Crocodile
Power Level: 19

Stats:
Poise: 30
Health: 25
DefenseMod: 2
AttackMod: 0
Init: 3

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Crocodile
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Poison Bolt: Spits a bolt of Hallucigenic Poison. Long range, single target.
Defense: False Death: When it is killed, only seems to die. It heart stops, its blood and organs spill out. However, unless thoroughly chopped, burned, and desecrated, its remains will reform at the beginning of the next night and it will hunt again.
Weakness: Vulnerable to Acid: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 penalty based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Animal Intelligence: IQ 40
Appearance: Has only a single eye.
Appearance: Wears a featureless Mithril mask over its face.
NumAppearing: Packs of 3
Spore: Mirrors shatter where it goes
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Eats the skin from victims.



Lemurian Elephrime
Power Level: 24

Stats:
Poise: 30
Health: 20
DefenseMod: -1
AttackMod: -3
Init: -2

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Elephant
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Lucky: The creature is unnaturally lucky. Whenever something could go the creature's way it does. Gains a +1 bonus on all rolls, and in addition the GM should try to be especially bastardish when adjudicating events associated with it.
Attack: Injecting Proboscis: This creature does not have a bite attack, but rather a proboscis that injects Emetic Poison.
Attack: Monstrous Bash: Can make a knock back attack, knocks a hit target back by 4 spaces.
Attack: Web Spray: Can spray a sticky web. Medium range, Medium Agility Save or immobilized and dis-advantaged.
Defense: Pierce Resistant: Half damage from piercing weapons
Defense: Cowardly: In combat, flee if things seem remotely dangerous.
Weakness: Avoidance Mirrors: Strongly avoids and will not approach Mirrors
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Weakness: Dumb: IQ 70
Appearance: Small candles and pooled wax cover the shoulders of the creature. The candles burn with an eerie Umber light, and will never go out so long as the creature is alive.
Appearance: Has three eyes.
NumAppearing: Packs of 3
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
VictimChoice: Taste for depressed people
VictimWound: Hides remains in shallow graves. Sometimes never found, sometimes found by dogs or other animals.



Lemurian Creepbeetle
Power Level: 25

Stats:
Poise: 20
Health: 50
Armor: 2
DefenseMod: 2
AttackMod: -2
Init: 0

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Beetle
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Whip-blade Tail: Has a long, thick Tail that ends in a razor-sharp blade. Extra action slot for tail abilities.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Combat penalties range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Appearance: Wears a featureless Gold mask over its face.
NumAppearing: Packs of 3
Spore: Monstrous frog-like croaking heard several times during the night, loud enough to shake walls and tea cups
Spore: Toads rain from the sky every 2-3 days.
Smell: Smoke
VictimChoice: Taste for elderly people
VictimWound: Twists and crushes victims together to make horrific flesh-castles.



Northern Jellblob
Power Level: 26

Stats:
Poise: 30
Health: 45
DefenseMod: -2
AttackMod: -2
DamageMod: 2
Init: -5

Traits:
Aspect: Umber Ooze: Made out of a Umber jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Blob
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Telekinesis: Can move and throws things up to human size by using just its concentration. Usable 10 times per day. Can be avoided by taking cover, dodging at close range, or possibly other means.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Vulnerable at Noon Hour: Moves very slowly and cannot use special abilities at Noon Hour. Also suffers a -5 penalty.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Appearance: Wears dried bits of human hide over its body
Appearance: The creature has wide and staring fish eyes that never blink.
NumAppearing: Packs of 3
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
Spore: Inscribes odd geometric patterns in the bark of trees
Smell: Burning Sugar
VictimChoice: Taste for Horses
VictimWound: Chops the victim into slices, e.g. like packaged lunch meat



Vanheim Crowsore
Power Level: 26

Stats:
Poise: 20
Health: 45
DefenseMod: 1
AttackMod: -2
DamageMod: 4
Init: -2

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Crow
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Jellyfish Back-Hair: The back of the creature is covered with gently waving, angel hair strands that deliver Paralyzing Poison. The "hair" can reach out to several yards away, though it is not particularly swift in attacking. Adds an extra attack against enemies at short range.
Weakness: Animal Intelligence: IQ 40
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Appearance: Has an emaciated belly.
NumAppearing: Packs of 2
Spore: Birds flock to the region, and sit in creepy rows along tree branches and roofs.
Spore: Birds commit suicide. They collide with windows and house walls, or commit mass drownings in ponds. They really seem to want to die.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Never eats the Lungs of its victims



Western Lamb
Power Level: 27

Stats:
Poise: 20
Health: 75
DefenseMod: 2
AttackMod: -2
DamageMod: 2
Init: 0

Traits:
Aspect: Flesh
Frame: Lamb
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Jellyfish Back-Hair: The back of the creature is covered with gently waving, angel hair strands that deliver Blinding Poison. The "hair" can reach out to several yards away, though it is not particularly swift in attacking. Adds an extra attack against enemies at short range.
Defense: Mimic voice: Can perfectly mimic a human voice after hearing just a few sentences. Uses this to lure out prey.
Weakness: Praise the Sun: The creature is confused idealist and ascribes to a somewhat counterproductive ideology. It believes itself to be evil and fears the good and true. It can sense those who have pure hearts, and against them it suffers a -1 to -10 penalty and it is unwilling/psychologically blocked from using its powers. The pureness of a given character's heart is a GM's decision, though NPCs can also be enlisted to help with this.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Packs of 3
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
Spore: Cloud-free. Clouds are never seen where this creature is.
Smell: Peaches
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.



Southern Witherkong
Power Level: 28

Stats:
Poise: 30
Health: 40
DefenseMod: -2
AttackMod: -2
DamageMod: 2
Init: -5

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Gorilla
Size: Medium Sized
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: High Intelligence: These creatures are very intelligent. They use their abilities effectively, are wary of standard counters, and will usually see through obvious traps.
Attack: Rust Breath: This attack is applied by Breath. Its Breath causes metal to rapidly decay. After touching the creature or its spore, metal will rust to the point of being brittle in 1 round, and will completely rust away in 4 rounds.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
Appearance: One of its eyes is a Pearl
NumAppearing: Packs of 3
Spore: Livestock in the region becomes sick and covered with sores.
Spore: Likes to nest in ponds and underwater
Smell: Yeast
VictimChoice: Rot Hungry: Cannot resist carrion. Will seek out rotting meat and plants. If it can, will let victim's bodies rot before consuming.
VictimWound: Trepanates its victims, removing and eating the most succulent part of the frontal cortex. Leaves the victims alive but dissassociated and weird and with memory problems.



Zemblan Horseottle
Power Level: 29

Stats:
Poise: 30
Health: 15
DefenseMod: 2
AttackMod: 4
DamageMod: 6
Init: 4

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Horse
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Tentacles: The creature has a nodule of waving tentacles sprouting from either side of its torso. Allows it an extra whip/grab attack each round.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Dumb: IQ 70
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
NumAppearing: Packs of 2
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
Smell: Sulfur
VictimChoice: Does not target men
VictimWound: Never eats the Nose of its victims



Eastern Carcrat
Power Level: 29

Stats:
Poise: 30
Health: 50
DefenseMod: -2
AttackMod: 0
DamageMod: 6
Init: -5

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Rat
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Rust Touch: This attack is applied by Touch. Its Touch causes metal to rapidly decay. After touching the creature or its spore, metal will rust to the point of being brittle in 1 round, and will completely rust away in 4 rounds.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Has human skulls attached to its body near its joints. The skulls still have flaps of dried flesh on them, and will gibber wildly during combat.
NumAppearing: Packs of 3
Spore: Likes to nest in abandoned human buildings
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
VictimChoice: Taste for elderly people
VictimWound: Likes to tear prey limb from limb, leaves parts scattered over a tennis-court sized area



Estovokian Carcscorp
Power Level: 33

Stats:
Poise: 30
Health: 25
DefenseMod: 2
AttackMod: 7
Init: 5

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Scorpion
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires viewing and focusing on the character for ~1 minute, or a bit of their hair/nails/blood. Will then assail them in nightmares. After each night, takes a -5 penalty from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Appearance: Its entrails hang out of its belly.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Solitary
Spore: Plants and trees grow thorns on its passing
Spore: At Noon and for several minutes after, a pillar of darkness surrounds this creature. Pillar is large enough to cover out to Short range away from the creature, and the pillar stretches for miles up into the air.
VictimChoice: Taste for Babies
VictimWound: Cracks the open the bones of its victims and eats their marrow



Estovokian Carcpython
Power Level: 34

Stats:
Poise: 30
Health: 20
DefenseMod: 4
AttackMod: 6
DamageMod: 6
Init: 5

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Python
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Lucky: The creature is unnaturally lucky. Whenever something could go the creature's way it does. Gains a +1 bonus on all rolls, and in addition the GM should try to be especially bastardish when adjudicating events associated with it.
Attack: Jagged Bite: This attack is applied by Bite. Its attacks leave ugly, jagged wounds that infect easily.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Silver weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Perfectly reflective Silver eyes
NumAppearing: Packs of 2
Spore: Blood curdling howls and screeches at night
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
Smell: Smoke
VictimChoice: Taste for Babies
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.



Valusian Baublelk
Power Level: 34

Stats:
Poise: 30
Health: 35
Armor: 1
DefenseMod: 0
AttackMod: -1
Init: 0

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Elk
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Reality Melter: The creature can focus its gaze and its will on an object in order to change it. A staff can be remade into a snake that wriggles away, or a gleaming sword into a flock of doves, or a set of black-spiked armor into a mass of beetles. Mechanically, this attack destroys one piece of equipment without any save.
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires viewing and focusing on the character for ~1 minute, or a bit of their hair/nails/blood. Will then assail them in nightmares. After each night, takes a -5 penalty from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Defense: Mind Cloud: Being near this creature interferes with the creation of short term memory. After ~1 minute, creatures within long range of it have to make a hard Will save or forget the events of previous minute.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Vulnerable to Poison: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Eyes never point in same direction
NumAppearing: Solitary
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
Spore: Water nearby goes bad. Has a foul, rotten egg smell
Smell: Wet Dog
VictimChoice: Taste for depressed people
VictimWound: Only eats its victim's shin bones.



Vanheim Ice Wurm
Power Level: 35

Stats:
Poise: 30
Health: 15
DefenseMod: -2
AttackMod: 1
DamageMod: 8
Init: -5

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Worm
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Ability: Reality Melter: The creature can focus its gaze and its will on an object in order to change it. A staff can be remade into a snake that wriggles away, or a gleaming sword into a flock of doves, or a set of black-spiked armor into a mass of beetles. Mechanically, this attack destroys one piece of equipment without any save.
Attack: Ice Now: Can touch a body of water to rapidly turn it into ice. Can freeze anything a creek size or smaller in 1 round, trapping anyone inside in ice.
Attack: Agonizing Gaze: This attack is applied by Gaze. This creature's Gaze causes debilitating agony.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Avoidance Salt: Strongly avoids and will not approach Salt
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Packs of 3
Spore: Monstrous frog-like croaking heard several times during the night, loud enough to shake walls and tea cups
Spore: Water nearby goes bad. Has a foul, rotten egg smell
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Twists and crushes victims together to make horrific flesh-castles.



Estovokian Scorporpse
Power Level: 35

Stats:
Poise: 20
Health: 15
DefenseMod: 10
AttackMod: 10
DamageMod: 10
Init: 9

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Scorpion
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Agonizing Breath: This attack is applied by Breath. This creature's Breath causes debilitating agony.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -10.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Dumb: IQ 70
Appearance: Continually cries Black tears
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
NumAppearing: Packs of 2
Spore: Likes to nest in ponds and underwater
VictimChoice: Rot Hungry: Cannot resist carrion. Will seek out rotting meat and plants. If it can, will let victim's bodies rot before consuming.
VictimWound: Consumes victims entirely, except for their hair.



Blink Gobfire
Power Level: 35

Stats:
Poise: 20
Health: 50
DefenseMod: 5
AttackMod: -2
DamageMod: 2
Init: 0

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Goblin
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Aetheric Step: Has a short-range teleport action. Also +3 defense.
Ability: Power from corpses: Gains power from corpses. Estimate of 1 Atk/Def, and 2 Poise per corpse consumed in the last day.
Attack: Dehydrating Breath: This attack is applied by Breath. Its attacks drain the liquid from its target. Inflicts a -2 penalty on each successful attack, and leaves mummified victims.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 penalty based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Avoidance Silver: Strongly avoids and will not approach Silver
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
NumAppearing: Solitary
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
VictimChoice: Taste for Cattle
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.



Lemurian Marmacube
Power Level: 35

Stats:
Poise: 20
Health: 20
DefenseMod: 8
AttackMod: 3
Init: 7

Traits:
Aspect: Silver Ooze: Made out of a Silver jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Cube
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Telepathic: This creature can read a target's mind at up to Long range. Can communicate with the target if it wishes, though often it will not. Mechanically, this can be reflected by letting the GM make use of meta-knowledge gained from player's table talk. Additionally, gives a +5 bonus vs target in all contests.
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Appearance: Crawling with fleas and other insects
NumAppearing: Solitary
Spore: Most birds flee the region the creature is in.
VictimChoice: Rot Hungry: Cannot resist carrion. Will seek out rotting meat and plants. If it can, will let victim's bodies rot before consuming.
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.



Zhaibarian Pestiopus
Power Level: 35

Stats:
Poise: 20
Health: 15
DefenseMod: 6
AttackMod: 1
Init: 5

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Octopod
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: High Intelligence: These creatures are very intelligent. They use their abilities effectively, are wary of standard counters, and will usually see through obvious traps.
Attack: Snake-mouth Tail: Has a tail with a snake mouth on the end. The tail can make its own attacks.
Attack: Acid Blood: Attacks that do 5+ health dmg cause a splashback acid attack
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: The creature's skin is covered in glowing Gray runes.
NumAppearing: Solitary
Spore: Leaves patches of charred and blackened ground in areas where it has stayed for more than a few minutes.
VictimChoice: Taste for Horses
VictimWound: Victim's faces are chewed off



Southern Crysbeetle
Power Level: 35

Stats:
Poise: 30
Health: 10
Armor: 4
DefenseMod: -2
AttackMod: 2
DamageMod: 4
Init: -2

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Beetle
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Snake Legs: The rear third of the creature is that of a giant snake. Adds an extra action slot for the tail to grasp and crush.
Defense: False Death: When it is killed, only seems to die. It heart stops, its blood and organs spill out. However, unless thoroughly chopped, burned, and desecrated, its remains will reform at the beginning of the next night and it will hunt again.
Defense: Iron Skin: Has 3 armor. Skin appears normal, until you hit it. Then it is like hitting a cast iron skillet.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Has two sets of eyes, set one on top of another.
NumAppearing: Packs of 3
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Usually kills by slitting or tearing open the victim's throat.



Azadian Mothfrost
Power Level: 36

Stats:
Poise: 30
Health: 10
Armor: 1
DefenseMod: 0
AttackMod: 5
DamageMod: 12
Init: 0

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Bug
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Crow Cloud: Can transform into a murder of crows. Will typically use this ability to escape serious danger, or to move itself into an advantageous position. The transformation into crows is immediate and allows movement on the same round. Reforming back into the normal creature takes 3 rounds as the crows gather together and swirl. Damage done to the crow crowd will transfer to the creature when it reforms, though it is difficult to fully kill the creature without killing all of the crows. Killing all of the crows but 1-2 will at least delay the creature's re-formation for years, if not forever.
Attack: Tentacles: The creature has a nodule of waving tentacles sprouting from either side of its torso. Allows it an extra whip/grab attack each round.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -10.
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Blind white eyes
Appearance: One of its eyes is a Emerald
NumAppearing: Packs of 2
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
Smell: Ozone
VictimChoice: Taste for Children
VictimWound: Brings victims bodies back to its lair to snack on later.



Blink Pengchar
Power Level: 38

Stats:
Poise: 20
Health: 20
DefenseMod: 13
AttackMod: 6
DamageMod: 2
Init: 9

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Penguin
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Aetheric Step: Has a short-range teleport action. Also +3 defense.
Attack: Heart Ripper: This creature can rip the heart out of a person's chest. Difficult to land the attack though, the target usually must be restrained or badly injured for it to hit. (-10 attack)
Defense: Immunity to Fire: No damage from Fire
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Weakness: Vulnerable to Alcohol: Cannot stand Alcohol. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: It continually cries tears of Black blood.
NumAppearing: Packs of 2
Spore: Livestock in the region becomes sick and covered with sores.
VictimChoice: Prefers to attack sleeping targets
VictimWound: Preferentially eats the feet of its victims



Azadian Witherrat
Power Level: 39

Stats:
Poise: 30
Health: 35
DefenseMod: -3
AttackMod: 1
DamageMod: 4
Init: -5

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Rat
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Keen Eyes: Extremely good eye sight. Can see prey that is miles away, and usually notices hidden or camouflaged creatures.
Attack: Deafening Roar: This creature can unleash a deafening roar that effects all in short range, and at a penalty all in medium range. Only does poise damage.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
NumAppearing: Packs of 2
Spore: Nearby Metal rusts. The effect is very slight one mile out, but becomes stronger as you get closer to the creature. Spending more than a minute in combat will make metal weapons and armor brittle.
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
VictimChoice: Does not target the elderly
VictimWound: Only eats its victim's shin bones.



Karpashian Gloomscorp
Power Level: 39

Stats:
Poise: 30
Health: 10
DefenseMod: 5
AttackMod: 9
DamageMod: 4
Init: 7

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Scorpion
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Fury X: Can attack multiple enemies within range all at once.
Weakness: Avoidance Mirrors: Strongly avoids and will not approach Mirrors
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Weakness: Vulnerable at Rain: Moves very slowly and cannot use special abilities at Rain. Also suffers a -5 penalty.
Appearance: It continually cries tears of Black blood.
NumAppearing: Packs of 2
Spore: Fires rage more hotly and tend to burn out of control. Random fires start occasionally.
Spore: There is a region wide increase in vermin. In particular, Flies can be found in much greater numbers.
VictimChoice: Taste for Women
VictimWound: Snack Saver: Saves tasty bits of people by burying bits in small holes a few feet deep. Rarely leaves these snacks for more than 48 hours.



Thulian Baubletiger
Power Level: 41

Stats:
Poise: 30
Health: 45
Armor: 1
DefenseMod: -1
AttackMod: 1
Init: -5

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Tiger
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Soundless movement: Creature makes absolutely no sound when it moves. Eerie.
Attack: Petrifying Touch: This attack is applied by Touch. Applies -1 penalty per round for 5 rounds as the skin and extremities petrify. If reduced to 0 hp, the afflicted immediately hardens all the way through into a statue.
Defense: Mind Cloud: Being near this creature interferes with the creation of short term memory. After ~1 minute, creatures within long range of it have to make a hard Will save or forget the events of previous minute.
Weakness: Vulnerable to Alcohol: Cannot stand Alcohol. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Has two sets of eyes, set one on top of another.
Appearance: Casts no shadow
NumAppearing: Solitary
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
Smell: Sulfur
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Likes to tear prey limb from limb, leaves parts scattered over a tennis-court sized area



Abysian Searilla
Power Level: 42

Stats:
Poise: 30
Health: 25
DefenseMod: 2
AttackMod: 7
Init: 5

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Gorilla
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Burning Hands: The creature' hands burst into sudden and immense heat. These hands can sear flesh, burn through wood, and even melt through stone and iron if given a few seconds. The hands are ringed in flames and glow a bright red.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Dumb: IQ 70
Appearance: The creature has horizontal pupils, like a goat does.
Appearance: Crown of Steel
NumAppearing: Packs of 2
Spore: Cracks start appearing in objects in the same region as the creature. The more related or associated or "touched" by the creature, the more and deeper the cracks. This includes mirrors, tables, walls, floors, ceilings, stone, farm equipment, plates, etc. It also includes skin, nails, teeth, etc. Only in the worst cases does this actually have a mechanical effect, it is more annoying than anything.
Spore: Dogs bark and whine all night for no reason.
Smell: Cat urine
VictimChoice: Taste for Babies
VictimWound: Preferentially eats the feet of its victims



Zemblan Beetlesoul
Power Level: 42

Stats:
Poise: 20
Health: 5
Armor: 1
DefenseMod: 10
AttackMod: 8
DamageMod: 6
Init: 9

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Beetle
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Squeezable: Can squeeze itself into incredibly tight areas. Anything large then 2 inch by 2 inch is open to the creature, though it does move more slowly when squeezing
Attack: Deadly Leap: Initiates combat by making an unexpectedly impressive leap (medium range, +10 attack, knockdown). Can also leap from person to person.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Has a thick and distended abdomen.
NumAppearing: Packs of 2
Spore: Showers of falling stars are seen at night, mostly in the hours just before dawn.
Spore: Paranoia Aura: Over time, people in the region become distrustful, fearful, and aggressive. At its peak, can lead to assaults and murders.
Smell: Ozone
VictimChoice: Taste for Women
VictimWound: Loves to eat its victim's intestines.



Akkadian Ghost Goat
Power Level: 42

Stats:
Poise: 30
Health: 15
DefenseMod: 4
AttackMod: 4
Init: 5

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Goat
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Entropic Kick: This attack is applied by Kick. Its Kick causes organic matter to wilt and wither away. Each turn in contact with its Kick causes 1 wound. Clothes will decay to a few threads within 2 rounds, leather armor and shoes within 4. Metal is unaffected, and hiding behind a large metal shield can offer full protection. Any kids you have after exposure might end up with web feet.
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Weakness: Sun Death: Takes damage while in sunlight.
Appearance: Is grossly fat.
Appearance: One of its eyes is a Ruby
NumAppearing: Solitary
Spore: Nearby Metal rusts. The effect is very slight one mile out, but becomes stronger as you get closer to the creature. Spending more than a minute in combat will make metal weapons and armor brittle.
Smell: Week old dumpster
VictimChoice: Taste for Women
VictimWound: Cracks all the bones of its victims and then twists them into spirals.



Nariscene Wolf
Power Level: 44

Stats:
Poise: 20
Health: 75
DefenseMod: 12
AttackMod: 8
DamageMod: 2
Init: 12

Traits:
Aspect: Flesh
Frame: Wolf
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Snake Legs: The rear third of the creature is that of a giant snake. Adds an extra action slot for the tail to grasp and crush.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -10.
Appearance: Skin is horribly scarred, as though having survived terrible burns inflicted years ago
Appearance: Crown of shadow
NumAppearing: Solitary
Spore: There is a region wide increase in vermin. In particular, Beetles can be found in much greater numbers.
Spore: Strange and unreadable signs are found written in spider's webs
Smell: Mold
VictimChoice: Taste for bitter, angry old men
VictimWound: Likes to let prey rot for a few days before consuming



Vanheim Bullherb
Power Level: 44

Stats:
Poise: 20
Health: 75
Armor: 1
DefenseMod: 1
AttackMod: -3
DamageMod: 2
Init: -2

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Bull
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Lucky: The creature is unnaturally lucky. Whenever something could go the creature's way it does. Gains a +1 bonus on all rolls, and in addition the GM should try to be especially bastardish when adjudicating events associated with it.
Ability: Keen Eyes: Extremely good eye sight. Can see prey that is miles away, and usually notices hidden or camouflaged creatures.
Attack: Acid Bolt: Spits a bolt of elemental damage. Long range, single target.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Has baby-sized hands growing out over its entire body.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
NumAppearing: Solitary
Spore: Plants and trees grow thorns on its passing
Smell: Peaches
VictimChoice: Taste for depressed people
VictimWound: Cracks the open the bones of its victims and eats their marrow



Valusian Pale Lobo
Power Level: 44

Stats:
Poise: 20
Health: 20
DefenseMod: 9
AttackMod: 3
DamageMod: 8
Init: 9

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Wolf
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Attack: Jagged Bite: This attack is applied by Bite. Its attacks leave ugly, jagged wounds that infect easily.
Defense: Partial Invisibility : The creature is mostly transparent and difficult to make out even when moving. Can move and attack while in this state.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Combat penalties range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Crown of fire
Appearance: It continually cries tears of Black blood.
NumAppearing: Solitary
Spore: Mirrors shatter where it goes
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Smell: Burning Sugar
VictimChoice: Taste for Pigs
VictimWound: Only eats its victim's shin bones.



Azadian Ghost Iguana
Power Level: 46

Stats:
Poise: 30
Health: 25
DefenseMod: 4
AttackMod: 12
DamageMod: 6
Init: 7

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Iguana
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Corrosive Aura: Deals 1 health damage at end of round to all creatures in medium range.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Continually cries Silver tears
Appearance: Speaks a stream of nonsense phrases as it attacks. Doesn't seem to understand the words; seems to be parroted phrases that it has overheard.
NumAppearing: Packs of 2
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
Smell: Cabbage
VictimChoice: Taste for Horses
VictimWound: Prefers to cripple its victims before eating them alive



Akkadian Etherdile
Power Level: 46

Stats:
Poise: 20
Health: 30
DefenseMod: 6
AttackMod: 3
DamageMod: 4
Init: 5

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Crocodile
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Extra power during New Moon: Gains +10 atk/def during New Moon. Prefers to do its hunting then.
Attack: Life Draining Bite: This attack is applied by Bite. Heals 1 Health for each wound it does
Defense: Mist Form: Can turn into mist to escape attack or for maneuver. Usable twice per day.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Has large iron pins embedded in its face and head at regular intervals. There are dozens of these pens, but they do not seem to impede the creatures actions.
NumAppearing: Solitary
Spore: Paranoia Aura: Over time, people in the region become distrustful, fearful, and aggressive. At its peak, can lead to assaults and murders.
VictimChoice: Taste for Horses
VictimWound: Takes the skulls of victims and piles them in little pyramids.



Northern Cubesoul
Power Level: 46

Stats:
Poise: 30
Health: 50
DefenseMod: 8
AttackMod: 8
DamageMod: 2
Init: 9

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Cube
Size: Medium Sized
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Heart Bleed Bite: This attack is applied by Bite. This creature's Bite causes the target's heart to lacerate and bleed, usually resulting in rapid death. Difficult to land the attack, the target usually must be restrained or badly injured for it to hit. (-10 attack). Does 3 bleed wounds per round for 10 rounds.
Weakness: Avoidance Mirrors: Strongly avoids and will not approach Mirrors
Weakness: Animal Intelligence: IQ 40
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 penalty based on the visual impressiveness of the sphere and how close it is to the beast.
Appearance: Wears an iron belt, festooned with the severed hands of its victims.
Appearance: The creature has wide and staring fish eyes that never blink.
NumAppearing: Packs of 2
Spore: Birds flock to the region, and sit in creepy rows along tree branches and roofs.
Smell: No smell at all
VictimChoice: Taste for Pigs
VictimWound: Only eats its victim's shin bones.



Abysian Octoulp
Power Level: 47

Stats:
Poise: 30
Health: 35
DefenseMod: -4
AttackMod: 5
DamageMod: 8
Init: -5

Traits:
Aspect: Black Ooze: Made out of a Black jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Octopod
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Control Crows: Able to control crows and direct them to swarm, buffet, and attack.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Weakness: Vulnerable to Ice: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: The creature has wide and staring fish eyes that never blink.
Appearance: The creature's skin is covered in glowing Amber runes.
NumAppearing: Solitary
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
Spore: Strange and unreadable signs are found written in spider's webs
Smell: Peaches
VictimChoice: Taste for Children
VictimWound: Only eats the Marrow of its victims



Thulian Cube
Power Level: 48

Stats:
Poise: 30
Health: 55
DefenseMod: 0
Bonus RangedDefenseMod: 10
AttackMod: -1
Init: 0

Traits:
Aspect: Flesh
Frame: Cube
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Control Crows: Able to control crows and direct them to swarm, buffet, and attack.
Defense: Skeleton War Conscript: When the creature dies, its skeleton then rips free of its body and continues to fight.
Defense: Prudent: In combat, will retreat if things do not look good. Will try again later when the odds are better.
Defense: Gusting Winds: Creature is continually surrounded by strong gusting winds. The wind and whipping dust makes it difficult to see and very difficult to hit with missile weapons (-10).
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Appearance: Limned with a glow of black power
Appearance: Crawling with fleas and other insects
NumAppearing: Solitary
Spore: At Noon and for several minutes after, a pillar of darkness surrounds this creature. Pillar is large enough to cover out to Short range away from the creature, and the pillar stretches for miles up into the air.
Smell: Cabbage
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.



Azadian Pengberg
Power Level: 48

Stats:
Poise: 30
Health: 25
DefenseMod: 5
AttackMod: 12
DamageMod: 10
Init: 7

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Penguin
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Tooth Spitter: Can spit its teeth in a surprisingly adept manner. Can hit 2 targets out to medium range.
Weakness: Avoidance Silver: Strongly avoids and will not approach Silver
Weakness: Avoidance Salt: Strongly avoids and will not approach Salt
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
NumAppearing: Solitary
Spore: Bats swarm thickly at night, harassing people, cattle, and windows with unusual fierceness.
VictimChoice: Taste for Women
VictimWound: Preferentially eats the hands of its victims



Western Shadow Worm
Power Level: 48

Stats:
Poise: 30
Health: 65
DefenseMod: -2
AttackMod: 6
DamageMod: 6
Init: 0

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Worm
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Breath of Unlife: Can breathe into a corpse's mouth, and have it raise as a zombie in seconds. Can badly damage an incapacitated person by breathing into their mouth.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
Appearance: Speaks a stream of nonsense phrases as it attacks. Doesn't seem to understand the words; seems to be parroted phrases that it has overheard.
NumAppearing: Packs of 2
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
Spore: Mirrors warp where ever it goes
Smell: Yeast
VictimChoice: Taste for sickly people
VictimWound: Prefers to drown victims, and then eats the water-logged bodies.



Zhaibarian Shellseed
Power Level: 49

Stats:
Poise: 30
Health: 35
Armor: 2
DefenseMod: 4
AttackMod: 9
DamageMod: 12
Init: 4

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Snail
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Attack: Poison tipped scorpion claws: Adds an extra attack group, using Agonizing Poison mod.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Its tongue is long and deeply forked.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
NumAppearing: Packs of 2
Spore: The moon takes on a Red tint at night in this region. The closer the creature is, the deeper and more vibrant the color of the moon is.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Eats the fat off the victim, leaves most of the rest.



Zhaibarian Skelatinous Toad
Power Level: 50

Stats:
Poise: 20
Health: 10
DefenseMod: 10
AttackMod: 11
DamageMod: 12
Init: 9

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Toad
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Keen Nose: Extremely good sense of smell. Can easily track most prey, and is usually warned of approaching creatures.
Attack: Immolation: Can send out a pulse of heat that sets all flammable objects within Medium Range on fire. This includes hair, papers, dry leaves, etc. Depending on the object and how difficult it is to light, might just be singed or smoldering. Usable twice per day.
Defense: Partial Invisibility (except mouth) : The creature is invisible, with the exception of its mouth. Can move and attack while in this state.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Combat penalties range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Vulnerable to Urine: Cannot stand Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 penalty based on the visual impressiveness of the sphere and how close it is to the beast.
Appearance: Its tongue is long and deeply forked.
Appearance: Has human skulls attached to its body near its joints. The skulls still have flaps of dried flesh on them, and will gibber wildly during combat.
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
Spore: Inscribes odd geometric patterns in the bark of trees
Smell: Week old dumpster
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Impales victims on tree branches to make feeding easier.



Royal Thulian Gem Scorpion
Power Level: 51

Stats:
Poise: 30
Health: 35
Armor: 1
DefenseMod: 7
AttackMod: 2
Init: 5

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Scorpion
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Aetheric Step: Has a short-range teleport action. Also +3 defense.
Attack: Fear Aura: Has a fear aura over and above that most monsters do.
Defense: Bludgeon Resistant: Half damage from bludgeoning weapons
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Defense: Immune to pain: This creatures takes 1/3 the normal penalty for health damage.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Solitary
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
Spore: Blood curdling howls and screeches at night
Smell: Smoke
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Only eats the Tongue of its victims



Shocking Lambauble
Power Level: 52

Stats:
Poise: 30
Health: 60
Armor: 1
DefenseMod: 8
AttackMod: 13
Init: 11

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Lamb
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: High Voltage Body: Lightning bolts randomly leap out from this creature's body to hit nearby objects. Touching the creature results in painful shock.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Combat penalties range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Appearance: Wears dried bits of human hide over its body
Appearance: The creature's skin is covered in glowing Umber runes.
NumAppearing: Solitary
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Spore: Nearby Metal rusts. The effect is very slight one mile out, but becomes stronger as you get closer to the creature. Spending more than a minute in combat will make metal weapons and armor brittle.
Smell: Peaches
VictimChoice: Prefers to attack sleeping targets
VictimWound: Likes to let prey rot for a few days before consuming



Hyberborean Horsebauble
Power Level: 52

Stats:
Poise: 30
Health: 55
Armor: 1
DefenseMod: 3
AttackMod: 4
Init: 6

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Horse
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Entropic Bite: This attack is applied by Bite. Its Bite causes organic matter to wilt and wither away. Each turn in contact with its Bite causes 1 wound. Clothes will decay to a few threads within 2 rounds, leather armor and shoes within 4. Metal is unaffected, and hiding behind a large metal shield can offer full protection. Any kids you have after exposure might end up with web feet.
Defense: Weapon Immunity 2: Max of 1 damage normal weapons
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Fetish: Carries a Stick doll that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: Has thin, luminous threads of Fire running through its skin
NumAppearing: Solitary
Spore: Thick clouds blot out the sky in the region. There are no sunny days.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Only eats its victim's femurs.



Nariscene Bone Bull
Power Level: 52

Stats:
Poise: 20
Health: 50
DefenseMod: 10
AttackMod: 10
DamageMod: 10
Init: 9

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Bull
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Keen Ears: Extremely good sense of hearing. Can hear voices from a mile away, or the smallest leaf crunch up close.
Attack: Long Fangs: Extra bite damage
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Appearance: Has baby-sized hands growing out over its entire body.
NumAppearing: Solitary
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
Smell: Mold
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Prefers to drown victims, and then eats the water-logged bodies.



Imperial Idiran Phialhound
Power Level: 52

Stats:
Poise: 30
Health: 45
DefenseMod: 9
AttackMod: 13
DamageMod: 4
Init: 12

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Hound
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Mono Horn: Has a single heavy horn that can be used for charges, goring, and tossing
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Combat penalties range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Animal Intelligence: IQ 40
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
NumAppearing: Solitary
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Smell: No smell at all
VictimChoice: Taste for Cattle
VictimWound: Kills and then beheads its victims. It keeps their dried and shrunken heads on a cord around its waist.



Hunter Ursephial
Power Level: 53

Stats:
Poise: 30
Health: 45
DefenseMod: 4
AttackMod: 8
Init: 7

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Bear
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Life Sense: Can sense all living creatures within 1 mile.
Attack: Rampage: Starts battle with +3 attk/def. This bonus decreases by 1 at end of each round, as the creature tires. So it would be +3 at first round, +1 after 2 rounds, -1 after 4 rounds, etc.
Defense: Chameleon: Nearly perfectly blends with surroundings when both are still. Is much easier to see when moving.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: It continually cries tears of Black blood.
NumAppearing: Solitary
Spore: Inscribes odd geometric patterns in walls. If it has the time for it, will scrawl these patterns across an entire wall or room.
Smell: Burning Bone
VictimChoice: Taste for Horses
VictimWound: Cripples victims and lays worm sized young inside of them.



Acherite Pillargaunt
Power Level: 53

Stats:
Poise: 30
Health: 45
DefenseMod: -2
AttackMod: 1
Init: -2

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Caterpillar
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Night Vision: Can see in complete darkness without any difficulty.
Ability: Low Flight: At will, can rise up to 5 feet off the ground. Has normal movement speed, but can use this ability to avoid difficulties with vegetation, loose gravel, ice, coals, bear traps, or any similar obstacle. Its feet still move as though they were walking/running on solid ground.
Ability: Helper Spirit: The creature has bound a smaller and weaker creature of air and darkness to it. The smaller creature will generally obey its controller, and can carry out thefts, distractions, arson, etc.
Attack: Heart Ripper: This creature can rip the heart out of a person's chest. Difficult to land the attack though, the target usually must be restrained or badly injured for it to hit. (-10 attack)
Defense: From Hell's Heart: When killed, becomes a Ghost Aspected creature of the same size. Goes back up to full Health and Poise.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Appearance: Has three eyes.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
VictimChoice: Taste for Women
VictimWound: Eats the flesh and muscles, and then carves strange sigils on the bones of the victim.



Karpashian Pestidile
Power Level: 53

Stats:
Poise: 30
Health: 60
DefenseMod: -1
AttackMod: 3
DamageMod: 4
Init: 0

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Crocodile
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Choking Aura: The air is thick and heavy. Gloom and despair flow out from the creature. Cannot regain Poise while at short range with this creature.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Weakness: Vulnerable to Lye: Cannot stand Lye. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Long, Face covering hair: The creature has a long, thick mat of hair that descends from its head to cover most of its face.
Appearance: The creature's skin is covered in glowing Umber runes.
NumAppearing: Solitary
Spore: Likes to nest in abandoned human buildings
VictimChoice: Taste for Children
VictimWound: Hangs victims from tree branches to make feeding easier.



Terrible Horny Snocube
Power Level: 54

Stats:
Poise: 30
Health: 90
DefenseMod: -2
AttackMod: -2
DamageMod: 2
Init: -5

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Cube
Size: Medium Sized
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Dome of Night: This creature can extend an intangible, aetheric dome out to medium range. This dome will block all sun light and other light from passing the dome. From outside, the dome appears completely dark. From inside the Dome, the outside world appears completely dark. Note that if there are no light sources within the Dome, the area inside the Dome will also be completely dark.
Attack: Mono Horn: Has a single heavy horn that can be used for charges, goring, and tossing
Attack: Razor Sharp Bite: This attack is applied by Bite. Pierces armor; ignores the normal effects of first 3 points of armor.
Defense: Immune to pain: This creatures takes 1/3 the normal penalty for health damage.
Weakness: Avoidance Salt: Strongly avoids and will not approach Salt
Weakness: Avoidance Obsidian: Strongly avoids and will not approach Obsidian
Appearance: Has human skulls attached to its body near its joints. The skulls still have flaps of dried flesh on them, and will gibber wildly during combat.
NumAppearing: Solitary
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
Smell: Flowers
VictimChoice: Taste for elderly people
VictimWound: Drains every drop of blood from its victims.



Valusian Fuego Bull
Power Level: 54

Stats:
Poise: 20
Health: 20
DefenseMod: 12
AttackMod: 8
Init: 11

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Bull
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
Attack: Mind Fog: The creature exudes a thick mist that clouds the mind. So long as you are in the mist and breathing it/have significant skin contact with it, must make an easy Will Save at start of round or forget what you are doing for the round. If the creature is moving quickly, the mist will not be able to gather and pool enough to have an effect. If the creature stays in an area for 3 rounds, the mist will build up and extend to Short range around the creature. Staying in an area of 5 minutes or longer will extend the mist to Medium range, while a full day is required for Long range. The mist impairs sight and will cause a -1 to -5 penalty for ranged attacks/senses depending on how far through the mist you are peering.
Defense: Cowardly: In combat, flee if things seem remotely dangerous.
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 penalty based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Combat penalties range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Appearance: Limned with a glow of black power
NumAppearing: Solitary
Spore: Fires rage more hotly and tend to burn out of control. Random fires start occasionally.
Smell: No smell at all
VictimChoice: Taste for Cattle
VictimWound: Loves to eat its victim's intestines.



Ancient Chelgrian Baubleshell
Power Level: 55

Stats:
Poise: 30
Health: 25
Armor: 2
DefenseMod: 0
AttackMod: 6
DamageMod: 15
Init: -1

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Snail
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Attack: Fire Bolt: Spits a bolt of elemental damage. Long range, single target.
Attack: Combat Antlers: Has large antlers that can be used for charges, goring, and tossing
Attack: Tentacles: The creature has a nodule of waving tentacles sprouting from either side of its torso. Allows it an extra whip/grab attack each round.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Appearance: Wears heavy iron chains wrapped around its body
NumAppearing: Solitary
Spore: Mirrors warp where ever it goes
VictimChoice: Taste for Children
VictimWound: Eats the flesh and muscles, and then carves strange sigils on the bones of the victim.



Magnificent Terrifying Moogaunt
Power Level: 57

Stats:
Poise: 30
Health: 35
DefenseMod: 3
AttackMod: 10
DamageMod: 10
Init: 5

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Moose
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Night Vision: Can see in complete darkness without any difficulty.
Attack: Fear Gaze: This attack is applied by Gaze. The Gaze of this creature is intensely creepy. Being hit by it and taking a wound requires save or run/cower in fear. This is in addition to the fear aura that most monsters have
Attack: Monstrous Gaze: This attack is applied by Gaze. This creature's Gaze attack will infect and transform the target. When hit for health damage, must make saves at 1 round, 5 minutes, and 12 hours after the hit. On 6 or more failed saves, begins to transform into a lesser version of the creature.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Skin is burnt and charred and blackened
NumAppearing: Solitary
Spore: Quiet, too quiet: Wild animals desert the area within a few mile radious of the creature. Birds, deer, small animals, cats, squirrels; they all flee to less unsettling climes. Traveling outdoors becomes unsettling and eerie without the normal sounds.
Smell: Sulfur
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Cracks all the bones of its victims and then twists them into spirals.



Greater Chelgrian Bushippo
Power Level: 58

Stats:
Poise: 30
Health: 90
Armor: 1
DefenseMod: 2
AttackMod: 7
Init: 6

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Hippo
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Long Neck: The creature's neck is absurdly elongated and agile. It can use bite attacks from medium range.
Attack: Combat Antlers: Has large antlers that can be used for charges, goring, and tossing
Defense: Nature Blend: Leaves only the faintest of tracks in the wild. If it makes sound, it sounds like the rustling of leaves in the wind.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Fetish: Carries a River Stone that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: The creature's skin is covered in glowing Amber runes.
Appearance: Wears a featureless white mask over its face.
NumAppearing: Solitary
Spore: Most birds flee the region the creature is in.
Smell: Wet Dog
VictimChoice: Does not target beautiful men
VictimWound: Kills and then beheads its victims. It keeps their dried and shrunken heads on a cord around its waist.



Royal Eastern Octoelatin
Power Level: 60

Stats:
Poise: 30
Health: 65
DefenseMod: 5
AttackMod: 7
Init: 6

Traits:
Aspect: Black Ooze: Made out of a Black jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Octopod
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Multiple Mouths: Makes more than one bite attack. On more than one success, target is immobilized as one of the maws holds the target in place.
Defense: Elusive: Deceptively fast. bonus to dodge and move
Weakness: Vulnerable at New Moon: Moves very slowly and cannot use special abilities at New Moon. Also suffers a -5 penalty.
Weakness: Dumb: IQ 70
Weakness: Vulnerable to Gold weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: The creature has wide and staring fish eyes that never blink.
NumAppearing: Solitary
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
VictimChoice: Rot Hungry: Cannot resist carrion. Will seek out rotting meat and plants. If it can, will let victim's bodies rot before consuming.
VictimWound: Preferentially eats the feet of its victims



Magnificent Estovokian Elkstal
Power Level: 60

Stats:
Poise: 30
Health: 55
DefenseMod: 9
AttackMod: 12
DamageMod: 2
Init: 11

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Elk
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Maul: Makes 2 attacks against same target. If both attacks hit, does extra damage.
Weakness: Fetish: Carries a River Stone that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Combat penalties range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Vulnerable at New Moon: Moves very slowly and cannot use special abilities at New Moon. Also suffers a -5 penalty.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Solitary
Spore: Showers of falling stars are seen at night, mostly in the hours just before dawn.
VictimChoice: Taste for bitter, angry old men
VictimWound: Consumes victims entirely, except for their hair.



Ancient Northern Moobauble
Power Level: 60

Stats:
Poise: 30
Health: 65
Armor: 1
DefenseMod: 11
AttackMod: 12
Init: 15

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Moose
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Frost Bite Bite: This attack is applied by Bite. Attacks from the creature inflict immediate frost bite. The flesh around the wound freezes and becomes a dark black. Inflicts 1 additional wound and an additional -1 penalty until end of combat. This penalty is over and above any penalty for the wound.
Weakness: Avoidance Salt: Strongly avoids and will not approach Salt
Weakness: Avoidance Mercury: Strongly avoids and will not approach Mercury
Appearance: Shadow moves slightly differently than creature itself, and can expand/shrink without regard to lighting
NumAppearing: Solitary
Spore: Leaves deer-like pellets that are a bright Green color.
VictimChoice: Taste for elderly people
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.



Imperial Western Draufgangercaust
Power Level: 60

Stats:
Poise: 30
Health: 35
DefenseMod: 10
AttackMod: 15
Init: 16

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Wolf
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Immolation: Can send out a pulse of heat that sets all flammable objects within Medium Range on fire. This includes hair, papers, dry leaves, etc. Depending on the object and how difficult it is to light, might just be singed or smoldering. Usable twice per day.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Animal Intelligence: IQ 40
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Speaks a stream of nonsense phrases as it attacks. Doesn't seem to understand the words; seems to be parroted phrases that it has overheard.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
NumAppearing: Solitary
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
Spore: The nearest creek runs blood-red for a night and a day. Fish and frogs turn up dead on its banks.
VictimChoice: Taste for Men
VictimWound: Brings victims bodies back to its lair to snack on later.



Akkadian Swamp Maggot
Power Level: 61

Stats:
Poise: 30
Health: 55
DefenseMod: 2
AttackMod: 4
DamageMod: 6
Init: 3

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Maggot
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Night Vision: Can see in complete darkness without any difficulty.
Ability: Keen Eyes: Extremely good eye sight. Can see prey that is miles away, and usually notices hidden or camouflaged creatures.
Attack: Razor Sharp Bite: This attack is applied by Bite. Pierces armor; ignores the normal effects of first 3 points of armor.
Attack: Giant Crab claws: Extra damage. On a hit, can grab to keep doing more damage on the next turn.
Defense: Pierce Resistant: Half damage from piercing weapons
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Weakness: Vulnerable to Alcohol: Cannot stand Alcohol. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Has a thick and distended abdomen.
Appearance: Eyes never point in same direction
NumAppearing: Solitary
Spore: Leaves deer-like pellets that are a bright Black color.
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
Smell: Burning Sugar
VictimChoice: Taste for bitter, angry old men
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.



Imperial Nariscene Seedpillar
Power Level: 62

Stats:
Poise: 30
Health: 70
Armor: 1
DefenseMod: 0
AttackMod: 10
DamageMod: 10
Init: 3

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Caterpillar
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Long Fangs: Extra bite damage
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
Appearance: Wears a featureless white mask over its face.
NumAppearing: Solitary
Spore: Nearby Metal rusts. The effect is very slight one mile out, but becomes stronger as you get closer to the creature. Spending more than a minute in combat will make metal weapons and armor brittle.
Spore: Fowl Murder: The dead bodies of ducks and geese are found in the morning. The animals heads are missing.
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Hides remains in shallow graves. Sometimes never found, sometimes found by dogs or other animals.



Greater Acherite Spookaffe
Power Level: 62

Stats:
Poise: 30
Health: 55
DefenseMod: 2
AttackMod: 2
DamageMod: 2
Init: 0

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Giraffe
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Bright Eyes: The creature's eyes can shine with a blinding Silver light. Looking at its face a bit like staring into a spotlight at close range. Inflicts a -6 penalty to all creatures in its facing at short range, and a -3 penalty to all creatures in its facing at Medium Range. These penalties can be reduced/removed with appropriate eye wear, avoiding/blocking its gaze, or other abilities.
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires viewing and focusing on the character for ~1 minute, or a bit of their hair/nails/blood. Will then assail them in nightmares. After each night, takes a -5 penalty from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Defense: Swarmin Vermin: Creature is surrounded/clothed by a swarm of Fat Maggots. The swarm can act as a defense, or can be split and then sent to attack. Can be sent to attack anywhere in the region, though will not then be available for defense. Any losses to the swarm are repaired in 24 hours.
Weakness: Vulnerable to Cow Urine: Cannot stand Cow Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Vulnerable to Lead weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Perfectly reflective Black eyes
NumAppearing: Solitary
Spore: Leaves patches of charred and blackened ground in areas where it has stayed for more than a few minutes.
Smell: Wet Dog
VictimChoice: Taste for Women
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.



Hateful Karpashian Okse
Power Level: 64

Stats:
Poise: 30
Health: 55
DefenseMod: -1
AttackMod: 2
DamageMod: 2
Init: 0

Traits:
Aspect: Flesh
Frame: Bull
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Grows from corpses: Gains additional Health and Poise by consuming corpses. Estimate that each corpse consumed in the last week adds 1 Health and 2 Poise. The creature grows slightly larger as well.
Attack: Whip-blade Tail: Has a long, thick Tail that ends in a razor-sharp blade. Extra action slot for tail abilities.
Defense: From Hell's Heart: When killed, becomes a Ghost Aspected creature of the same size. Goes back up to full Health and Poise.
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Vulnerable at Midnight Hour: Moves very slowly and cannot use special abilities at Midnight Hour. Also suffers a -5 penalty.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: The creature has wide and staring fish eyes that never blink.
Appearance: It has shark teeth in its mouth.
NumAppearing: Solitary
Spore: Paranoia Aura: Over time, people in the region become distrustful, fearful, and aggressive. At its peak, can lead to assaults and murders.
Spore: Plants and trees grow thorns on its passing
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Brings victims bodies back to its lair to snack on later.



Valusian Larvaossifer
Power Level: 64

Stats:
Poise: 30
Health: 40
DefenseMod: 6
AttackMod: 8
DamageMod: 11
Init: 7

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Maggot
Size: Medium Sized
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Reality Melter: The creature can focus its gaze and its will on an object in order to change it. A staff can be remade into a snake that wriggles away, or a gleaming sword into a flock of doves, or a set of black-spiked armor into a mass of beetles. Mechanically, this attack destroys one piece of equipment without any save.
Attack: Touch of Death: This attack is applied by Touch. This creature's Touch glows with necromantic energy. Its attacks get a massive bonus to health damage on hit.
Defense: Partial Invisibility : The creature is mostly transparent and difficult to make out even when moving. Can move and attack while in this state.
Weakness: Avoidance Water: Strongly avoids and will not approach Water
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Combat penalties range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Appearance: Has three eyes.
Appearance: Continually gibbers
NumAppearing: Solitary
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
Spore: Mirrors shatter where it goes
VictimChoice: Taste for elderly people
VictimWound: Drains every drop of blood from its victims.



Vanheim Oso
Power Level: 64

Stats:
Poise: 30
Health: 45
DefenseMod: 7
AttackMod: 10
DamageMod: 2
Init: 9

Traits:
Aspect: Flesh
Frame: Bear
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Telepathic: This creature can read a target's mind at up to Long range. Can communicate with the target if it wishes, though often it will not. Mechanically, this can be reflected by letting the GM make use of meta-knowledge gained from player's table talk. Additionally, gives a +5 bonus vs target in all contests.
Ability: Keen Ears: Extremely good sense of hearing. Can hear voices from a mile away, or the smallest leaf crunch up close.
Attack: Corrosive Bite: This attack is applied by Bite. Secretes a corrosive acid that allows it to burn through and ruin armors, as well as any other substance in its way.
Attack: Malevolent Vibration: Emits an extremely low/high pitch vibration. Causes teeth and eye to bleed, and general cellular disruption when nearby. Good old bloody stool. Drives dogs and animals insane.
Defense: Cowardly: In combat, flee if things seem remotely dangerous.
Weakness: Fetish: Carries a Silver Ring that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Vulnerable to Ice: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Weakness: Animal Intelligence: IQ 40
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
Appearance: Crown of shadow
NumAppearing: Solitary
Spore: Inscribes odd geometric patterns in the bark of trees
Smell: Ozone
VictimChoice: Taste for Babies
VictimWound: Loves to eat its victim's intestines.



Zemblan Bull
Power Level: 65

Stats:
Poise: 30
Health: 20
DefenseMod: 0
Bonus RangedDefenseMod: 5
AttackMod: -1
DamageMod: 4
Init: -5

Traits:
Aspect: Flesh
Frame: Bull
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Mist Aura: Creature brings mists to the region. The creature itself will be surrounded by thick mists and fogs, deadening sound and making it difficult to navigate or detect the creature.
Attack: Gibbering Mouths: Has a score of mouths attached to its body, all gibbering insanities. Extra action slot for these attacks.
Attack: Poison Kick: This attack is applied by Kick. Generalized poison that is added on to its bite attack
Attack: Web Spray: Uses strange orifices on its torso to spray entangling webs at up to medium range. Entangled creatures cannot move and are at disadvantage.
Defense: Discharge, Electric: The creature unleashes a wave of electricity from its skin. Usable 3 times per day. Will badly, badly shock anything connected to them, including through metallic weapons.
Defense: Butterfly Cloud: Is surrounded by dense swarms of constantly moving Umber butterflies. Much of the creature is blocked out by the distracting swarms, masking its movements and attacks until the last moment. The butterflies do not seem to impair the creature's senses, and the butterflies can be stilled when the creature is trying to hide. +2 defense, +5 defense vs ranged attacks.
Defense: Bee Symbiont: This creature carries a beehive inter-woven with their body. Damaging them results in swarm of bees pouring out to attack the attackers.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Vulnerable to Acid: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Its tongue is long and deeply forked.
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
Spore: Frogs proliferate on land. They can be found by the dozens along the road, or hopping amongst the fields.
VictimChoice: Taste for Babies
VictimWound: Trepanates its victims, removing and eating the most succulent part of the frontal cortex. Leaves the victims alive but dissassociated and weird and with memory problems.



Southern Nilpferd
Power Level: 66

Stats:
Poise: 30
Health: 30
DefenseMod: 10
AttackMod: 17
DamageMod: 4
Init: 16

Traits:
Aspect: Flesh
Frame: Hippo
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Death Explosion: As the creature dies, it explosively dissolves into a steaming pile of acidic goo. Creatures at Medium range make an Easy agility save, at Short range make a hard agility save. On failure, takes 3 points of Health damage as the acid flies. Armor and thick clothing can help block this. The acid tends to leave ugly, pock-marked scars.
Ability: Keen Nose: Extremely good sense of smell. Can easily track most prey, and is usually warned of approaching creatures.
Attack: Soul Eat: Deals death blow by eating the soul of its target. Gains the target's knowledge, and a portion of its strength. Leaves a mindless, soulless, vegetative husk behind. Might or might not eat the husk too.
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Blind white eyes
Appearance: Has three sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Cattle go mad, braining them selves against trees and writhing in agonized heaps on the ground.
Spore: Plants and trees grow thorns on its passing
Smell: Burning Pine Wood
VictimChoice: Taste for bitter, angry old men
VictimWound: Cripples victims and lays worm sized young inside of them.



Hyberborean Ghost Deodand
Power Level: 67

Stats:
Poise: 30
Health: 60
DefenseMod: 10
AttackMod: 9
Init: 11

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Man
Size: Medium Sized
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Life Sense: Can sense all living creatures within 1 mile.
Ability: High Intelligence: These creatures are very intelligent. They use their abilities effectively, are wary of standard counters, and will usually see through obvious traps.
Attack: Agonizing Touch: This attack is applied by Touch. This creature's Touch causes debilitating agony.
Attack: Punishment Bag: The creature carries a gore-soaked burlap bag full of squirming, writhing horrors. The bag exudes and aura of fear and terror. Humans within Medium range must make an easy Fear save or lose their turn to quaking fear. Humans within Short range must make a Medium Fear Save for same. If punctured/opened, the bag proves empty but for some noisesome smoke.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Praise the Sun: The creature is confused idealist and ascribes to a somewhat counterproductive ideology. It believes itself to be evil and fears the good and true. It can sense those who have pure hearts, and against them it suffers a -1 to -10 penalty and it is unwilling/psychologically blocked from using its powers. The pureness of a given character's heart is a GM's decision, though NPCs can also be enlisted to help with this.
Appearance: It continually cries tears of Crimson blood.
Appearance: Wears a rough and blood stained burlap bag over its head(s).
NumAppearing: Solitary
Spore: Nearby Metal rusts. The effect is very slight one mile out, but becomes stronger as you get closer to the creature. Spending more than a minute in combat will make metal weapons and armor brittle.
Smell: Flowers
VictimChoice: Taste for Horses
VictimWound: Cripples victims and lays worm sized young inside of them.



Acherite Moolant
Power Level: 68

Stats:
Poise: 30
Health: 75
Armor: 1
DefenseMod: 4
AttackMod: 10
DamageMod: 2
Init: 7

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Moose
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Poison tipped scorpion claws: Adds an extra attack group, using Hallucigenic Poison mod.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Appearance: Has baby-sized hands growing out over its entire body.
NumAppearing: Solitary
Spore: Plants and trees grow thorns on its passing
Spore: Likes to nest in ponds and underwater
VictimChoice: Loves wine and alcohol
VictimWound: Only eats its victim's shin bones.



Uqbarian Rot Hest
Power Level: 70

Stats:
Poise: 30
Health: 105
DefenseMod: 4
AttackMod: 11
DamageMod: 4
Init: 8

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Horse
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Limb Enervation: Affected area is enervated for rest of combat. Arm is weak and useless, leg is crippled, etc.
Weakness: Vulnerable at Full Moon: Moves very slowly and cannot use special abilities at Full Moon. Also suffers a -5 penalty.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Avoidance Fire: Strongly avoids and will not approach Fire
Appearance: Wears a featureless Silver mask over its face.
NumAppearing: Solitary
Spore: Fowl Murder: The dead bodies of ducks and geese are found in the morning. The animals heads are missing.
Spore: Leaves patches of charred and blackened ground in areas where it has stayed for more than a few minutes.
Smell: Wet Dog
VictimChoice: Taste for depressed people
VictimWound: Kills and then beheads its victims. It keeps their dried and shrunken heads on a cord around its waist.



Magnificent Hunter Octoelatin
Power Level: 72

Stats:
Poise: 30
Health: 55
DefenseMod: 1
AttackMod: 6
DamageMod: 6
Init: 3

Traits:
Aspect: Amber Ooze: Made out of a Amber jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Octopod
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Keen Nose: Extremely good sense of smell. Can easily track most prey, and is usually warned of approaching creatures.
Attack: Jellyfish Hair: Head is covered with waving, angel hair strands that deliver Poison. The "hair" can reach out to several yards away, though it is not particularly swift in attacking. Adds an extra attack against enemies at short range.
Defense: Chameleon: Nearly perfectly blends with surroundings when both are still. Is much easier to see when moving.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Appearance: Is grossly fat.
Appearance: Skin has constant ripples and irregular pulses as though something were moving around underneath the skin
NumAppearing: Solitary
Spore: Nightmares spread throughout the region, becoming worse the more closely someone has come to the creature. The nighmares involve being eaten alive, insects, rot, cannabilism, etc. Difficult to get more than a few hours of uneasy sleep due to the nightmares. Afflicted people will be haggard and short tempered.
Spore: Water nearby goes bad. Has a foul, rotten egg smell
Smell: Rotting meat
VictimChoice: Does not target farmers
VictimWound: Cracks all the bones of its victims and then twists them into spirals.



Hateful Vanheim Mansoul
Power Level: 73

Stats:
Poise: 30
Health: 45
DefenseMod: 10
AttackMod: 12
DamageMod: 6
Init: 11

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Man
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Extra power during Dawn: Gains +10 atk/def during Dawn. Prefers to do its hunting then.
Attack: Choking Aura: The air is thick and heavy. Gloom and despair flow out from the creature. Cannot regain Poise while at short range with this creature.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
Appearance: Its tongue is long and deeply forked.
NumAppearing: Solitary
Spore: Plants and trees grow thorns on its passing
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
VictimChoice: Taste for Men
VictimWound: Prefers to cripple its victims before eating them alive



Zemblan Ursebauble
Power Level: 73

Stats:
Poise: 30
Health: 55
Armor: 1
DefenseMod: -2
AttackMod: 2
DamageMod: 10
Init: -5

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Bear
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Keen Ears: Extremely good sense of hearing. Can hear voices from a mile away, or the smallest leaf crunch up close.
Attack: Acid Bolt: Spits a bolt of elemental damage. Long range, single target.
Defense: Weapon Immunity 2: Max of 1 damage normal weapons
Defense: Immune to pain: This creatures takes 1/3 the normal penalty for health damage.
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 penalty and cannot use abilities.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Eyes never point in same direction
NumAppearing: Solitary
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
Spore: The nearest creek runs blood-red for a night and a day. Fish and frogs turn up dead on its banks.
Smell: Wet Dog
VictimChoice: Taste for sickly people
VictimWound: Likes to tear prey limb from limb, leaves parts scattered over a tennis-court sized area



Terrible Freezing Hundberg
Power Level: 73

Stats:
Poise: 20
Health: 30
DefenseMod: 4
AttackMod: 0
Init: 4

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Hound
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Night Vision: Can see in complete darkness without any difficulty.
Ability: High Intelligence: These creatures are very intelligent. They use their abilities effectively, are wary of standard counters, and will usually see through obvious traps.
Ability: Soundless world aura: There is no sound when within short range of the creature. Eerie. +3 creature attack as this throws off the normal cues a person would use to defend. Also interferes with attempts to coordinate while fighting the creature. (optional, up to GM) As a meta-game effect, players who's PCs who are inside the aura can't talk with other players. They can gesticulate wildly, write notes, but not communicate about battle.
Attack: Heart Bleed Breath: This attack is applied by Breath. This creature's Breath causes the target's heart to lacerate and bleed, usually resulting in rapid death. Difficult to land the attack, the target usually must be restrained or badly injured for it to hit. (-10 attack). Does 3 bleed wounds per round for 10 rounds.
Attack: Cold Snap: Can send out a pulse of cold that flash freezes all objects within Medium Range. The closer you are, the more cold you get. Water will ice over, hair and eye brows will be laden with ice crystals, glass and parchment will be covered with a layer of frost, and mechanical items might lock or break. Medium Con Save at close range or take damage and penalty until your clothes and limbs are de-iced. Usable twice per day.
Attack: Soul Eat: Deals death blow by eating the soul of its target. Gains the target's knowledge, and a portion of its strength. Leaves a mindless, soulless, vegetative husk behind. Might or might not eat the husk too.
Defense: Dark Aura: Shrouded in shadow. Torches and fires are extinguished, even sun seems dimmer.
Defense: Weapon Immunity 2: Max of 1 damage normal weapons
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 penalty based on the visual impressiveness of the sphere and how close it is to the beast.
Appearance: Small candles and pooled wax cover the shoulders of the creature. The candles burn with an eerie Black light, and will never go out so long as the creature is alive.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
VictimChoice: Taste for Horses
VictimWound: Eats the flesh and muscles, and then carves strange sigils on the bones of the victim.



Royal Idiran Elephsoul
Power Level: 76

Stats:
Poise: 20
Health: 55
DefenseMod: 6
Bonus RangedDefenseMod: 15
AttackMod: 4
DamageMod: 6
Init: 5

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Elephant
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Soundless world aura: There is no sound when within short range of the creature. Eerie. +3 creature attack as this throws off the normal cues a person would use to defend. Also interferes with attempts to coordinate while fighting the creature. (optional, up to GM) As a meta-game effect, players who's PCs who are inside the aura can't talk with other players. They can gesticulate wildly, write notes, but not communicate about battle.
Attack: Blighted Bite: This attack is applied by Bite. Damage done by this creature's Bite heals very, very slowly. Negates almost all magical healing methods
Defense: Partial Invisibility (except features): The creature is invisible, with the exception of its eyes and mouth. Can move and attack while in this state.
Defense: Gale Winds: When the creature becomes agitated, gale force winds grow up around it and whip the landscape. The wind and screaming dust makes it difficult to see and very difficult to hit with missile weapons (-15). Even staying up right requires an easy strength save at the end of each round.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Appearance: It has shark teeth in its mouth.
Appearance: Limned with a glow of black power
NumAppearing: Solitary
Spore: Showers of falling stars are seen at night, mostly in the hours just before dawn.
Smell: Smoke
VictimChoice: Prefers to attack sleeping targets
VictimWound: Preferentially eats the hands of its victims



Northern Ghost Rat
Power Level: 79

Stats:
Poise: 30
Health: 80
DefenseMod: 10
Bonus RangedDefenseMod: 10
AttackMod: 9
Init: 11

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Rat
Size: Medium Sized
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Control Crows: Able to control crows and direct them to swarm, buffet, and attack.
Defense: Weapon shattering body: Metal weapons will shatter upon striking the creature. They will still do damage, but are only good for one successful attack. Works via Karma.
Defense: Gusting Winds: Creature is continually surrounded by strong gusting winds. The wind and whipping dust makes it difficult to see and very difficult to hit with missile weapons (-10).
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
NumAppearing: Solitary
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
VictimChoice: Taste for Babies
VictimWound: Likes to tear prey limb from limb, leaves parts scattered over a tennis-court sized area



Abysian Iguanaphial
Power Level: 80

Stats:
Poise: 30
Health: 35
DefenseMod: 10
AttackMod: 10
Init: 11

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Iguana
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Oatmeal Air: The creature can "thicken" the air around it, making movement slow and laborious as in nightmare. Movement reduced by half for all enemies within Long range. Also imposes a -2 penalty to combat for creatures at Short range.
Ability: Wreathe of Eyes: The creature has a band of 7 eyes around its head. The eyes give it 360 degree vision and is quite difficult to surprise.
Ability: Mist Aura: Creature brings mists to the region. The creature itself will be surrounded by thick mists and fogs, deadening sound and making it difficult to navigate or detect the creature.
Attack: Malevolent Vibration: Emits an extremely low/high pitch vibration. Causes teeth and eye to bleed, and general cellular disruption when nearby. Good old bloody stool. Drives dogs and animals insane.
Attack: Frost Bite Bite: This attack is applied by Bite. Attacks from the creature inflict immediate frost bite. The flesh around the wound freezes and becomes a dark black. Inflicts 1 additional wound and an additional -1 penalty until end of combat. This penalty is over and above any penalty for the wound.
Attack: Bull Horns: Has sharp horns that can be used for charges, goring, and tossing
Defense: Partial Invisibility (except features): The creature is invisible, with the exception of its eyes and mouth. Can move and attack while in this state.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Animal Intelligence: IQ 40
Weakness: Vulnerable to Urine: Cannot stand Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Perfectly reflective Ice Blue eyes
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
NumAppearing: Solitary
Spore: Nearby Metal rusts. The effect is very slight one mile out, but becomes stronger as you get closer to the creature. Spending more than a minute in combat will make metal weapons and armor brittle.
Spore: Wisp Lights: When the creature is in a region, you can see wisp-like dances of light at night. They appear, move randomly for a bit, fade out, re-appear, fade out.
Smell: Ozone
VictimChoice: Taste for sickly people
VictimWound: Likes to tear prey limb from limb, leaves parts scattered over a tennis-court sized area



Uqbarian Glint Crow
Power Level: 81

Stats:
Poise: 30
Health: 25
DefenseMod: -2
AttackMod: 2
Init: 0

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Crow
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Telepathic: This creature can read a target's mind at up to Long range. Can communicate with the target if it wishes, though often it will not. Mechanically, this can be reflected by letting the GM make use of meta-knowledge gained from player's table talk. Additionally, gives a +5 bonus vs target in all contests.
Ability: Extra power during Noon Hour: Gains +10 atk/def during Noon Hour. Prefers to do its hunting then.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Ice Bolt: Spits a bolt of elemental damage. Long range, single target.
Defense: Partial Invisibility (except features): The creature is invisible, with the exception of its eyes and mouth. Can move and attack while in this state.
Defense: Immune to pain: This creatures takes 1/3 the normal penalty for health damage.
Defense: Danger Sense: Excellent ability to detect immediate threats. It is not that its senses are necessarily better; rather it just has a sharp mind for detecting danger and putting warning signs together.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Appearance: Perfectly reflective Ice Blue eyes
Appearance: Wears a featureless Gold mask over its face.
NumAppearing: Solitary
Spore: Most birds flee the region the creature is in.
Spore: Makes weird stick-dolls and hangs them from trees before it rests for the day.
Smell: Burning Bone
VictimChoice: Taste for Children
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.



Ancient Eastern Glass Okse
Power Level: 81

Stats:
Poise: 30
Health: 45
DefenseMod: 10
AttackMod: 17
DamageMod: 4
Init: 15

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Bull
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Power from corpses: Gains power from corpses. Estimate of 1 Atk/Def, and 2 Poise per corpse consumed in the last day.
Attack: Lays Traps: This creature is intelligent enough to lay pit traps, spear traps, etc. against hunters.
Defense: Partial Invisibility (except eyes) : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 penalty depending on amount of visual chaff it is facing.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Appearance: Has two sets of eyes, set one on top of another.
Appearance: Wears a featureless Gold mask over its face.
NumAppearing: Solitary
Spore: Mirrors shatter where it goes
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
VictimChoice: Taste for Babies
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.



Uqbarian Spiderbauble
Power Level: 86

Stats:
Poise: 30
Health: 70
Armor: 1
DefenseMod: 0
AttackMod: 2
DamageMod: 12
Init: 0

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Spider
Size: Medium Sized
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Heat Vision: Can see heat, and uses that to locate prey.
Attack: Mind Fog: The creature exudes a thick mist that clouds the mind. So long as you are in the mist and breathing it/have significant skin contact with it, must make an easy Will Save at start of round or forget what you are doing for the round. If the creature is moving quickly, the mist will not be able to gather and pool enough to have an effect. If the creature stays in an area for 3 rounds, the mist will build up and extend to Short range around the creature. Staying in an area of 5 minutes or longer will extend the mist to Medium range, while a full day is required for Long range. The mist impairs sight and will cause a -1 to -5 penalty for ranged attacks/senses depending on how far through the mist you are peering.
Attack: Three Headed: Has an two extra action slots for bite/breath actions. +10 Health, but the heads do interfere with each other on the attack.
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Vulnerable to Bear Urine: Cannot stand Bear Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 penalty per application. Lasts until next full rest.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Solitary
Spore: Dogs bark and whine all night for no reason.
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
Smell: Cabbage
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Likes to let prey rot for a few days before consuming



Elder Idiran Withershell
Power Level: 89

Stats:
Poise: 30
Health: 45
Armor: 4
DefenseMod: 4
AttackMod: 10
DamageMod: 15
Init: 4

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Snail
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Ability: Night Vision: Can see in complete darkness without any difficulty.
Ability: High Intelligence: These creatures are very intelligent. They use their abilities effectively, are wary of standard counters, and will usually see through obvious traps.
Attack: Shadow Spirit: The creature's shadow can dis-engage from it, and then move and attack on its own. The shadow has the same stats as the original, but has .2X of its Health and a -5 penalty. Both the Creature and its Shadow can exist independently of each other, and if one is killed the other can re-generate its partner with 24 hours.
Defense: Iron Skin: Has 3 armor. Skin appears normal, until you hit it. Then it is like hitting a cast iron skillet.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: Inscribes odd geometric patterns in the bark of trees
Spore: Mirrors warp where ever it goes
Smell: Peaches
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Only eats the Heart of its victims



Idiran Crocoumbra
Power Level: 90

Stats:
Poise: 30
Health: 80
DefenseMod: -2
AttackMod: 5
DamageMod: 4
Init: 0

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Crocodile
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Extra power during Twilight: Gains +10 atk/def during Twilight. Prefers to do its hunting then.
Ability: Aura of Doom: When attacking, add 10 to the attack roll when rolling a 17, 18, 19, or 20. This supersedes the normal critical hit bonuses.
Attack: Mind Fog: The creature exudes a thick mist that clouds the mind. So long as you are in the mist and breathing it/have significant skin contact with it, must make an easy Will Save at start of round or forget what you are doing for the round. If the creature is moving quickly, the mist will not be able to gather and pool enough to have an effect. If the creature stays in an area for 3 rounds, the mist will build up and extend to Short range around the creature. Staying in an area of 5 minutes or longer will extend the mist to Medium range, while a full day is required for Long range. The mist impairs sight and will cause a -1 to -5 penalty for ranged attacks/senses depending on how far through the mist you are peering.
Attack: Vermin Gaze: This attack is applied by Gaze. Its Gaze causes Gray Moths to pour from the mouth of the target creature. The target makes a hard Will save. If this succeeds, there is no effect, and it gets a cumulative +2 to similar saves during that same day. If this save fails, Gray Moths pour out of the target's mouth and other orifices. This is extremely disconcerting (-10 penalty, decreasing by 2 per round) and slightly damaging (1 wound per round on first 2 rounds).
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Animal Intelligence: IQ 40
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
Appearance: Casts no shadow
NumAppearing: Solitary
Spore: Showers of falling stars are seen at night, mostly in the hours just before dawn.
Smell: Ozone
VictimChoice: Loves wine and alcohol
VictimWound: Kills and then beheads its victims. It keeps their dried and shrunken heads on a cord around its waist.



Greater Hunter Necrolion
Power Level: 92

Stats:
Poise: 20
Health: 40
DefenseMod: 14
AttackMod: 11
DamageMod: 4
Init: 11

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Lion
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Keen Ears: Extremely good sense of hearing. Can hear voices from a mile away, or the smallest leaf crunch up close.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Entomb: This creature touches the target and entombs them in the ground. Hard Will Save. On failure, they are moved partially into the ground. The degree of failure indicates how far, with failing by 15+ being buried up to the crown of their head, while failing by 5 means being buried up to the kneecaps.
Attack: Multiple Mouths: Makes more than one bite attack. On more than one success, target is immobilized as one of the maws holds the target in place.
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Defense: Immune to pain: This creatures takes 1/3 the normal penalty for health damage.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 penalty. A torch or a full moon would be -2, full sun would be -10.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Solitary
Spore: Toads rain from the sky every 2-3 days.
VictimChoice: Taste for bitter, angry old men
VictimWound: Grinds up the teeth of its victims and then eats the dust.



Cadaverous Charwolf
Power Level: 93

Stats:
Poise: 30
Health: 45
DefenseMod: 5
AttackMod: 9
DamageMod: 4
Init: 8

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Wolf
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Power from corpses: Gains power from corpses. Estimate of 1 Atk/Def, and 2 Poise per corpse consumed in the last day.
Ability: Heat Vision: Can see heat, and uses that to locate prey.
Ability: Life Sense: Can sense all living creatures within 1 mile.
Attack: Limb Enervation: Affected area is enervated for rest of combat. Arm is weak and useless, leg is crippled, etc.
Attack: Fire Breathe: Breathes a torrent of elemental damage. Medium range, wide cone.
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Defense: Pierce Resistant: Half damage from piercing weapons
Weakness: Dumb: IQ 70
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 penalty, and acts last in round.
Appearance: Long, Face covering hair: The creature has a long, thick mat of hair that descends from its head to cover most of its face.
NumAppearing: Solitary
Spore: Quiet, too quiet: Wild animals desert the area within a few mile radious of the creature. Birds, deer, small animals, cats, squirrels; they all flee to less unsettling climes. Traveling outdoors becomes unsettling and eerie without the normal sounds.
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
Smell: Flowers
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Likes eating the eyes of its victims



Hyberborean Ulv
Power Level: 102

Stats:
Poise: 30
Health: 30
DefenseMod: 4
AttackMod: 15
DamageMod: 12
Init: 8

Traits:
Aspect: Flesh
Frame: Wolf
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Keen Nose: Extremely good sense of smell. Can easily track most prey, and is usually warned of approaching creatures.
Ability: Telepathic: This creature can read a target's mind at up to Long range. Can communicate with the target if it wishes, though often it will not. Mechanically, this can be reflected by letting the GM make use of meta-knowledge gained from player's table talk. Additionally, gives a +5 bonus vs target in all contests.
Attack: Trample Maul: When attacking a prone opponent, can use sharp rear-leg claws for terrible damage.
Attack: Dominate Minor Animal: Lets the creature take control of one type of animal, e.g. dogs, cats, birds, lizards, livestock, etc.
Defense: Regeneration 2: Regenerates 4 health and 8 poise per turn.
Defense: Mimic voice: Can perfectly mimic a human voice after hearing just a few sentences. Uses this to lure out prey.
Defense: Partial Invisibility (except eyes) : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: Mirrors warp where ever it goes
Spore: Molts, and leaves behind dried skin sheathes like a snake does. Happens every 1-3 day, or after intense activity/stress
VictimChoice: Taste for Cattle
VictimWound: Grinds up the teeth of its victims and then eats the dust.



Terrible Lemurian Deodand
Power Level: 104

Stats:
Poise: 30
Health: 80
Armor: 4
DefenseMod: 6
AttackMod: 8
DamageMod: 6
Init: 7

Traits:
Aspect: Flesh
Frame: Man
Size: Medium Sized
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Keen Eyes: Extremely good eye sight. Can see prey that is miles away, and usually notices hidden or camouflaged creatures.
Attack: Siren Call/Chant/Howl/Mind Call: Draws the target to the monster in a trance like state, unless target resists.
Attack: Lays Traps: This creature is intelligent enough to lay pit traps, spear traps, etc. against hunters.
Attack: Snake Legs: The rear third of the creature is that of a giant snake. Adds an extra action slot for the tail to grasp and crush.
Defense: Final Form: When killed, becomes an Ooze Aspected creature of the same size. Goes back up to full Health and Poise.
Defense: Turtle Shell: Carries a large, thick, turtle like shell on its back. Gives it 4 armor.
Defense: Weapon Immunity 2: Max of 1 damage normal weapons
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Penalties range from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Has an emaciated belly.
NumAppearing: Solitary
Spore: Showers of falling stars are seen at night, mostly in the hours just before dawn.
Spore: Likes to nest in ponds and underwater
Smell: Burning Pine Wood
VictimChoice: Taste for Horses
VictimWound: Only eats the Fingers of its victims



Uqbarian Beetlessicate
Power Level: 109

Stats:
Poise: 30
Health: 25
Armor: 2
DefenseMod: 1
AttackMod: 9
DamageMod: 12
Init: 3

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Beetle
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Poison Mist Aura: Poisonous mist seeps up out of the ground near the creature. Its lair will be dangerous with this mist. Can "send" the mist a limited distance (miles) if it concentrates for extended period of time.
Ability: Oatmeal Air: The creature can "thicken" the air around it, making movement slow and laborious as in nightmare. Movement reduced by half for all enemies within Long range. Also imposes a -2 penalty to combat for creatures at Short range.
Attack: Shadow Spirit: The creature's shadow can dis-engage from it, and then move and attack on its own. The shadow has the same stats as the original, but has .2X of its Health and a -5 penalty. Both the Creature and its Shadow can exist independently of each other, and if one is killed the other can re-generate its partner with 24 hours.
Defense: Partial Invisibility (except eyes) : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
Defense: Leathery skin: Has some moderate DR versus physical attacks
Defense: Wooden Body: While appearing to be normal, the Witches' Skin and Organs are as hard as an old oak tree. They are extremely difficult to harm.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 penalty and cannot use abilities.
Appearance: Has three eyes.
NumAppearing: Solitary
Spore: Creepy cats are seen out at night. They congregate in groups of 20-40, quickly dispersing when anyone notices them.
Spore: Livestock in the region becomes sick and covered with sores.
Smell: Cabbage
VictimChoice: Taste for Cattle
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.



Thulian Ratgaunt
Power Level: 109

Stats:
Poise: 30
Health: 30
DefenseMod: 7
AttackMod: 12
DamageMod: 7
Init: 7

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Rat
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Heat Vision: Can see heat, and uses that to locate prey.
Ability: Aetheric Step: Has a short-range teleport action. Also +3 defense.
Attack: Monstrous Bash: Can make a knock back attack, knocks a hit target back by 4 spaces.
Attack: Bug Spray: Fires a cone of Flies out of its mouth at high pressure, hitting targets at up to Medium distance. The Flies then proceed to act as a mook. Usable twice per day.
Attack: Injecting Proboscis: This creature does not have a bite attack, but rather a proboscis that injects Blinding Poison.
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Defense: Partial Invisibility (except mouth) : The creature is invisible, with the exception of its mouth. Can move and attack while in this state.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Weakness: Avoidance Hearths: Strongly avoids and will not approach Hearths
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Appearance: Crown of shadow
Appearance: Has an emaciated belly.
NumAppearing: Solitary
Spore: There is a region wide increase in vermin. In particular, Fat Maggots can be found in much greater numbers.
Smell: Burning Pine Wood
VictimChoice: Taste for depressed people
VictimWound: Hangs victims from tree branches to make feeding easier.



Quiet Necroscorp
Power Level: 111

Stats:
Poise: 30
Health: 25
DefenseMod: 8
AttackMod: 12
DamageMod: 10
Init: 9

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Scorpion
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Soundless world aura: There is no sound when within short range of the creature. Eerie. +3 creature attack as this throws off the normal cues a person would use to defend. Also interferes with attempts to coordinate while fighting the creature. (optional, up to GM) As a meta-game effect, players who's PCs who are inside the aura can't talk with other players. They can gesticulate wildly, write notes, but not communicate about battle.
Ability: Vermin form: Can transform into a swarm of Roaches. Will typically use this ability to escape serious danger, or to move itself into an advantageous position. The transformation into Roaches is immediate and allows movement on the same round. Reforming back into the normal creature takes 3 rounds as the Roaches gather together and swirl. Damage done to the swarm will transfer to the creature when it reforms, though it is difficult to fully kill the creature without killing all of the Roaches. Killing all of the Roaches but 1-2 will at least delay the creature's re-formation for years, if not forever.
Attack: Petrifying Claw: This attack is applied by Claw. Applies -1 penalty per round for 5 rounds as the skin and extremities petrify. If reduced to 0 hp, the afflicted immediately hardens all the way through into a statue.
Attack: Breath of Unlife: Can breathe into a corpse's mouth, and have it raise as a zombie in seconds. Can badly damage an incapacitated person by breathing into their mouth.
Attack: Unspeakable Word: Speaks a word from the Void. Shatters understanding and sanity of a single target at up to Medium Range. Target makes a hard Will save, and on fail suffers -5 penalty and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Defense: Danger Sense: Excellent ability to detect immediate threats. It is not that its senses are necessarily better; rather it just has a sharp mind for detecting danger and putting warning signs together.
Weakness: Avoidance Mercury: Strongly avoids and will not approach Mercury
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 penalty and 1 health damage.
Appearance: Limned with a glow of black power
NumAppearing: Solitary
Spore: Inscribes odd geometric patterns in the bark of trees
Smell: Sulfur
VictimChoice: Drawn to magic: Drawn to places of magical power/items/spells/wizards
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.



Chelgrian Octonight
Power Level: 114

Stats:
Poise: 30
Health: 65
DefenseMod: 10
AttackMod: 17
DamageMod: 4
Init: 15

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Octopod
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Hover: Floats 6-12 inches off the ground. Has normal movement speed, but is not impeded by ice, coals, bear traps, or any similar obstacle. Its feet still move as though they were walking/running on solid ground.
Ability: Soundless movement: Creature makes absolutely no sound when it moves. Eerie.
Attack: Snake Legs: The rear third of the creature is that of a giant snake. Adds an extra action slot for the tail to grasp and crush.
Attack: Entropic Breath: This attack is applied by Breath. Its Breath causes organic matter to wilt and wither away. Each turn in contact with its Breath causes 1 wound. Clothes will decay to a few threads within 2 rounds, leather armor and shoes within 4. Metal is unaffected, and hiding behind a large metal shield can offer full protection. Any kids you have after exposure might end up with web feet.
Attack: Dominate Minor Animal: Lets the creature take control of one type of animal, e.g. dogs, cats, birds, lizards, livestock, etc.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Avoidance Hearths: Strongly avoids and will not approach Hearths
Appearance: Has baby-sized hands growing out over its entire body.
NumAppearing: Solitary
Spore: Inscribes odd geometric patterns in walls. If it has the time for it, will scrawl these patterns across an entire wall or room.
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
Smell: Wet Dog
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.



Chelgrian Corrupcrab
Power Level: 118

Stats:
Poise: 30
Health: 100
Armor: 1
DefenseMod: -1
AttackMod: 4
DamageMod: 6
Init: 0

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Crab
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Wreathe of Eyes: The creature has a band of 99 eyes around its head. The eyes give it 360 degree vision and is quite difficult to surprise.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Web Spray: Uses strange orifices on its torso to spray entangling webs at up to medium range. Entangled creatures cannot move and are at disadvantage.
Attack: Shredding Bite: This attack is applied by Bite. This creature's Bite is magically sharp. +5 attack, and any wound does inflicts an extra bleed of 1 point for next 3 rounds. Also has 2 armor piercing.
Defense: Bludgeon Resistant: Half damage from bludgeoning weapons
Defense: Poisonous Skin: This creature's skin emits secretions that are highly dangerous. Touching the skin with so much as a single hand inflicts one dose of Blinding Poison
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Its tongue is long and deeply forked.
Appearance: Has an emaciated belly.
NumAppearing: Solitary
Spore: At Noon and for several minutes after, a pillar of darkness surrounds this creature. Pillar is large enough to cover out to Short range away from the creature, and the pillar stretches for miles up into the air.
VictimChoice: Prefers to attack sleeping targets
VictimWound: Impales victims on tree branches to make feeding easier.



Elder Entropic Ratorpse
Power Level: 132

Stats:
Poise: 30
Health: 90
Armor: 1
DefenseMod: 1
AttackMod: 9
DamageMod: 12
Init: 0

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Rat
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Vermin form: Can transform into a swarm of Small Snakes. Will typically use this ability to escape serious danger, or to move itself into an advantageous position. The transformation into Small Snakes is immediate and allows movement on the same round. Reforming back into the normal creature takes 3 rounds as the Small Snakes gather together and swirl. Damage done to the swarm will transfer to the creature when it reforms, though it is difficult to fully kill the creature without killing all of the Small Snakes. Killing all of the Small Snakes but 1-2 will at least delay the creature's re-formation for years, if not forever.
Attack: Entropic Gaze: This attack is applied by Gaze. Its Gaze causes organic matter to wilt and wither away. Each turn in contact with its Gaze causes 1 wound. Clothes will decay to a few threads within 2 rounds, leather armor and shoes within 4. Metal is unaffected, and hiding behind a large metal shield can offer full protection. Any kids you have after exposure might end up with web feet.
Attack: Choking Aura: The air is thick and heavy. Gloom and despair flow out from the creature. Cannot regain Poise while at short range with this creature.
Defense: Swarmin Vermin: Creature is surrounded/clothed by a swarm of Flies. The swarm can act as a defense, or can be split and then sent to attack. Can be sent to attack anywhere in the region, though will not then be available for defense. Any losses to the swarm are repaired in 24 hours.
Defense: Ice Armor: Creatures has an inch thick layer of living ice that shields it from blows. Has Armor +1, and an extra 10 points of bonus health.
Defense: Pierce Resistant: Half damage from piercing weapons
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes penalties.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Casts no shadow
NumAppearing: Solitary
Spore: Frogs proliferate on land. They can be found by the dozens along the road, or hopping amongst the fields.
Spore: There is a region wide increase in vermin. In particular, Rats can be found in much greater numbers.
Smell: Cabbage
VictimChoice: Does not target virgins
VictimWound: Chops the victim into slices, e.g. like packaged lunch meat



Crabby Penguin
Power Level: 132

Stats:
Poise: 30
Health: 100
DefenseMod: 4
AttackMod: 14
DamageMod: 10
Init: 7

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Penguin
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: High Intelligence: These creatures are very intelligent. They use their abilities effectively, are wary of standard counters, and will usually see through obvious traps.
Ability: Keen Eyes: Extremely good eye sight. Can see prey that is miles away, and usually notices hidden or camouflaged creatures.
Ability: Monstrous Speed: Has an extra action slot.
Attack: Giant Crab claws: Extra damage. On a hit, can grab to keep doing more damage on the next turn.
Attack: Agonizing Gaze: This attack is applied by Gaze. This creature's Gaze causes debilitating agony.
Defense: Detachable limbs: Even when separated, limbs will continue to fight. Claws will scrabble along like spiders, will scamper into brush, etc. Can rejoin with main body if given a few minutes of peace.
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Defense: Immune to pain: This creatures takes 1/3 the normal penalty for health damage.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Appearance: Has baby-sized hands growing out over its entire body.
NumAppearing: Solitary
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
Smell: No smell at all
VictimChoice: Taste for Cattle
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.



Western Bog Blekksprut
Power Level: 160

Stats:
Poise: 30
Health: 100
DefenseMod: 8
Bonus RangedDefenseMod: 5
AttackMod: 6
DamageMod: 8
Init: 7

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Octopod
Size: Medium Sized
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Ability: Hover: Floats 6-12 inches off the ground. Has normal movement speed, but is not impeded by ice, coals, bear traps, or any similar obstacle. Its feet still move as though they were walking/running on solid ground.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Ability: Spider Eyes: The creature has a cluster of compound eyes that take up much of its face. The eyes give it amazing vision (and great peripheral vision) and make it quite difficult to surprise.
Attack: Spit Acid
Attack: Whip-blade Tail: Has a long, thick Tail that ends in a razor-sharp blade. Extra action slot for tail abilities.
Attack: Three Headed: Has an two extra action slots for bite/breath actions. +10 Health, but the heads do interfere with each other on the attack.
Defense: Bludgeon Resistant: Half damage from bludgeoning weapons
Defense: Regeneration: Regenerates 1 health and 2 poise per turn.
Defense: Butterfly Cloud: Is surrounded by dense swarms of constantly moving Green butterflies. Much of the creature is blocked out by the distracting swarms, masking its movements and attacks until the last moment. The butterflies do not seem to impair the creature's senses, and the butterflies can be stilled when the creature is trying to hide. +2 defense, +5 defense vs ranged attacks.
Weakness: Logical: Has a very logical mind. If it is told a logical paradox, will be distracted and confused for one round (-5 penalty) until it can shrug off the contradiction.
Weakness: Vulnerable at Noon Hour: Moves very slowly and cannot use special abilities at Noon Hour. Also suffers a -5 penalty.
Appearance: Skin has constant ripples and irregular pulses as though something were moving around underneath the skin
NumAppearing: Solitary
Spore: Strange and unreadable signs are found written in spider's webs
Smell: No smell at all
VictimChoice: Does not target farmers
VictimWound: Collects bright and shiny objects from its attacks. Doesn't care about their value, just how sparkly they are.