A number of creatures, generated from the 'Botein' 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.
Northern Hundessicate
Power Level: -10
Entropy, Fear, Mind, Mirror
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 20
Health: 5
Init: -1
DefenseMod: 1
AttackMod: -6
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: Hound
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: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
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 Malus and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
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 Malus per application. Lasts until next full rest.
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: 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.
Appearance: The creature's heart emits a Amber glow that shines through its skin and slowly pulses.
NumAppearing: Packs of 3
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 sickly people
VictimWound: Likes eating the eyes of its victims
Southern Toadbauble
Power Level: -9
Mystic, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 30
Health: 5
Init: -5
DefenseMod: 2
AttackMod: -7
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: Toad
Size: Medium Sized
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: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
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 Malus 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 Malus and cannot use abilities.
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 Malus per application. Lasts until next full rest.
Appearance: It continually cries tears of Crimson blood.
NumAppearing: Packs of 3
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Smell: Wet Dog
VictimChoice: Taste for depressed people
VictimWound: Eats the flesh and muscles, and then carves strange sigils on the bones of the victim.
Entropic Spookworm
Power Level: -6
Entropy, Elusive
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 5
Init: 5
DefenseMod: 6
AttackMod: -3
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: Worm
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: 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 Gaze: This attack is applied by Gaze.
Weakness: Avoidance Hearths: Strongly avoids and will not approach Hearths
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 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Appearance: One of its eyes is a Opal
Appearance: Its eyes are made of Jade
NumAppearing: Solitary
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Spore: Toads rain from the sky every 2-3 days.
Smell: Peaches
VictimChoice: Taste for Babies
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.
Odious Chelgrian Penguin
Power Level: -6
Sleep, Music, Ice, Mirror
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 48
Health: 5
Init: 3
DefenseMod: 2
AttackMod: -3
Traits:
Aspect: Flesh
Frame: Penguin
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: 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.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Limb Enervation: Affected area is enervated for rest of combat. Arm is weak and useless, leg is crippled, etc.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Appearance: Its tongue is long and deeply forked.
Appearance: Limned with a glow of black power
NumAppearing: Packs of 2
Spore: Leaves patches of Silver slime as it brushes past rocks and vegetation
Spore: Strange and unreadable signs are found written in spider's webs
Smell: Rotting meat
VictimChoice: Taste for Horses
VictimWound: Only eats the Lungs of its victims
Uqbarian Bush Crocodile
Power Level: 5
Nature, Poison, Mind, Entropy
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 25
Health: 10
Init: 0
DefenseMod: 6
AttackMod: -7
Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Crocodile
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: 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: 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: 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.
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. Malus' 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: 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 Malus 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 an emaciated belly.
NumAppearing: Packs of 4
Spore: Its passing drains the water from plants and trees, leaving brown and dehydrated husks. In areas where it has spent time the vegetation is particularly dry and dead.
Smell: No smell at all
VictimChoice: Taste for elderly people
VictimWound: Twists and crushes victims together to make horrific flesh-castles.
Thulian Carcelk
Power Level: 8
Entropy, Air
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 25
Health: 20
Init: 0
DefenseMod: 2
AttackMod: -2
Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Elk
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: 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: Paralyzing Touch: This attack is applied by Touch.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
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 Malus per application. Lasts until next full rest.
Appearance: Continually cries Umber tears
NumAppearing: Packs of 4
Spore: Leaves deer-like pellets that are a bright Silver color.
Spore: Birds flock to the region, and sit in creepy rows along tree branches and roofs.
Smell: Week old dumpster
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Consumes victims entirely, except for their hair.
Lemurian Lamblant
Power Level: 8
Nature, Poison, Elusive
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 25
Health: 15
Init: 0
DefenseMod: 6
AttackMod: -5
Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Lamb
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: 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: Jellyfish Back-Hair: The back of the creature is covered with gently waving, angel hair strands that deliver Petrifying 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: Tree Merge: Can enter and merge with a tree. Merging takes a full round; once merged can either stay in the tree or gate to another tree within 100 yards. Has limited senses while inside the tree; like looking through a pane of thick dark glass.
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: 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. Malus' 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.
Appearance: Its eyes are made of Emeralds
NumAppearing: Packs of 4
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.
Spore: Large toad stools grow up around the region in odd and out of the way spots. Smaller ones grow up near the areas the creature has been.
Smell: No smell at all
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.
Snap Draufgangerfrost
Power Level: 9
Ice, Agile, Air
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 33
Health: 20
Init: 9
DefenseMod: 9
AttackMod: 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: 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: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Animal Intelligence: IQ 40
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Packs of 4
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: Taste for depressed people
VictimWound: Grinds up the teeth of its victims and then eats the dust.
Wretched Idiran Jellshell
Power Level: 9
Mutant, Acid, Agile, Entropy
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 33
Health: 10
Init: 2
DefenseMod: 10
AttackMod: 0
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: Snail
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: 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.
Attack: Deadly Leap: Initiates combat by making an unexpectedly impressive leap (medium range, +10 attack, knockdown). Can also leap from person to person.
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.
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 Malus 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: 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: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
Appearance: Continually cries Black tears
NumAppearing: Packs of 2
Spore: The nearest creek runs blood-red for a night and a day. Fish and frogs turn up dead on its banks.
Spore: Cows stop giving milk
Smell: Wet Dog
VictimChoice: Loves wine and alcohol
VictimWound: Preferentially eats the hands of its victims
Minor Thulian Carcbull
Power Level: 10
Entropy, Brutal
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 20
Init: 0
DefenseMod: 0
AttackMod: 0
Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Bull
Size: Medium Sized
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: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Fury X: Can attack multiple enemies within range all at once.
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 Malus depending on amount of visual chaff it is facing.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Appearance: Wears a featureless Gold mask over its face.
Appearance: Continually screams
NumAppearing: Packs of 4
Spore: Tramps down odd geometric patterns in crops and fields
Spore: Makes weird stick-dolls and hangs them from trees before it rests for the day.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Eats the flesh and muscles, and then carves strange sigils on the bones of the victim.
Damnable Chelgrian Necroman
Power Level: 11
Entropy, Brutal, Mind, Sleep
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 62
Health: 5
Init: 7
DefenseMod: 6
AttackMod: 6
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: Man
Size: Medium Sized
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: Strong: This creature is stronger than most men. Its grip is painful. +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 progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
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 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
Appearance: Glowing Silver eyes
NumAppearing: Solitary
Spore: Thick clouds blot out the sky in the region. There are no sunny days.
Spore: Blood curdling howls and screeches at night
Smell: Peaches
VictimChoice: Taste for Men
VictimWound: Consumes victims entirely, except for their hair.
Valusian Ice Swine
Power Level: 13
Ice, Mind, Mirror, Mutant
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 15
Health: 20
Init: -5
DefenseMod: 0
AttackMod: 0
DamageMod: 1
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: Pig
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: 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: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Ability: Extra Arm Joints: The creature's arms have an extra set of joints, allowing them to reach and bend much further than normal.
Attack: Monstrous Bash: Can make a knock back attack, knocks a hit target back by 4 spaces.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
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: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
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.
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
NumAppearing: Packs of 2
Spore: Tramps down odd geometric patterns in crops and fields
VictimChoice: Taste for Men
VictimWound: Prefers to cripple its victims before eating them alive
Accursed Akkadian Pangloom
Power Level: 14
Entropy, Elusive, Air, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 33
Health: 10
Init: 3
DefenseMod: 6
AttackMod: -3
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: Panther
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: 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.
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: Night Vision: Can see in complete darkness without any difficulty.
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: 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: 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 Malus and cannot use abilities.
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 two sets of eyes, set one on top of another.
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
VictimChoice: Taste for bitter, angry old men
VictimWound: Takes the skulls of victims and piles them in little pyramids.
Uqbarian Vine Scorpion
Power Level: 14
Nature, Poison, Entropy, Mutant
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck
Stats:
Poise: 33
Health: 15
Init: 3
DefenseMod: 8
AttackMod: -4
Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Scorpion
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: 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: Snake-mouth Tail: Has a tail with a snake mouth on the end. The tail can make its own attacks.
Ability: Long Neck: The creature's neck is absurdly elongated and agile. It can use bite attacks from medium range.
Attack: Mono Horn: Has a single heavy horn that can be used for charges, goring, and tossing
Defense: Does not bleed: This creature does not bleed as you would expect, and is immune to bleed 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: Dumb: IQ 70
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: Mouth is over-sized, and stretches all the way back to the creature's ears.
Appearance: Glowing Silver eyes
NumAppearing: Packs of 4
Spore: Monstrous frog-like croaking heard several times during the night, loud enough to shake walls and tea cups
VictimChoice: Loves wine and alcohol
VictimWound: Eats the skin from victims.
Azadian Scorpion
Power Level: 18
Sleep, Music, Entropy, Brutal
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck
Stats:
Poise: 45
Health: 20
Init: -5
DefenseMod: -4
AttackMod: 2
Traits:
Aspect: Flesh
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: 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: Maul: Makes 2 attacks against same target. If both attacks hit, does extra damage.
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. Malus' 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 Malus, and acts last in round.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Has only a single eye.
Appearance: One of its eyes is a Ruby
NumAppearing: Packs of 2
Spore: Cloud-free. Clouds are never seen where this creature is.
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
VictimChoice: Prefers to attack sleeping targets
VictimWound: Takes the skulls of victims and piles them in little pyramids.
Zhaibarian Elk
Power Level: 19
Sleep, Music, Poison, Mirror
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 55
Health: 10
Init: 5
DefenseMod: 4
AttackMod: 4
Traits:
Aspect: Flesh
Frame: Elk
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: 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: Jellyfish Hair: Head is covered with waving, angel hair strands that deliver Petrifying 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: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
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.
Smell: Cabbage
VictimChoice: Prefers to attack sleeping targets
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.
Callow Murderous Goribauble
Power Level: 20
Mystic, Mind, Entropy
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 33
Health: 10
Init: 3
DefenseMod: 8
AttackMod: 3
DamageMod: 4
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: Gorilla
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: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 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: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in 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 Malus and cannot use abilities.
Weakness: Fetish: Carries a Small gem stone that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
Appearance: Gold Horn: The creature has a single >Gold horn rising from its head.
NumAppearing: Packs of 3
Spore: There is a region wide increase in vermin. In particular, Rats can be found in much greater numbers.
Spore: Cloud-free. Clouds are never seen where this creature is.
VictimChoice: Taste for Women
VictimWound: Cripples victims and lays worm sized young inside of them.
Eastern Babelly
Power Level: 21
Mutant, Acid, Mind, Sleep
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 20
Init: 0
DefenseMod: 0
AttackMod: -5
Traits:
Aspect: Red Ooze: Made out of a Red 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: Baboon
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: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 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 progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Ability: Power from corpses: Gains power from corpses. Estimate of 1 Atk/Def, and 2 Poise per corpse consumed in the last day.
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 Malus per application. Lasts until next full rest.
Weakness: Fetish: Carries a Small gem stone that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: One of its eyes is a Jade
Appearance: Has an emaciated belly.
NumAppearing: Solitary
Spore: Bats swarm thickly at night, harassing people, cattle, and windows with unusual fierceness.
Spore: Showers of falling stars are seen at night, mostly in the hours just before dawn.
VictimChoice: Loves wine and alcohol
VictimWound: Impales victims on tree branches to make feeding easier.
Lesser Bleeding Bullstal
Power Level: 21
Mirror, Mystic, Agile, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 33
Health: 40
Init: 3
DefenseMod: 4
AttackMod: 0
Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Bull
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.
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.
Ability: Heat Vision: Can see heat, and uses that to locate prey.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in 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. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Avoidance Fire: Strongly avoids and will not approach Fire
Appearance: Glowing Red eyes
NumAppearing: Packs of 3
Spore: Water nearby goes bad. Has a foul, rotten egg smell
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Only eats its victim's femurs.
Miserable Acherite Jamcube
Power Level: 21
Mutant, Acid, Mystic, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 30
Init: 0
DefenseMod: 0
AttackMod: -3
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: 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: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
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.
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. Malus' 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: 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: 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 Malus depending on amount of visual chaff it is facing.
Appearance: Limned with a glow of black power
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.
Spore: Vultures follow a few hours behind the creature.
Smell: Cat urine
VictimChoice: Taste for elderly people
VictimWound: Cripples victims and lays worm sized young inside of them.
Hyberborean Swineberg
Power Level: 22
Ice, Mind, Mutant, Acid
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 30
Health: 10
Init: -5
DefenseMod: -2
AttackMod: -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: Pig
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: 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: 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: 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.
Attack: Acid Bolt: Spits a bolt of elemental damage. Long range, single target.
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
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 light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Vulnerable to Milk: Cannot stand Milk. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Casts no shadow
NumAppearing: Packs of 2
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
Smell: Sulfur
VictimChoice: Taste for depressed people
VictimWound: Brings victims bodies back to its lair to snack on later.
Vanheim Larvasoul
Power Level: 23
Entropy, Elusive, Poison, Nature
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 25
Health: 5
Init: 0
DefenseMod: 2
AttackMod: 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: Maggot
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: 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: 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.
Attack: Heart Bleed Touch: This attack is applied by Touch.
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: 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 three eyes.
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: Ozone
VictimChoice: Loves wine and alcohol
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.
Detestable Northern Carafboon
Power Level: 24
Mirror, Mystic, Agile, Brutal
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 33
Health: 20
Init: 3
DefenseMod: 4
AttackMod: 3
Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Baboon
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: 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: Fury X: Can attack multiple enemies within range all at once.
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 Malus and cannot use abilities.
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 Malus 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. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Eyes never point in same direction
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
NumAppearing: Solitary
Spore: Tramps down odd geometric patterns in crops and fields
Spore: Creepy cats are seen out at night. They congregate in groups of 20-40, quickly dispersing when anyone notices them.
Smell: No smell at all
VictimChoice: Taste for Children
VictimWound: Twists and crushes victims together to make horrific flesh-castles.
Estovokian Kugel Snail
Power Level: 24
Mutant, Acid, Agile, Mirror
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 33
Health: 20
Init: 7
DefenseMod: 15
AttackMod: 3
Traits:
Aspect: Green Ooze: Made out of a Green 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: Snail
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: 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: Monstrous Reflexes: +5 initiative, +5 defense
Ability: Long Neck: The creature's neck is absurdly elongated and agile. It can use bite attacks from medium range.
Weakness: Fetish: Carries a Small gem stone 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 Coral weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Its eyes are made of Pearls
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: 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 Alpaca
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.
Terrifying Carcgoat
Power Level: 25
Entropy, Mystic, Brutal, Elusive
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 25
Health: 10
Init: 0
DefenseMod: 6
AttackMod: -5
Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Goat
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: 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: Heart Bleed Breath: This attack is applied by Breath.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Attack: Fear Aura: Has a fear aura over and above that most monsters do.
Defense: Shadow Armor: Wears armor made out of solid shadows. Provides 4 DR. Touching the armor drains heat from you, like a strong wind in Alaska. Drains 5 Poise per round of significant touch.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
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. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: The creature has horizontal pupils, like a goat does.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
NumAppearing: Solitary
Spore: There is a region wide increase in vermin. In particular, Worms can be found in much greater numbers.
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: Drawn to Adepts: Drawn to Adepts
VictimWound: Grinds up the teeth of its victims and then eats the dust.
Vanheim Cryscrow
Power Level: 25
Ice, Air, Mind, Mirror
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 33
Health: 30
Init: 3
DefenseMod: 4
AttackMod: 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: Crow
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: 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: 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.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Animal Intelligence: IQ 40
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
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: Solitary
Spore: Likes to nest in abandoned human buildings
Smell: Wet Dog
VictimChoice: Taste for Horses
VictimWound: Chops the victim into slices, e.g. like packaged lunch meat
Idiran Etherphant
Power Level: 26
Entropy, Elusive, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 25
Health: 30
Init: 0
DefenseMod: 2
AttackMod: -2
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: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 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: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
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 Malus per application. Lasts until next full rest.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
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. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Its tongue is long and deeply forked.
Appearance: Glowing Ice Blue eyes
NumAppearing: Solitary
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 farmers
VictimWound: Only eats its victim's femurs.
Akkadian Cubelatin
Power Level: 26
Mutant, Acid, Mind, Entropy
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 15
Health: 25
Init: -5
DefenseMod: 0
AttackMod: -2
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: Cube
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: 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: 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 Malus and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Ability: Tremor Sense: Can sense vibrations passing through the ground and uses that to locate hidden prey.
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: Cowardly: In combat, flee if things seem remotely dangerous.
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 Malus per application. Lasts until next full rest.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
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 Malus and 1 health damage.
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.
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: Solitary
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: Fires rage more hotly and tend to burn out of control. Random fires start occasionally.
Smell: Burning Pine Wood
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: Removes and eats the bones from victims, leaving limp and splayed open bodies.
Northern Ghost Scorpion
Power Level: 26
Entropy, Elusive, Mystic
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck
Stats:
Poise: 33
Health: 30
Init: 3
DefenseMod: 4
AttackMod: -3
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: Scorpion
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: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Ability: Ventriloquism: Can throw its voice at up to Long range. Can use the voice for dialog, or to fake sounds such as a cry for help or the cracking of branches and the like.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: Continually cries Amber tears
Appearance: Has three eyes.
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.
Smell: Mold
VictimChoice: Taste for Babies
VictimWound: Preferentially eats the hands of its victims
Murderous Marmashell
Power Level: 28
Mutant, Acid, Mystic, Entropy
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 15
Health: 20
Init: -6
DefenseMod: 6
AttackMod: -7
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: Snail
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: 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: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Attack: Second Head: Has an extra action slot for bite/breath actions. +5 Health
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
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 Malus 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.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Packs of 2
Spore: Plants and trees grow thorns on its passing
Spore: Cloud-free. Clouds are never seen where this creature is.
VictimChoice: Taste for Dog
VictimWound: Eats the fat off the victim, leaves most of the rest.
Azadian Wormoss
Power Level: 30
Entropy, Brutal, Ice
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 55
Health: 80
Init: -2
DefenseMod: -3
AttackMod: -2
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: Worm
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: 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.
Attack: Cold Aura: The area around the creature is intensely cold. Has a slight effect at medium range, and doubles the effect at close range. At medium range the cold causes a cumulative -1 Malus and a -2 to max Poise. Takes effect at end of round.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
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. Malus' 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: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: It has shark teeth in its mouth.
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
NumAppearing: Solitary
Spore: Toads rain from the sky every 2-3 days.
Smell: Cinnamon
VictimChoice: Taste for Cow
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.
Azadian Gloomtle
Power Level: 31
Entropy, Elusive, Air, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 48
Health: 5
Init: 2
DefenseMod: 8
AttackMod: 2
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: Turtle
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 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: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Attack: Fire Starter: Can set things on fire by staring at it for several seconds. Usable 5 times per day. Can be avoided by taking cover, dodging at close range, or possibly other means.
Defense: Immune to pain: This creatures takes 1/3 the normal Malus for health damage.
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. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: One of its eyes is a Opal
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
NumAppearing: Packs of 3
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: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
Smell: Burning Sugar
VictimChoice: Taste for Women
VictimWound: Drains every drop of blood from its victims.
Nariscene Gloomowl
Power Level: 31
Entropy, Elusive, Air, Brutal
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 33
Health: 30
Init: 3
DefenseMod: 4
AttackMod: -5
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: Owl: Does not actually fly. Instead it hop-walks along the ground.
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: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
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)
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
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.
Defense: Prudent: In combat, will retreat if things do not look good. Will try again later when the odds are better.
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 Malus per application. Lasts until next full rest.
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 Malus 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: Avoidance Fire: Strongly avoids and will not approach Fire
Appearance: Its tongue is long and deeply forked.
NumAppearing: Solitary
Spore: Its passing drains the water from plants and trees, leaving brown and dehydrated husks. In areas where it has spent time the vegetation is particularly dry and dead.
Spore: Dogs bark and whine all night for no reason.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Takes the skulls of victims and piles them in little pyramids.
Maddening Phialwolf
Power Level: 31
Mirror, Mystic, Agile, Mutant
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 48
Health: 10
Init: 4
DefenseMod: 2
AttackMod: 4
Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Wolf
Size: Medium Sized
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: 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: Gibbering Mouths: Has a score of mouths attached to its body, all gibbering insanities. Extra action slot for these attacks.
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.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
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 Malus and cannot 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. Malus' 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: Vestigial Wings: The creature has small, raggedy wings on its back
Appearance: The creature's skin is covered in glowing Silver runes.
NumAppearing: Packs of 2
Spore: Vultures follow a few hours behind the creature.
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Smell: Cabbage
VictimChoice: Loves wine and alcohol
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.
Valusian Necrotle
Power Level: 31
Entropy, Brutal, Mind, Mutant
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 5
Init: 4
DefenseMod: 12
AttackMod: 2
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: Turtle
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: 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.
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.
Ability: Keen Eyes: Extremely good eye sight. Can see prey that is miles away, and usually notices hidden or camouflaged creatures.
Attack: Second Head: Has an extra action slot for bite/breath actions. +5 Health
Defense: Partial Invisibility (except mouth) : The creature is invisible, with the exception of its mouth. Can move and attack while in this state.
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 Malus and cannot use abilities.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
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: The moon takes on a Black tint at night in this region. The closer the creature is, the deeper and more vibrant the color of the moon is.
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Removes the teeth from its victim before killing them. Keeps stolen teeth in its mouth where they merge with the monster; can display its hundreds of teeth later.
Acherite Leonsoul
Power Level: 32
Entropy, Elusive, Mystic, Mirror
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 48
Health: 5
Init: 4
DefenseMod: 7
AttackMod: -1
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: Lion
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -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.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Shredding Claw: This attack is applied by Claw.
Defense: Immunity to Poison: No damage from Poison
Defense: Elusive: Deceptively fast. bonus to dodge and move
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. 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. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Wears a featureless white mask over its face.
Appearance: Crown of shadow
NumAppearing: Packs of 3
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
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.
Smell: Burning Sugar
VictimChoice: Taste for Men
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.
Idiran Manorpse
Power Level: 32
Entropy, Mystic, Mind, Elusive
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 62
Health: 30
Init: 7
DefenseMod: 6
AttackMod: 1
Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Man
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: 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.
Attack: Petrifying Touch: This attack is applied by Touch.
Ability: Death Curse: As the creature dies, it will try to pull down a powerful curse upon its most hated foe. This requires that the creature has a turn before death, can speak, and can see its target, and that the target can hear the curse. The curse will cause the target health problems and ill luck, and is usually fatal in 13 to 41 days. Some clever people have been able to outwit a poorly worded or inexact curse.
Defense: Partial Invisibility (except eyes) : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Coral weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Packs of 2
Spore: There is a region wide increase in vermin. In particular, Gray Moths can be found in much greater numbers.
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
VictimChoice: Drawn to Adepts: Drawn to Adepts
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.
Vanheim Witherscorp
Power Level: 32
Entropy, Fear, Mind, Sleep
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck
Stats:
Poise: 15
Health: 30
Init: -5
DefenseMod: 0
AttackMod: -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: Scorpion
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: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
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 progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
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: 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 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Dumb: IQ 70
Appearance: Continually gibbers
Appearance: Perfectly reflective Red eyes
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
Spore: Leaves a trail of bloody footprints on the ground. Does not need to have stepped in blood, this is just a mystical reaction between its monstrous essence and the ground. The footprints are not always present; they tend to appear around times when the creature is agitated or exerting itself.
Smell: Burning Sugar
VictimChoice: Taste for Llama
VictimWound: Impales victims on tree branches to make feeding easier.
Azadian Pengossifer
Power Level: 32
Entropy, Brutal, Ice, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 5
Init: 0
DefenseMod: 4
AttackMod: 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: Penguin
Size: Medium Sized
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: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
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: 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.
Defense: Black Glass Armor: Enormous bonus vs fire attacks. Can shatter when well struck
Weakness: Obsessive solver: Cannot resist thinking about riddles or other logic problems. If told a riddle, will be distracted (-5) until it solves the riddle (moderate int save).
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: Wears a featureless Silver mask over its face.
NumAppearing: Packs of 2
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
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: Burning Sugar
VictimChoice: Taste for Children
VictimWound: Eats the fat off the victim, leaves most of the rest.
Murderous Gloomshell
Power Level: 33
Entropy, Elusive, Air, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 45
Health: 15
Init: -1
DefenseMod: 5
AttackMod: 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: Snail
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: 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: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
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.
Ability: Long Neck: The creature's neck is absurdly elongated and agile. It can use bite attacks from medium range.
Attack: Corrosive Aura: Deals 1 health damage at end of round to all creatures in medium range.
Attack: Ill Luck Aura: Bad luck plagues everyone within Long range of the creature. Impose a -2 Malus on all tasks. The aura is especially hard on equipment, causing it to break, leak, or malfunction. Especially deadly to complex or delicate machines.
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 Malus and cannot use abilities.
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 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Appearance: Has three eyes.
NumAppearing: Packs of 3
Spore: Vultures follow a few hours behind the creature.
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
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: Cracks all the bones of its victims and then twists their body into spirals.
Southern Frostwolf
Power Level: 33
Ice, Mind, Sleep, Nature
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 47
Health: 10
Init: 8
DefenseMod: 8
AttackMod: -1
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: Wolf
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: 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.
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 progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Attack: Control Crows: Able to control crows and direct them to swarm, buffet, and attack.
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: Dumb: IQ 70
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 Malus and 1 health damage.
Appearance: Blind white eyes
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
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: Vultures follow a few hours behind the creature.
Smell: Flowers
VictimChoice: Taste for sickly people
VictimWound: Victims are torn into two pieces, with the middle eaten out.
Western Spidergaunt
Power Level: 33
Entropy, Vermin, Agile, Mirror
Main Action Deck
Printable Main Action Deck
Main3 Action Deck
Printable Main3 Action Deck
Main4 Action Deck
Printable Main4 Action Deck
Stats:
Poise: 40
Health: 10
Init: 5
DefenseMod: 6
AttackMod: 5
Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Spider
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: 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: Bug Spray: Fires a cone of Small Snakes out of its mouth at high pressure, hitting targets at up to Medium distance. The Small Snakes then proceed to act as a mook. Usable twice per day.
Ability: Monstrous Speed: Has an extra action slot.
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 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Appearance: The creature has bull-frog shaped sac at the base of the neck which inflates and deflates at odd moments. The sac is a vivid Black color.
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: Wet Dog
VictimChoice: Taste for elderly people
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.
Chelgrian Ghost Beetle
Power Level: 33
Entropy, Elusive, Mystic, Mutant
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 25
Health: 15
Init: 0
DefenseMod: 11
AttackMod: -2
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: Bug
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: 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: 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.
Ability: Long Legs: The creature's legs are absurdly elongated. The creature moves quickly and is surprisingly agile.
Defense: Shadow Armor: Wears armor made out of solid shadows. Provides 4 DR. Touching the armor drains heat from you, like a strong wind in Alaska. Drains 5 Poise per round of significant touch.
Weakness: Animal Intelligence: IQ 40
Weakness: Sun Death: Takes damage while in sunlight.
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: Has a thick and distended abdomen.
NumAppearing: Solitary
Spore: Leaves patches of charred and blackened ground in areas where it has stayed for more than a few minutes.
Smell: Flowers
VictimChoice: Does not target virgins
VictimWound: Preferentially eats the feet of its victims
Zhaibarian Bog Swan
Power Level: 35
Nature, Vermin, Air, Poison
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 53
Health: 45
Init: 3
DefenseMod: 1
AttackMod: 1
Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Swan
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: 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.
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.
Attack: Rust Bite: This attack is applied by Bite.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Vulnerable to Mercury: Cannot stand Mercury. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
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 Malus and cannot use abilities.
Appearance: Is grossly fat.
Appearance: Glowing Red eyes
NumAppearing: Packs of 2
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
VictimChoice: Taste for depressed people
VictimWound: Prefers to drown victims, and then eats the water-logged bodies.
Hyberborean Phlogelf
Power Level: 35
Fire, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 10
Init: 0
DefenseMod: 4
AttackMod: 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: Elf
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: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
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: Entrancing Fist: This attack is applied by Fist.
Defense: Black Glass Armor: Enormous bonus vs fire attacks. Can shatter when well struck
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 Malus and cannot use abilities.
Appearance: Crown of fire
NumAppearing: Packs of 3
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
VictimChoice: Taste for bitter, angry old men
VictimWound: Preferentially eats the hands and feet of its victims
Zhaibarian Swamp Deodand
Power Level: 35
Nature, Vermin, Mystic, Acid
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 48
Health: 10
Init: 3
DefenseMod: 8
AttackMod: 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: Man
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: 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: Petrifying Bite: This attack is applied by Bite.
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: Spit Acid
Defense: Turtle Shell: Carries a large, thick, turtle like shell on its back.
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 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Mercury: Cannot stand Mercury. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
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: Its tongue is long and deeply forked.
NumAppearing: Packs of 3
Spore: Makes weird stick-dolls and hangs them from trees before it rests for the day.
VictimChoice: Taste for sickly people
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.
Acherite Ectocrab
Power Level: 36
Entropy, Elusive, Brutal
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 70
Health: 10
Init: 9
DefenseMod: 14
AttackMod: 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: Crab
Size: Medium Sized
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: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Bone Breaking Touch: This attack is applied by Touch.
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 Malus.
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 Malus and cannot use abilities.
Appearance: The creature's heart emits a Green glow that shines through its skin and slowly pulses.
NumAppearing: Packs of 2
Spore: Blood curdling howls and screeches at night
Smell: Ozone
VictimChoice: Taste for sickly people
VictimWound: Usually kills by slitting or tearing open the victim's throat.
Southern Corruptiger
Power Level: 36
Nature, Vermin, Mind, Mirror
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 55
Health: 55
Init: 0
DefenseMod: 0
AttackMod: 1
Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Tiger
Size: Huge Sized: +4 attack, -2 def, +20 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: 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.
Attack: Control Plants: Able to control plants and roots. Extra action slot for this. More difficult to spot in nature.
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 Malus and cannot use abilities.
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 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Glass weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Blind white eyes
Appearance: One of its eyes is a Emerald
NumAppearing: Solitary
Spore: Mirrors warp where ever it goes
Spore: Toads rain from the sky every 2-3 days.
Smell: Rotting meat
VictimChoice: Taste for Dog
VictimWound: Cripples victims and lays worm sized young inside of them.
Entropic Gobgaunt
Power Level: 36
Entropy, Elusive, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 10
Init: 5
DefenseMod: 6
AttackMod: 5
Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Goblin
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: 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: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Attack: Entropic Breath: This attack is applied by Breath.
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. Malus' 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 Malus.
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
Appearance: Continually gibbers
NumAppearing: Solitary
Spore: Its passing drains the water from plants and trees, leaving brown and dehydrated husks. In areas where it has spent time the vegetation is particularly dry and dead.
VictimChoice: Taste for Men
VictimWound: Impales victims on tree branches to make feeding easier.
Southern Larvagloom
Power Level: 36
Entropy, Elusive, Air, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 48
Health: 35
Init: 3
DefenseMod: 2
AttackMod: 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: Maggot
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: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 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: 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.
Ability: Anti-light: This creature can snuff out light with its gaze or touch. As a free action can snuff out a torch,fire,etc.
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 Malus per application. Lasts until next full rest.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Has three eyes.
NumAppearing: Packs of 2
Spore: Tramps down odd geometric patterns in crops and fields
Spore: Vultures follow a few hours behind the creature.
Smell: Ozone
VictimChoice: Does not target beautiful men
VictimWound: Only eats its victim's femurs.
Lemurian Ursebauble
Power Level: 36
Mystic, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 15
Init: 0
DefenseMod: 4
AttackMod: 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: Bear
Size: Medium Sized
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: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Petrifying Touch: This attack is applied by Touch.
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Vulnerable to Glass weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Solitary
Spore: Food nearby goes bad, shrivels
Smell: Cinnamon
VictimChoice: Taste for Men
VictimWound: Eats the fat off the victim, leaves most of the rest.
Valusian Witherworm
Power Level: 37
Entropy, Fear, Mind, Sleep
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 45
Init: 0
DefenseMod: 0
AttackMod: 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: Worm
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: 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: 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 progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Ability: Vertigo Aura: The creature has an aura of disorientation and vertigo around it. Each turn, make an Easy Will save if within medium range. Once failed, overcome by vertigo until away from the creature for several minutes. When moving or turning, 50/50 chance of character actually moving in opposite direction.
Weakness: Vulnerable to Glass weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
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.
Weakness: Sun Death: Takes damage while in sunlight.
Appearance: Perfectly reflective Gray eyes
Appearance: Skin is is drooping and melted, like a candle that has been warmed
NumAppearing: Packs of 2
Spore: Leaves deer-like pellets that are a bright Red color.
VictimChoice: Taste for Babies
VictimWound: Hides remains in shallow graves. Sometimes never found, sometimes found by dogs or other animals.
Entropic Ursenight
Power Level: 37
Entropy, Elusive, Air, Poison
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 48
Health: 10
Init: 3
DefenseMod: 2
AttackMod: 2
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: Bear
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: 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.
Attack: Entropic Claw: This attack is applied by Claw.
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.
Attack: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
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 Malus 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: 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 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
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: Vestigial Wings: The creature has small, raggedy wings on its back
NumAppearing: Packs of 2
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
Smell: Cinnamon
VictimChoice: Taste for sickly people
VictimWound: Impales victims on tree branches to make feeding easier.
Karpashian Greed Crocodile
Power Level: 37
Mystic, Mind, Mutant, Mirror
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 35
Health: 35
Init: -2
DefenseMod: 3
AttackMod: -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: Crocodile
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: 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.
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.
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: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
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 three eyes.
Appearance: Has baby-sized hands growing out over its entire body.
NumAppearing: Packs of 2
Spore: Mirrors warp where ever it goes
Smell: Smoke
VictimChoice: Taste for Horses
VictimWound: Prefers to drown victims, and then eats the water-logged bodies.
Thulian Scorpion
Power Level: 38
Sleep, Music, Entropy, Mind
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck
Stats:
Poise: 35
Health: 10
Init: -2
DefenseMod: -1
AttackMod: 6
Traits:
Aspect: Flesh
Frame: Scorpion
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
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: 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 Malus and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
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 Malus depending on amount of visual chaff it is facing.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
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: This creature is luminescent, and at night can be seen with flickering patterns of fire-fly light running across its body.
Appearance: Its eyes are made of Jade
NumAppearing: Solitary
Spore: The moon takes on a Umber tint at night in this region. The closer the creature is, the deeper and more vibrant the color of the moon is.
VictimChoice: Taste for Cattle
VictimWound: Only eats its victim's femurs.
Uqbarian Gem Panther
Power Level: 38
Mystic, Mind, Agile
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 15
Health: 30
Init: 0
DefenseMod: 11
AttackMod: 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: Panther
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: 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: 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.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
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 Malus and cannot use abilities.
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 Malus per application. Lasts until next full rest.
Appearance: Wears dried bits of human hide over its body
NumAppearing: Packs of 2
Spore: Blood curdling howls and screeches at night
VictimChoice: Taste for Hog
VictimWound: Likes eating the eyes of its victims
Maddening Corrupwolf
Power Level: 38
Nature, Vermin, Mind, Air
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 25
Health: 20
Init: 1
DefenseMod: 2
AttackMod: 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: Wolf
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: 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: 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: 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.
Attack: Gibbering Mouths: Has a score of mouths attached to its body, all gibbering insanities. Extra action slot for these attacks.
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 Malus and cannot use abilities.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
NumAppearing: Packs of 2
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
Spore: Most birds flee the region the creature is in.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Cracks all the bones of its victims and then twists their body into spirals.
Uqbarian Swanorpse
Power Level: 38
Entropy, Air, Mirror
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 75
Health: 15
Init: 9
DefenseMod: 7
AttackMod: 10
Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Swan
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: 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: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Paralyzing Touch: This attack is applied by Touch.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
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: Has three sets of eyes, set one on top of another.
Appearance: Limned with a glow of black power
NumAppearing: Packs of 2
Spore: Likes to nest in abandoned human buildings
Smell: Wet Dog
VictimChoice: Taste for Children
VictimWound: Kills and then beheads its victims. It keeps their dried heads on a cord around its waist.
Karpashian Mothcay
Power Level: 38
Nature, Vermin, Mind, Poison
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 48
Health: 35
Init: 3
DefenseMod: 6
AttackMod: 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: Bug
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: 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: 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: Polymorphic Claw: This attack is applied by Claw.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Vulnerable at Midnight Hour: Moves very slowly and cannot use special abilities at Midnight Hour. Also suffers a -5 Malus.
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: Eyes never point in same direction
NumAppearing: Packs of 2
Spore: Paranoia Aura: Over time, people in the region become distrustful, fearful, and aggressive. At its peak, can lead to assaults and murders.
Smell: Burning Pine Wood
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.
Thulian Babulp
Power Level: 39
Mutant, Acid, Brutal, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 55
Health: 45
Init: 5
DefenseMod: 4
AttackMod: -1
Traits:
Aspect: Green Ooze: Made out of a Green 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: Baboon
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.
Attack: Fury X: Can attack multiple enemies within range all at once.
Ability: Bright Eyes: The creature's eyes can shine with a blinding Gray light. Looking at its face a bit like staring into a spotlight at close range. Inflicts a -6 Malus to all creatures in its facing at short range, and a -3 Malus 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.
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 Malus and cannot use abilities.
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 Malus per application. Lasts until next full rest.
Appearance: Has an emaciated belly.
Appearance: Skin is transparent, and you can see the organs and bone moving beneath the skin.
NumAppearing: Packs of 2
Spore: Likes to nest in ponds and underwater
VictimChoice: Does not target children
VictimWound: Victim's faces are chewed off
Akkadian Wormbauble
Power Level: 39
Mystic, Mind, Entropy, Air
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 33
Health: 10
Init: 3
DefenseMod: 8
AttackMod: 3
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: Worm
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: 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: 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.
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: Paralyzing Touch: This attack is applied by Touch.
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 Malus and cannot use abilities.
Appearance: Has an emaciated belly.
NumAppearing: Packs of 2
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
Spore: Most birds flee the region the creature is in.
Smell: Burning Pine Wood
VictimChoice: Taste for depressed people
VictimWound: Usually kills by slitting or tearing open the victim's throat.
Acherite Snoblob
Power Level: 39
Ice, Mind, Entropy, Brutal
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 48
Health: 25
Init: 3
DefenseMod: 2
AttackMod: 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: Blob
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: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
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: Razor Sharp Bite: This attack is applied by Bite.
Defense: Pierce Resistant: Half damage from piercing weapons
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. Malus' 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: 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: Bundled up in layers of dirty and fetid gray cloth. Looks and smells like a particularly dedicated hobo.
Appearance: It continually cries tears of Crimson blood.
NumAppearing: Packs of 2
Spore: Likes to nest in abandoned human buildings
VictimChoice: Prefers to attack sleeping targets
VictimWound: Eats the fat off the victim, leaves most of the rest.
Abysian Snoose
Power Level: 40
Ice, Agile, Brutal
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 60
Health: 20
Init: 5
DefenseMod: 3
AttackMod: 6
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: Moose
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: 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.
Ability: Monstrous Speed: Has an extra action slot.
Attack: Deadly Tusks: Has sharp tusks that can be used for charges or impaling or ripping bites
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 Malus per application. Lasts until next full rest.
Weakness: Fetish: Carries a Gold Ring that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: Blind white eyes
NumAppearing: Packs of 2
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
Smell: Week old dumpster
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.
Uqbarian Jamshell
Power Level: 40
Mutant, Acid, Nature, Fear
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 30
Health: 85
Init: -3
DefenseMod: 7
AttackMod: -3
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: Snail
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: 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: Corrupting Spores: The creature sheds small, purplish spores into the air. These spores can colonize the human body, and if not promptly treated they can develop into an infection that will gradually enslave the host. The afflicted move and think slowly and become insensible to pain. While in this state they will obey the creature's phermonic promptings. Eventually the fungal infection grows to the point that the victim is rooted to the ground, and become an uneven pillar of spores and molting flesh. If the creature has been in an inhabited area for 1+ weeks, it will be aided by 3-6 of these afflicted humans.
Attack: Fear Scream: Has a banshee like scream that causes save vs flee in terror.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
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. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
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 Malus and cannot use abilities.
Appearance: This creature is luminescent, and at night can be seen with flickering patterns of fire-fly light running across its body.
NumAppearing: Packs of 2
Spore: Most birds flee the region the creature is in.
Spore: Unsettled earth; there are minor quakes and trembles in the ground every few hours. They are losely correlated with the creature's activity/emotional state/feeding.
Smell: Burning Pine Wood
VictimChoice: Taste for Women
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.
Eastern Octoacier
Power Level: 40
Ice, Mirror, Elusive
Main Action Deck
Printable Main Action Deck
Main6 Action Deck
Printable Main6 Action Deck
Main7 Action Deck
Printable Main7 Action Deck
Stats:
Poise: 30
Health: 10
Init: -5
DefenseMod: -2
AttackMod: 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: Octopod
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: 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: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Flash Freeze Tentacle: This attack is applied by Tentacle.
Defense: Prudent: In combat, will retreat if things do not look good. Will try again later when the odds are better.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
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: 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 2
Spore: The moon takes on a Gray tint at night in this region. The closer the creature is, the deeper and more vibrant the color of the moon is.
Spore: Mirrors warp where ever it goes
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: Brings victims bodies back to its lair to snack on later.
Western Scorpessicate
Power Level: 41
Entropy, Fear, Brutal, Mystic
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck
Stats:
Poise: 48
Health: 25
Init: 3
DefenseMod: 2
AttackMod: 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: 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: 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: Fury X: Can attack multiple enemies within range all at once.
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: 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 Malus 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: 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: Glowing Black eyes
NumAppearing: Solitary
Spore: Cloud-free. Clouds are never seen where this creature is.
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
Smell: Flowers
VictimChoice: Prefers to attack sleeping targets
VictimWound: Cracks the open the bones of its victims and eats their marrow
Zemblan Wolfottle
Power Level: 41
Mirror, Mystic, Agile, Entropy
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 35
Init: 2
DefenseMod: 0
AttackMod: 0
Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Wolf
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: 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: Fast: Moves 2x human speed. ++Init
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: Ill Luck Aura: Bad luck plagues everyone within Long range of the creature. Impose a -2 Malus on all tasks. The aura is especially hard on equipment, causing it to break, leak, or malfunction. Especially deadly to complex or delicate machines.
Weakness: Vulnerable to Obsidian weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
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: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
Appearance: Has only a single eye.
NumAppearing: Solitary
Spore: Creepy cats are seen out at night. They congregate in groups of 20-40, quickly dispersing when anyone notices them.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Preferentially eats the hands of its victims
Abysian Cangrejo
Power Level: 41
Sleep, Music, Agile, Entropy
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 35
Init: 1
DefenseMod: 6
AttackMod: 0
Traits:
Aspect: Flesh
Frame: Crab
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: 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: Monstrous Speed: Has an extra action slot.
Ability: Fast: Moves 2x human speed. ++Init
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
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: Shadow moves slightly differently than creature itself, and can expand/shrink without regard to lighting
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
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.
VictimChoice: Drawn to Adepts: Drawn to Adepts
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.
Murderous Witherblob
Power Level: 42
Entropy, Fear, Mystic, Mutant
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 70
Init: -2
DefenseMod: -1
AttackMod: -1
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: Blob
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: 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: 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: 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 Salt Water: Cannot stand Salt Water. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
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: Solitary
Spore: Creepy cats are seen out at night. They congregate in groups of 20-40, quickly dispersing when anyone notices them.
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.
Abysian Panther
Power Level: 42
Sleep, Music, Mystic, Fire
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 55
Health: 25
Init: 5
DefenseMod: 6
AttackMod: 1
Traits:
Aspect: Flesh
Frame: Panther
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: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Light Bringer: The creature's body can shine with a blinding Black light. Looking at it is a bit like staring into a spotlight at close range. Inflicts a -8 Malus to all creatures at short range, and a -4 Malus to all creatures at Medium Range. These penalties can be reduced/removed with appropriate eye wear or other abilities.
Ability: Ventriloquism: Can throw its voice at up to Long range. Can use the voice for dialog, or to fake sounds such as a cry for help or the cracking of branches and the like.
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: 20 lbs of Vermin in 10 lbs bag: Creature is full of Small Snakes. When the creature is damaged, these vermin will pour out of it and attack anything nearby.
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 Malus and cannot use abilities.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Crown of Wood
Appearance: Has only a single eye.
NumAppearing: Solitary
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
Smell: Cabbage
VictimChoice: Taste for Babies
VictimWound: Preferentially eats the feet of its victims
Poisonous Cubeulp
Power Level: 42
Mutant, Acid, Poison, Nature
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 25
Health: 50
Init: 0
DefenseMod: 2
AttackMod: -2
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: 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.
Attack: Snake-mouth Tail: Has a tail with a snake mouth on the end. The tail can make its own attacks.
Defense: Growing Problem: Each time this creature is hit, it grows larger. Ignores Malus from damage while this is in effect. For each 10 points of damage it takes, grows by 1 size level, gains +2 attack & +20 Health. Stops after 3 steps, when the creature is huge, has +6 attack, and 30 more HP than initially.
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 Malus and cannot use abilities.
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 Malus per application. Lasts until next full rest.
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: 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: Leaves deer-like pellets that are a bright Red color.
VictimChoice: Taste for bitter, angry old men
VictimWound: Never eats the Nose of its victims
Akkadian Larvasoul
Power Level: 43
Entropy, Elusive, Ice, Mirror
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 70
Health: 25
Init: 5
DefenseMod: 2
AttackMod: 8
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: Maggot
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: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Flash Freeze Touch: This attack is applied by Touch.
Ability: Heat Vision: Can see heat, and uses that to locate prey.
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 Malus per application. Lasts until next full rest.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Appearance: Continually gibbers
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: Cattle go mad, braining them selves against trees and writhing in agonized heaps on the ground.
Smell: Sulfur
VictimChoice: Loves wine and alcohol
VictimWound: Chops the victim into slices, e.g. like packaged lunch meat
Estovokian Carcrat
Power Level: 43
Entropy, Brutal, Mind, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 77
Health: 25
Init: 7
DefenseMod: 4
AttackMod: 7
Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Rat
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: 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.
Attack: Maul: Makes 2 attacks against same target. If both attacks hit, does extra damage.
Ability: Life Sense: Can sense all living creatures within 1 mile.
Defense: Partial Invisibility (except eyes) : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
Defense: Immunity to Acid: No damage from Acid
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 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Sun Death: Takes damage while in sunlight.
Appearance: One of its eyes is a Ruby
Appearance: Small candles and pooled wax cover the shoulders of the creature. The candles burn with an eerie Silver light, and will never go out so long as the creature is alive.
NumAppearing: Solitary
Spore: Toads rain from the sky every 2-3 days.
VictimChoice: Taste for Babies
VictimWound: Victims are torn into two pieces, with the middle eaten out.
Zemblan Iguanacay
Power Level: 44
Nature, Vermin, Poison, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 33
Health: 50
Init: 3
DefenseMod: 7
AttackMod: 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: Iguana
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: 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: Poisoned Quills: Body is covered in poisoned quills, which give +3 defense. Can launch quill at a single target in Medium range, inflicting Poison.
Ability: One Mean Cat: Visually, the creature appears to be a cute/appealing animal, such as a Squirrel. This is true even if the creature attacks. A character can try to dispel the illusion with a Medium will save, once per turn.
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
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. Malus' 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 Malus, and acts last in round.
Appearance: Has two sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
VictimChoice: Does not target the elderly
VictimWound: Only eats the Lungs of its victims
Abysian Rot Scorpion
Power Level: 45
Entropy, Mirror
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck
Stats:
Poise: 65
Health: 40
Init: -2
DefenseMod: 0
AttackMod: 1
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: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 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: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Combat Master: Inhumanely skilled at combat, with precise movements and immense speed. + atk/def, ++poise
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 Malus and cannot use abilities.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Appearance: Is grossly fat.
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
VictimChoice: Taste for Horses
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.
Western Goatsoul
Power Level: 45
Entropy, Elusive, Agile, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 48
Health: 15
Init: 8
DefenseMod: 7
AttackMod: 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: 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: Monstrous Reflexes: +5 initiative, +5 defense
Attack: Dominate Minor Animal: Lets the creature take control of one type of animal, e.g. dogs, cats, birds, lizards, livestock, etc.
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 Malus per application. Lasts until next full rest.
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: 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: Glowing Red eyes
NumAppearing: Solitary
Spore: Bats swarm thickly at night, harassing people, cattle, and windows with unusual fierceness.
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
VictimChoice: Loves wine and alcohol
VictimWound: Preferentially eats the hands and feet of its victims
Estovokian Babauble
Power Level: 45
Mystic, Mind, Entropy, Fear
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 75
Health: 5
Init: 15
DefenseMod: 18
AttackMod: 10
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: Baboon
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: 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: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Entropic Fist: This attack is applied by Fist.
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 Malus to combat for creatures at Short range.
Weakness: Dumb: IQ 70
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
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: Perfectly reflective Silver eyes
Appearance: Crown of fire
NumAppearing: Solitary
Spore: Fires rage more hotly and tend to burn out of control. Random fires start occasionally.
Smell: Cabbage
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.
Idiran Octoelatin
Power Level: 45
Mutant, Acid, Mind, Nature
Main Action Deck
Printable Main Action Deck
Main6 Action Deck
Printable Main6 Action Deck
Main7 Action Deck
Printable Main7 Action Deck
Stats:
Poise: 25
Health: 35
Init: 0
DefenseMod: 6
AttackMod: 1
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: Octopod
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: 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: 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.
Ability: Long Neck: The creature's neck is absurdly elongated and agile. It can use bite attacks from medium range.
Attack: Control Crows: Able to control crows and direct them to swarm, buffet, and attack.
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.
Weakness: Dumb: IQ 70
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. Malus' 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 thin, luminous threads of Gold running through its skin
NumAppearing: Solitary
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
Spore: Makes weird stick-dolls and hangs them from trees before it rests for the day.
VictimChoice: Taste for Babies
VictimWound: Cracks the open the bones of its victims and eats their marrow
Vanheim Etherbull
Power Level: 46
Entropy, Elusive, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 55
Health: 35
Init: 5
DefenseMod: 4
AttackMod: 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: Bull
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: 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: 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: 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: Vulnerable at Rain: Moves very slowly and cannot use special abilities at Rain. Also suffers a -5 Malus.
Appearance: Has two sets of eyes, set one on top of another.
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: Solitary
Spore: Dogs bark and whine all night for no reason.
Smell: Week old dumpster
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Only eats its victim's femurs.
Abysian Ectopillar
Power Level: 46
Entropy, Elusive, Mirror, Ice
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 90
Health: 5
Init: 15
DefenseMod: 12
AttackMod: 12
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: Caterpillar
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: 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: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Heart Freeze Touch: This attack is applied by Touch.
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: 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: Eyes never point in same direction
Appearance: Deep and horrible scars criss cross the creature's body.
NumAppearing: Packs of 2
Spore: Mirrors shatter where it goes
Smell: Sulfur
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Twists and crushes victims together to make horrific flesh-castles.
Nauseating Swineseed
Power Level: 46
Nature, Poison, Mind, Air
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 48
Health: 55
Init: 3
DefenseMod: 6
AttackMod: -3
Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Pig
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: 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.
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: 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.
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 Malus and cannot use abilities.
Appearance: Has only a single eye.
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Spore: Most birds flee the region the creature is in.
VictimChoice: Taste for Men
VictimWound: Preferentially eats the hands of its victims
Murderous Crabrime
Power Level: 47
Ice, Entropy, Mystic, Brutal
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 45
Health: 20
Init: -5
DefenseMod: 2
AttackMod: 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: Crab
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: 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: Life Draining Breath: This attack is applied by Breath.
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.
Defense: Unyielding: This creatures takes no Malus for health damage. It is deadly until the moment it is dead.
Weakness: Fetish: Carries a Dried up organ that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
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 Malus and cannot use abilities.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Appearance: Its eyes are made of Rubies
NumAppearing: Packs of 2
Spore: Creeks and streams run dry for no reason.
Spore: Leaves deer-like pellets that are a bright Red color.
Smell: Rotting meat
VictimChoice: Taste for Goat
VictimWound: Impales victims on tree branches to make feeding easier.
Lemurian Ooze Crawfish
Power Level: 47
Mutant, Acid, Agile, Nature
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 45
Init: 5
DefenseMod: 11
AttackMod: -5
Traits:
Aspect: Gray Ooze: Made out of a Gray 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: Crawfish
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: 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: Monstrous Reflexes: +5 initiative, +5 defense
Attack: Acid Blood: Attacks that do 5+ health dmg cause a splashback acid attack
Defense: Regeneration 2: Regenerates 4 health and 8 poise per turn.
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 Malus depending on amount of visual chaff it is facing.
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: Skin has constant ripples and irregular pulses as though something were moving around underneath the skin
NumAppearing: Solitary
Spore: Vultures follow a few hours behind the creature.
Smell: Burning Bone
VictimChoice: Loves wine and alcohol
VictimWound: Grinds up the teeth of its victims and then eats the dust.
Chelgrian Rime Ziraph
Power Level: 48
Ice, Mind, Entropy
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 70
Health: 5
Init: 9
DefenseMod: 8
AttackMod: 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: Giraffe
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: 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: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Paralyzing Breath: This attack is applied by Breath.
Ability: Night Vision: Can see in complete darkness without any difficulty.
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: 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.
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. Malus' 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: 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 Malus and cannot use abilities.
Appearance: Small candles and pooled wax cover the shoulders of the creature. The candles burn with an eerie Green light, and will never go out so long as the creature is alive.
Appearance: Perfectly reflective Amber eyes
NumAppearing: Solitary
Spore: Toads rain from the sky every 2-3 days.
Smell: Flowers
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.
Zhaibarian Elfsore
Power Level: 48
Nature, Vermin, Poison, Mutant
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 35
Init: 0
DefenseMod: 10
AttackMod: 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: Elf
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: 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: Polymorphic Fist: This attack is applied by Fist.
Defense: Regeneration: Regenerates 1 health and 2 poise per turn.
Defense: Iron Skin: Has 3 armor. Skin appears normal, until you hit it. Then it is like hitting a cast iron skillet.
Defense: Immunity to Poison: No damage from Poison
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
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 Malus and cannot use abilities.
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: Packs of 2
Spore: Cloud-free. Clouds are never seen where this creature is.
Spore: Blood curdling howls and screeches at night
Smell: Yeast
VictimChoice: Taste for Men
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.
Karpashian Creeptiger
Power Level: 49
Nature, Poison, Mind, Brutal
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 55
Init: -2
DefenseMod: 4
AttackMod: 3
Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
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: 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.
Attack: Control Plants: Able to control plants and roots. Extra action slot for this. More difficult to spot in nature.
Ability: Blood Belly: The creature stores the blood of its victims in a reservoir about its stomach. Until that reservoir has been emptied, will not take Malus from damage. Depending on how successful the creature's hunting has been, can contains up to 10 gallons (30 Health) worth of blood. Will rapidly lose these excess HP if the blood-belly is punctured.
Weakness: Vulnerable to Salt Water: Cannot stand Salt Water. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
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 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Iron weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Skin has constant ripples and irregular pulses as though something were moving around underneath the skin
NumAppearing: Solitary
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
Smell: Ozone
VictimChoice: Loves wine and alcohol
VictimWound: Eats the skin from victims.
Eastern Vine Turtle
Power Level: 49
Nature, Poison, Mutant, Air
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 55
Health: 50
Init: 4
DefenseMod: 17
AttackMod: 6
Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Turtle
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: 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.
Attack: Poisoned Quills: Body is covered in poisoned quills, which give +3 defense. Can launch quill at a single target in Medium range, inflicting Paralyzing Poison.
Defense: Regeneration: Regenerates 1 health and 2 poise per turn.
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.
Weakness: Vulnerable to Mercury: Cannot stand Mercury. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
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: Is grossly fat.
Appearance: Eyes never point in same direction
NumAppearing: Packs of 2
Spore: Creeks and streams run dry for no reason.
Spore: Vultures follow a few hours behind the creature.
Smell: Peaches
VictimChoice: Taste for sickly people
VictimWound: Eats the skin from victims.
Estovokian Seedowl
Power Level: 49
Nature, Poison, Air, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 60
Health: 60
Init: 5
DefenseMod: 7
AttackMod: 6
Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Owl: Does not actually fly. Instead it hop-walks along the ground.
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: 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: Control Plants: Able to control plants and roots. Extra action slot for this. More difficult to spot in nature.
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 nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
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 Malus and cannot use abilities.
Appearance: Is grossly fat.
NumAppearing: Packs of 2
Spore: Toads rain from the sky every 2-3 days.
VictimChoice: Taste for Horses
VictimWound: Eats the flesh and muscles, and then carves strange sigils on the bones of the victim.
Murderous Baubleworm
Power Level: 50
Mystic, Mind, Entropy, Ice
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 70
Health: 65
Init: 5
DefenseMod: 6
AttackMod: 8
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: 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: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
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: Ice Breathe: Breathes a torrent of elemental damage. Medium range, wide cone.
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 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
Appearance: Wears dried bits of human hide over its body
NumAppearing: Solitary
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
Spore: Unsettled earth; there are minor quakes and trembles in the ground every few hours. They are losely correlated with the creature's activity/emotional state/feeding.
VictimChoice: Taste for elderly people
VictimWound: Cracks the open the bones of its victims and eats their marrow
Idiran Krahen
Power Level: 51
Sleep, Music, Air, Mutant
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 25
Health: 35
Init: 0
DefenseMod: 2
AttackMod: 1
Traits:
Aspect: Flesh
Frame: Crow
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: 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: Storm Lord: Can summon down a bolt of lightning, even out of a clear blue sky. Usable 2 times per day. The lightning is inaccurate, and as with natural lightning will be drawn to any trees, water, metal, etc. that is nearby. Can be targeted up to Medium range away from the creature. Does health and poise damage to all targets within medium range, save for half. Does double that at close range, and quadruple that if it hits a target directly.
Attack: Second Head: Has an extra action slot for bite/breath actions. +5 Health
Defense: Regeneration: Regenerates 1 health and 2 poise per turn.
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. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: It has shark teeth in its mouth.
NumAppearing: Solitary
Spore: Water nearby goes bad. Has a foul, rotten egg smell
Smell: Cat urine
VictimChoice: Taste for Children
VictimWound: Preferentially eats the feet of its victims
Estovokian Barrow Okse
Power Level: 51
Entropy, Fear, Mystic, Brutal
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 30
Health: 35
Init: -5
DefenseMod: -2
AttackMod: 1
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: Bull
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: 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: 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.
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: 20 lbs of Vermin in 10 lbs bag: Creature is full of Green Butterflies. When the creature is damaged, these vermin will pour out of it and attack anything nearby.
Weakness: Sun Death: Takes damage while in sunlight.
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 Malus depending on amount of visual chaff it is facing.
Weakness: Vulnerable to Steel weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Solitary
Spore: Leaves a trail of bloody footprints on the ground. Does not need to have stepped in blood, this is just a mystical reaction between its monstrous essence and the ground. The footprints are not always present; they tend to appear around times when the creature is agitated or exerting itself.
Spore: Water nearby goes bad. Has a foul, rotten egg smell
VictimChoice: Taste for depressed people
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.
Poisonous Goriphial
Power Level: 52
Mirror, Mystic, Agile, Entropy
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 70
Health: 15
Init: 10
DefenseMod: 8
AttackMod: 6
DamageMod: 4
Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Gorilla
Size: Medium Sized
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: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Fast: Moves 2x human speed. ++Init
Attack: Limb Enervation: Affected area is enervated for rest of combat. Arm is weak and useless, leg is crippled, etc.
Attack: Poison Tipped Stinger
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Weakness: Avoidance Silver: Strongly avoids and will not approach Silver
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 Malus and cannot use abilities.
Weakness: Animal Intelligence: IQ 40
Appearance: One of its eyes is a Jade
NumAppearing: Solitary
Spore: Mirrors shatter where it goes
Smell: Ozone
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.
Elder Warping Elkphial
Power Level: 52
Mirror, Mystic, Agile, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 55
Health: 15
Init: 5
DefenseMod: 4
AttackMod: 4
Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Elk
Size: Medium Sized
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: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Petrifying Breath: This attack is applied by Breath.
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: Unyielding: This creatures takes no Malus for health damage. It is deadly until the moment it is dead.
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 Malus depending on amount of visual chaff it is facing.
Appearance: A half dozen grape-sized gems float and orbit around the creature's head.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
VictimChoice: Taste for Horses
VictimWound: Consumes victims entirely, except for their hair.
Chelgrian Pestilin
Power Level: 54
Nature, Vermin, Mutant, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 43
Health: 80
Init: 3
DefenseMod: 4
AttackMod: 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: Goblin
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: 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: Corrupting Spores: The creature sheds small, purplish spores into the air. These spores can colonize the human body, and if not promptly treated they can develop into an infection that will gradually enslave the host. The afflicted move and think slowly and become insensible to pain. While in this state they will obey the creature's phermonic promptings. Eventually the fungal infection grows to the point that the victim is rooted to the ground, and become an uneven pillar of spores and molting flesh. If the creature has been in an inhabited area for 1+ weeks, it will be aided by 3-6 of these afflicted humans.
Attack: Control Plants: Able to control plants and roots. Extra action slot for this. More difficult to spot in nature.
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. Malus' 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
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: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Solitary
Spore: Leaves patches of Gray slime as it brushes past rocks and vegetation
Smell: Ozone
VictimChoice: Taste for Llama
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.
Southern Rot Caballo
Power Level: 55
Entropy, Mutant, Elusive, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 60
Health: 55
Init: 6
DefenseMod: 3
AttackMod: 7
Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Horse
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: 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 Bite: This attack is applied by Bite.
Ability: Long Neck: The creature's neck is absurdly elongated and agile. It can use bite attacks from medium range.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
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: 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 Malus and cannot use abilities.
Appearance: Wears a cloak made of small, multi-colored bits of cloth that have all been sewn together
NumAppearing: Solitary
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
VictimChoice: Taste for depressed people
VictimWound: Hangs victims from tree branches to make feeding easier.
Western Baublemoth
Power Level: 56
Mystic, Mind, Elusive, Nature
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 75
Health: 5
Init: 15
DefenseMod: 22
AttackMod: 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: Bug
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: 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.
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.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Attack: Tooth Spitter: Can spit its teeth in a surprisingly adept manner. Can hit 2 targets out to medium range.
Attack: Iron Grip: The creature's grip is extremely powerful, and almost impossible for a human to escape. Can easily crush a person to death.
Attack: Force Strike: Can carry out its attacks at a short/moderate distance. No physical contact needed to wound/choke/stab/etc.
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Defense: Unyielding: This creatures takes no Malus for health damage. It is deadly until the moment it is dead.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
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 Malus per application. Lasts until next full rest.
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.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
Appearance: Crown of Lead
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: No fish are caught at all. They seem to have deserted the creeks and streams.
Smell: Cat urine
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.
Lemurian Barrow Scorpion
Power Level: 56
Entropy, Fear, Mind, Sleep
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck
Stats:
Poise: 40
Health: 80
Init: -5
DefenseMod: -2
AttackMod: -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: Scorpion
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.
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 progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
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: 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: Kill Raise: Creatures killed by its attacks come back as the undead after 1D6 turns.
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 Malus 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: Avoidance Iron Filings: Strongly avoids and will not approach Iron Filings
Appearance: Limned with a glow of black power
Appearance: Its entrails hang out of its belly.
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
Spore: Thick clouds blot out the sky in the region. There are no sunny days.
VictimChoice: Taste for Women
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.
Idiran Baubleorse
Power Level: 56
Mystic, Mind, Nature
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 53
Health: 35
Init: 4
DefenseMod: 5
AttackMod: 4
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: 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: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
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: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
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 Malus depending on amount of visual chaff it is facing.
Weakness: Fetish: Carries a Dried up organ that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: Wears dried bits of human hide over its body
NumAppearing: Solitary
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
Smell: Flowers
VictimChoice: Prefers to attack sleeping targets
VictimWound: Chops the victim into slices, e.g. like packaged lunch meat
Imperial Vanheim Turfire
Power Level: 56
Fire, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 70
Health: 45
Init: 8
DefenseMod: 14
AttackMod: 12
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: Turtle
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: 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: 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: 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: 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. Malus' 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: 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 Malus depending on amount of visual chaff it is facing.
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 Malus and cannot use abilities.
Appearance: The creature's heart emits a Ice Blue glow that shines through its skin and slowly pulses.
Appearance: Perfectly reflective Silver eyes
NumAppearing: Solitary
Spore: Unsettled earth; there are minor quakes and trembles in the ground every few hours. They are losely correlated with the creature's activity/emotional state/feeding.
Spore: Dogs bark and whine all night for no reason.
VictimChoice: Loves wine and alcohol
VictimWound: Takes the skulls of victims and piles them in little pyramids.
Karpashian Beetle
Power Level: 59
Sleep, Music, Entropy, Agile
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 67
Health: 55
Init: 12
DefenseMod: 14
AttackMod: 5
Traits:
Aspect: Flesh
Frame: Beetle
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: 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: Monstrous Reflexes: +5 initiative, +5 defense
Attack: Centipede Nests: Body is home to bloody holes where large centipedes nest. These creatures will emerge to strike an nearby enemies. Extra action slot.
Weakness: Vulnerable to Tree Sap: Cannot stand Tree Sap. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: Limned with a glow of black power
Appearance: Its tongue is long and deeply forked.
NumAppearing: Solitary
Spore: Likes to nest in abandoned human buildings
VictimChoice: Taste for Babies
VictimWound: Cracks all the bones of its victims and then twists their body into spirals.
Northern Barrow Lion
Power Level: 59
Entropy, Fear, Elusive, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 53
Health: 20
Init: 3
DefenseMod: 3
AttackMod: 12
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: Lion
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: 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: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Attack: Fear Aura: Has a fear aura over and above that most monsters do.
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: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
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. Malus' 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: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: Skin has constant ripples and irregular pulses as though something were moving around underneath the skin
NumAppearing: Solitary
Spore: Showers of falling stars are seen at night, mostly in the hours just before dawn.
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
VictimChoice: Loves wine and alcohol
VictimWound: Only eats its victim's femurs.
Snap Elfoss
Power Level: 60
Entropy, Brutal, Agile, Mutant
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 45
Health: 60
Init: 5
DefenseMod: 5
AttackMod: 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: Elf
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: 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: Monstrous Reflexes: +5 initiative, +5 defense
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.
Weakness: Vulnerable at Midnight Hour: Moves very slowly and cannot use special abilities at Midnight Hour. Also suffers a -5 Malus.
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: Its eyes are made of Rubies
NumAppearing: Solitary
Spore: Leaves deer-like pellets that are a bright Amber color.
Spore: Leaves patches of charred and blackened ground in areas where it has stayed for more than a few minutes.
Smell: Rotting meat
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Cracks the open the bones of its victims and eats their marrow
Estovokian Carcspider
Power Level: 63
Entropy, Agile, Mutant, Brutal
Main Action Deck
Printable Main Action Deck
Main3 Action Deck
Printable Main3 Action Deck
Main4 Action Deck
Printable Main4 Action Deck
Stats:
Poise: 55
Health: 10
Init: 14
DefenseMod: 15
AttackMod: 6
Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Spider
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: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Monstrous Speed: Has an extra action slot.
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: Monstrous Reflexes: +5 initiative, +5 defense
Attack: Trample Maul: When attacking a prone opponent, can use sharp rear-leg claws for terrible damage.
Attack: Snake Hair: Head is covered in snakes. The snakes get their own action slot for biting people and poisoning them.
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 Water: Strongly avoids and will not approach Water
Appearance: The creature has horizontal pupils, like a goat does.
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
NumAppearing: Solitary
Spore: Plants and trees grow thorns on its passing
Spore: Likes to nest in attics and basements
VictimChoice: Taste for Women
VictimWound: Cracks all the bones of its victims and then twists their body into spirals.
Abysian Gelatinous Snail
Power Level: 63
Mutant, Acid, Entropy
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 62
Health: 55
Init: 6
DefenseMod: 12
AttackMod: 7
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: Snail
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: 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.
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.
Weakness: Vulnerable to Bone weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
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 Malus per application. Lasts until next full rest.
Appearance: A half dozen grape-sized gems float and orbit around the creature's head.
Appearance: Has two sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Cows stop giving milk
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
Smell: Cat urine
VictimChoice: Taste for sickly people
VictimWound: Drains every drop of blood from its victims.
Hyberborean Flame Camelopard
Power Level: 64
Fire, Mind, Brutal, Entropy
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 47
Health: 45
Init: 7
DefenseMod: 8
AttackMod: 6
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: Giraffe
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: 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: 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: Maul: Makes 2 attacks against same target. If both attacks hit, does extra damage.
Defense: Weapon Immunity 1: Half damage from normal weapons
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Avoidance Obsidian: Strongly avoids and will not approach Obsidian
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 Malus per application. Lasts until next full rest.
Appearance: Has an emaciated belly.
NumAppearing: Solitary
Spore: Leaves patches of charred and blackened ground in areas where it has stayed for more than a few minutes.
Spore: Blood curdling howls and screeches at night
VictimChoice: Taste for bitter, angry old men
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.
Akkadian Octottle
Power Level: 64
Mirror, Mystic, Agile, Ice
Main Action Deck
Printable Main Action Deck
Main6 Action Deck
Printable Main6 Action Deck
Main7 Action Deck
Printable Main7 Action Deck
Stats:
Poise: 47
Health: 20
Init: 7
DefenseMod: 8
AttackMod: -1
Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Octopod
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: 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.
Attack: Ice Blade: The creature wields a sword of transparent ice and endless cold. The blade will freeze flesh and steel.
Ability: Vertigo Aura: The creature has an aura of disorientation and vertigo around it. Each turn, make an Easy Will save if within medium range. Once failed, overcome by vertigo until away from the creature for several minutes. When moving or turning, 50/50 chance of character actually moving in opposite direction.
Ability: Mutant Eyes: The creature's body is dotted with a random selection of eyes of different sizes, types, and colors. The eyes give it 360 degree vision and make it quite difficult to surprise.
Ability: Keen Nose: Extremely good sense of smell. Can easily track most prey, and is usually warned of approaching creatures.
Defense: Partial Invisibility (except eyes) : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
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: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
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 Malus depending on amount of visual chaff it is facing.
Appearance: Has three eyes.
NumAppearing: Solitary
Spore: Strange and unreadable signs are found written in spider's webs
VictimChoice: Taste for bitter, angry old men
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.
Imperial Valusian Necrocrow
Power Level: 65
Entropy, Brutal, Air, Agile
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 45
Health: 45
Init: 0
DefenseMod: 1
AttackMod: 8
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: Crow
Size: Huge Sized: +4 attack, -2 def, +20 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: 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: Monstrous Reflexes: +5 initiative, +5 defense
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: 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 light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: A half dozen grape-sized gems float and orbit around the creature's head.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
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.
VictimChoice: Taste for Children
VictimWound: Likes to tear prey limb from limb, leaves parts scattered over a tennis-court sized area
Southern Ooze Octopod
Power Level: 66
Mutant, Acid, Elusive, Mystic
Main Action Deck
Printable Main Action Deck
Main6 Action Deck
Printable Main6 Action Deck
Main7 Action Deck
Printable Main7 Action Deck
Stats:
Poise: 20
Health: 65
Init: -5
DefenseMod: 0
AttackMod: -2
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: Octopod
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: 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: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
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 Malus and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Attack: Tentacle Control: The creature can extend long, finger-width tentacles from its belly. The creature will attempt to jump on the back of its target, where the sharpened tips of these tentacles will then plunge into the neck and spine of victim. This allows the creature to integrate with and take control of the target's nervous system. On a successful attack, gives the creature control of the target and grants it an extra attack. Difficult to hit the creature so long as it is riding its victim. Can only be separated by the creature's willing choice, the victim's death, or by applying one of the creature's weaknesses to it (which forces it off the victim and onto the ground).
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: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Obsidian weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Has a thick and distended abdomen.
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: Inscribes odd geometric patterns in the bark of trees
VictimChoice: Taste for sickly people
VictimWound: Cracks all the bones of its victims and then twists their body into spirals.
Elder Snap Cryshound
Power Level: 67
Mirror, Mystic, Agile, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 53
Health: 20
Init: 9
DefenseMod: 6
AttackMod: 4
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: 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.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
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: 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.
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.
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. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Avoidance Obsidian: Strongly avoids and will not approach Obsidian
Appearance: Eyes never point in same direction
Appearance: Has three sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Inscribes odd geometric patterns in the bark of trees
Smell: Flowers
VictimChoice: Taste for bitter, angry old men
VictimWound: Eats the fat off the victim, leaves most of the rest.
Zhaibarian Crowgaunt
Power Level: 67
Entropy, Fear, Air, Vermin
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 50
Health: 30
Init: -2
DefenseMod: 1
AttackMod: 6
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: Crow
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: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
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: Mermogenic Breath: This attack is applied by Breath.
Attack: Dehydrating Claw: This attack is applied by Claw.
Defense: Dark Aura: Shrouded in shadow. Torches and fires are extinguished, even sun seems dimmer.
Defense: Shadow Armor: Wears armor made out of solid shadows. Provides 4 DR. Touching the armor drains heat from you, like a strong wind in Alaska. Drains 5 Poise per round of significant touch.
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 Malus 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 Malus and cannot use abilities.
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 Malus per application. Lasts until next full rest.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
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.
Smell: Burning Pine Wood
VictimChoice: Taste for elderly people
VictimWound: Never eats the Ears of its victims
Nariscene Cubeulp
Power Level: 67
Mutant, Acid, Ice, Entropy
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 60
Health: 75
Init: 5
DefenseMod: 3
AttackMod: 11
Traits:
Aspect: Red Ooze: Made out of a Red 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: 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: 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: Cold Aura: The area around the creature is intensely cold. Has a slight effect at medium range, and doubles the effect at close range. At medium range the cold causes a cumulative -1 Malus and a -2 to max Poise. Takes effect at end of 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: Fetish: Carries a Gold 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 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 Malus per application. Lasts until next full rest.
Appearance: The creature's heart emits a Silver glow that shines through its skin and slowly pulses.
NumAppearing: Solitary
Spore: Frogs proliferate on land. They can be found by the dozens along the road, or hopping amongst the fields.
Spore: Dogs bark and whine all night for no reason.
Smell: Burning Pine Wood
VictimChoice: Taste for elderly people
VictimWound: Prefers to drown victims, and then eats the water-logged bodies.
Terrible Murderous Pythbauble
Power Level: 67
Mystic, Mind, Mutant
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 75
Health: 10
Init: 11
DefenseMod: 14
AttackMod: 10
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: Python
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -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: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
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: Paralyzing Bite: This attack is applied by Bite.
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Defense: Weapon Immunity 1: Half damage from normal weapons
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 Malus and cannot use abilities.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Solitary
Spore: Likes to nest in attics and basements
Smell: Rotting meat
VictimChoice: Taste for sickly people
VictimWound: Collects bright and shiny objects from its attacks. Doesn't care about their value, just how sparkly they are.
Acherite Iguanabush
Power Level: 67
Nature, Poison, Air, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 53
Health: 25
Init: 3
DefenseMod: 5
AttackMod: 4
DamageMod: 1
Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Iguana
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: 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.
Attack: Jellyfish Back-Hair: The back of the creature is covered with gently waving, angel hair strands that deliver Petrifying 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.
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: 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: Monstrous Bash: Can make a knock back attack, knocks a hit target back by 4 spaces.
Defense: Gravid: When killed, 2-4 small version of the creature emerge from its corpse at end of round.
Defense: Fast-clotting: This creature's wounds clot extremely quickly. It never takes more than 1 point of bleed damage from a wound.
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: 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: Ram Horns: The creature has a thick and curling set of ram's horns on its head
NumAppearing: Solitary
Spore: Vultures follow a few hours behind the creature.
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: Loves to eat its victim's intestines.
Ancient Entropic Gloomcube
Power Level: 68
Entropy, Elusive, Air, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 60
Health: 40
Init: 11
DefenseMod: 12
Bonus RangedDefenseenseMod: 10
AttackMod: 8
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: Cube
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: 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.
Attack: Heart Bleed Breath: This attack is applied by Breath.
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: Storm Child: Creature can summon a cyclone about their body that A) lifts them up to 10 feet off the ground and B) makes them nearly immune to missile attacks.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Appearance: The creature has a broken off noose of loose and heavy rope wrapped around its neck.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
NumAppearing: Solitary
Spore: Vultures follow a few hours behind the creature.
VictimChoice: Taste for Hog
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.
Lemurian Hippsoul
Power Level: 69
Entropy, Elusive, Agile, Poison
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 95
Health: 35
Init: 16
DefenseMod: 11
AttackMod: 14
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: Hippo
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: 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: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Monstrous Speed: Has an extra action slot.
Attack: Sickly Aura: All Con/Poison/Disease saves are 1 step harder for all creatures in medium range.
Weakness: Vulnerable to Tree Sap: Cannot stand Tree Sap. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
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. Malus' 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: The creature has wide and staring fish eyes that never blink.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
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: Fires rage more hotly and tend to burn out of control. Random fires start occasionally.
Smell: Wet Dog
VictimChoice: Loves wine and alcohol
VictimWound: Only eats its victim's shin bones.
Lemurian Pestilion
Power Level: 69
Nature, Vermin, Mirror
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 45
Health: 100
Init: -5
DefenseMod: -1
AttackMod: -1
Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Lion
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: 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: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Petrifying Touch: This attack is applied by Touch.
Defense: 20 lbs of Vermin in 10 lbs bag: Creature is full of Flies. When the creature is damaged, these vermin will pour out of it and attack anything nearby.
Weakness: Animal Intelligence: IQ 40
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. Malus' 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: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: Dogs bark and whine all night for no reason.
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.
VictimChoice: Taste for sickly people
VictimWound: Preferentially eats the hands of its victims
Western Elkbauble
Power Level: 69
Mystic, Mind, Fire, Teeth
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 30
Health: 45
Init: -5
DefenseMod: 2
AttackMod: 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: Elk
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: 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: Boiling Blood Breath: This attack is applied by Breath.
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: 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: 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 Malus 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: Its tongue is long and deeply forked.
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Smell: Burning Pine Wood
VictimChoice: Does not target beautiful men
VictimWound: Removes the teeth from its victim before killing them. Keeps stolen teeth in its mouth where they merge with the monster; can display its hundreds of teeth later.
Royal Zemblan Spookowl
Power Level: 70
Entropy, Elusive, Air, Ice
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 85
Health: 30
Init: 9
DefenseMod: 6
AttackMod: 12
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: Owl: Does not actually fly. Instead it hop-walks along the ground.
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: 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: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Cold Aura: The area around the creature is intensely cold. Has a slight effect at medium range, and doubles the effect at close range. At medium range the cold causes a cumulative -1 Malus and a -2 to max Poise. Takes effect at end of round.
Attack: Dream Flute: Has a small, bone-white flute. As an action, can play the flute to try and put all nearby enemies into a sleep. Hard will save at short range, Medium will save at Medium range, Easy will save at long range.
Defense: Mimic voice: Can perfectly mimic a human voice after hearing just a few sentences. Uses this to lure out prey.
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 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
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: Wears heavy iron chains wrapped around its 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: Fowl Murder: The dead bodies of ducks and geese are found in the morning. The animals heads are missing.
Smell: Cat urine
VictimChoice: Taste for bitter, angry old men
VictimWound: Only eats its victim's shin bones.
Entropic Bushswan
Power Level: 71
Nature, Poison, Air, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 43
Health: 85
Init: 3
DefenseMod: 8
AttackMod: 0
Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Swan
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: 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: 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.
Ability: Blood Belly: The creature stores the blood of its victims in a reservoir about its stomach. Until that reservoir has been emptied, will not take Malus from damage. Depending on how successful the creature's hunting has been, can contains up to 10 gallons (30 Health) worth of blood. Will rapidly lose these excess HP if the blood-belly is punctured.
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: 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 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Obsidian weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Crawling with fleas and other insects
Appearance: This creature is luminescent, and at night can be seen with flickering patterns of fire-fly light running across its body.
NumAppearing: Solitary
Spore: Likes to nest in attics and basements
Spore: There is a region wide increase in vermin. In particular, Green Butterflies can be found in much greater numbers.
Smell: Smoke
VictimChoice: Taste for Horses
VictimWound: Usually kills by slitting or tearing open the victim's throat.
Hyberborean Witherlarva
Power Level: 75
Entropy, Fear, Mutant, Nature
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 60
Health: 55
Init: 5
DefenseMod: 3
AttackMod: 11
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: Maggot
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: 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: Entropic Breath: This attack is applied by Breath.
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.
Defense: Chameleon: Nearly perfectly blends with surroundings when both are still. Is much easier to see when moving.
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. Malus ranges 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
Appearance: Its tongue is long and deeply forked.
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: Smoke
VictimChoice: Does not target virgins
VictimWound: Drains every drop of blood from its victims.
Eastern Crocogaunt
Power Level: 75
Entropy, Mind, Agile, Air
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 25
Health: 10
Init: 0
DefenseMod: 2
AttackMod: 5
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: 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: 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: 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.
Ability: Monstrous Speed: Has an extra action slot.
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: Fear Gaze: This attack is applied by Gaze.
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.
Defense: Chameleon: Nearly perfectly blends with surroundings when both are still. Is much easier to see when moving.
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: 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 Malus and cannot use abilities.
Appearance: The creature's skin is covered in glowing Amber runes.
NumAppearing: Solitary
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
VictimChoice: Taste for Women
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.
Nariscene Edderkopp
Power Level: 76
Sleep, Music, Entropy, Mind
Main Action Deck
Printable Main Action Deck
Main3 Action Deck
Printable Main3 Action Deck
Main4 Action Deck
Printable Main4 Action Deck
Stats:
Poise: 65
Health: 65
Init: -2
DefenseMod: 0
AttackMod: 10
Traits:
Aspect: Flesh
Frame: Spider
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: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
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: 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: Combat Master: Inhumanely skilled at combat, with precise movements and immense speed. + atk/def, ++poise
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Refined Humor: Hates puns and other low humor. Will be distracted and enraged each turn it hears a pun or other low humor.
Appearance: Glowing Black eyes
NumAppearing: Solitary
Spore: Webs: Leaves behind large, thick-roped spider webs. These webs often contain the remains of past victims.
Smell: Cat urine
VictimChoice: Prefers to attack sleeping targets
VictimWound: Impales victims on tree branches to make feeding easier.
Nariscene Bush Crow
Power Level: 76
Nature, Poison, Air, Mutant
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 45
Health: 65
Init: 0
DefenseMod: 3
AttackMod: -1
Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Crow
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: 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: 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.
Attack: Injecting Proboscis: This creature does not have a bite attack, but rather a proboscis that injects Petrifying Poison.
Attack: Control Plants: Able to control plants and roots. Extra action slot for this. More difficult to spot in nature.
Attack: Jellyfish Hair: Head is covered with 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.
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.
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. Malus' 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: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
NumAppearing: Solitary
Spore: Dogs bark and whine all night for no reason.
Spore: Inscribes odd geometric patterns in the bark of trees
VictimChoice: Taste for Horses
VictimWound: Consumes victims entirely, except for their hair.
Nauseating Corruptoad
Power Level: 77
Nature, Vermin, Mind, Air
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 63
Health: 70
Init: 3
DefenseMod: 6
AttackMod: 8
Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Toad
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: 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: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
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: 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.
Attack: Ink Vomit: Vomits a viscous black ink when threatened. The ink blinds, encumbers, and makes the ground slippery. Takes hours to scrub out of skin and clothes.
Defense: Turtle Shell: Carries a large, thick, turtle like shell on its back.
Weakness: Vulnerable at Night: Moves very slowly and cannot use special abilities at Night. Also suffers a -5 Malus.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
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: The creature's skin is covered in glowing Gray runes.
NumAppearing: Solitary
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Smell: Cabbage
VictimChoice: Taste for Men
VictimWound: Preferentially eats the feet of its victims
Akkadian Baubleshell
Power Level: 77
Mystic, Mind, Mutant, Nature
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 20
Health: 45
Init: -3
DefenseMod: 17
AttackMod: -2
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: 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: 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: 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.
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: 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.
Attack: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
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.
Defense: Weapon Immunity 1: Half damage from normal weapons
Defense: Conch Shell: Carries a large, thick, conch like shell. Gives it 4 armor.
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. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Avoidance Silver: Strongly avoids and will not approach Silver
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
Appearance: Has an emaciated belly.
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: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
VictimChoice: Taste for Children
VictimWound: Prefers to drown victims, and then eats the water-logged bodies.
Western Searman
Power Level: 78
Fire, Agile, Brutal, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 55
Health: 45
Init: 5
DefenseMod: 6
Bonus RangedDefenseenseMod: 5
AttackMod: 1
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: 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: 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: Monstrous Speed: Has an extra action slot.
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.
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.
Defense: Displacement: Is in a subtly different position than it appears to be. Difficult to hit, especially with ranged weapons.
Defense: Fire Cloak: This creature's skin can blaze out into shifting layers of fire, burning as hot as a bonfire. Creatures in short range take 2 fire damage at end of round. Grappling the creature causes 5 fire damage at end of round. Bonus defense when fighting at short (+5) or medium range (+2)
Weakness: Vulnerable at Dawn: Moves very slowly and cannot use special abilities at Dawn. Also suffers a -5 Malus.
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 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Glass weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Has thin, luminous threads of Gold running through its skin
Appearance: Crown of Obsidian
NumAppearing: Solitary
Spore: Creeks and streams run dry for no reason.
VictimChoice: Taste for Cattle
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.
Chelgrian Crabherb
Power Level: 81
Nature, Poison, Mutant, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 52
Health: 65
Init: 7
DefenseMod: 18
AttackMod: 11
Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Crab
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: 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: 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: Polymorphic Touch: This attack is applied by Touch.
Ability: One Mean Cat: Visually, the creature appears to be a cute/appealing animal, such as a Ferret. This is true even if the creature attacks. A character can try to dispel the illusion with a Medium will save, once per turn.
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: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Appearance: This creature is luminescent, and at night can be seen with flickering patterns of fire-fly light running across its body.
Appearance: Is grossly fat.
NumAppearing: Solitary
Spore: Its passing drains the water from plants and trees, leaving brown and dehydrated husks. In areas where it has spent time the vegetation is particularly dry and dead.
VictimChoice: Taste for Men
VictimWound: Victim's faces are chewed off
Poisonous Pestibeetle
Power Level: 81
Nature, Vermin, Entropy, Poison
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 33
Health: 40
Init: 3
DefenseMod: 8
AttackMod: 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: Beetle
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: Strong: This creature is stronger than most men. Its grip is painful. +2 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.
Attack: Agonizing Gaze: This attack is applied by Gaze.
Attack: Poison Tipped Stinger
Attack: Dominate Minor Animal: Lets the creature take control of one type of animal, e.g. dogs, cats, birds, lizards, livestock, etc.
Defense: Bludgeon Resistant: Half damage from bludgeoning weapons
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Defense: Trapped Gasses: This creatures has nauseating gasses trapped beneath its skin. When wounded, these escape, sickening those around it (Hard Con Save or -10). Can only trigger three times in a fight.
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: 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 Malus depending on amount of visual chaff it is facing.
Appearance: Eyes never point in same direction
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.
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: Burning Bone
VictimChoice: Taste for bitter, angry old men
VictimWound: Preferentially eats the hands of its victims
Karpashian Hippstal
Power Level: 84
Mirror, Mystic, Agile, Ice
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 70
Health: 20
Init: 15
DefenseMod: 13
AttackMod: 11
Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Hippo
Size: Medium Sized
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: Monstrous Reflexes: +5 initiative, +5 defense
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: 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 Malus until your clothes and limbs are de-iced. Usable twice per day.
Attack: Razor Sharp Bite: This attack is applied by Bite.
Defense: Pierce Resistant: Half damage from piercing weapons
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
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. Malus' 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 Malus, and acts last in round.
Appearance: Has three sets of eyes, set one on top of another.
Appearance: It continually cries tears of Crimson blood.
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
Smell: Burning Sugar
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.
Uqbarian Beetle
Power Level: 85
Sleep, Music, Vermin, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 75
Health: 50
Init: 9
DefenseMod: 11
AttackMod: 12
Traits:
Aspect: Flesh
Frame: Bug
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: 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: 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: Mermogenic Bite: This attack is applied by Bite.
Ability: Light Bringer: The creature's body can shine with a blinding Amber light. Looking at it is a bit like staring into a spotlight at close range. Inflicts a -8 Malus to all creatures at short range, and a -4 Malus to all creatures at Medium Range. These penalties can be reduced/removed with appropriate eye wear or other abilities.
Attack: Acid Bolt: Spits a bolt of elemental damage. Long range, single target.
Attack: Centipede Nests: Body is home to bloody holes where large centipedes nest. These creatures will emerge to strike an nearby enemies. Extra action slot.
Defense: Does not bleed: This creature does not bleed as you would expect, and is immune to bleed 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: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: Has a pelt of snow-white fur. +2 saves against ice powers.
NumAppearing: Solitary
Spore: Cows stop giving milk
VictimChoice: Taste for elderly people
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.
Hateful Acherite Turumbra
Power Level: 86
Entropy, Elusive, Air, Agile
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 67
Health: 60
Init: 6
DefenseMod: 12
AttackMod: 11
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: Turtle
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: 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: Monstrous Speed: Has an extra action slot.
Attack: Kill Raise: Creatures killed by its attacks come back as the undead after 1D6 turns.
Attack: Giant Crab claws: Extra damage. On a hit, can grab to keep doing more damage on the next turn.
Defense: Partial Invisibility (except eyes) : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
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 Malus and cannot use abilities.
Weakness: Sun Death: Takes damage while in sunlight.
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.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
Spore: Vultures follow a few hours behind the creature.
VictimChoice: Taste for Cattle
VictimWound: Drains every drop of blood from its victims.
Northern Babelatin
Power Level: 89
Mutant, Acid, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 80
Health: 90
Init: 9
DefenseMod: 8
AttackMod: 10
Traits:
Aspect: Red Ooze: Made out of a Red 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: Baboon
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: 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: 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: 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: Acid Blood: Attacks that do 5+ health dmg cause a splashback acid attack
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
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. Malus' 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: It has shark teeth in its mouth.
Appearance: Has thin, luminous threads of Mithril running through its skin
NumAppearing: Solitary
Spore: Fowl Murder: The dead bodies of ducks and geese are found in the morning. The animals heads are missing.
Spore: Leaves deer-like pellets that are a bright Red color.
VictimChoice: Taste for Women
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.
Magnificent Zhaibarian Cryspython
Power Level: 90
Ice, Elusive, Mystic, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 40
Health: 85
Init: -4
DefenseMod: 1
AttackMod: 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: Python
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: 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: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
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: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Defense: Elusive: Deceptively fast. bonus to dodge and move
Defense: Weapon Immunity 2: Max of 1 damage normal weapons
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
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 Malus per application. Lasts until next full rest.
Weakness: Animal Intelligence: IQ 40
Appearance: Limned with a glow of black power
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
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: Cat urine
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.
Greater Azadian Tigorpse
Power Level: 90
Entropy, Brutal, Mystic, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 75
Health: 20
Init: 15
DefenseMod: 16
AttackMod: 12
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: Tiger
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: 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: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Attack: Deadly Tusks: Has sharp tusks that can be used for charges or impaling or ripping bites
Attack: Entrancing Claw: This attack is applied by Claw.
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 Malus. 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: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Defense: 20 lbs of Vermin in 10 lbs bag: Creature is full of Beetles. When the creature is damaged, these vermin will pour out of it and attack anything nearby.
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 Malus depending on amount of visual chaff it is facing.
Weakness: Vulnerable at Midnight Hour: Moves very slowly and cannot use special abilities at Midnight Hour. Also suffers a -5 Malus.
Weakness: Vulnerable to Mercury: Cannot stand Mercury. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Solitary
Spore: Unsettled earth; there are minor quakes and trembles in the ground every few hours. They are losely correlated with the creature's activity/emotional state/feeding.
Smell: Week old dumpster
VictimChoice: Taste for depressed people
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.
Ancient Snap Witherbeetle
Power Level: 94
Entropy, Fear, Agile, Brutal
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 77
Health: 55
Init: 7
DefenseMod: 8
AttackMod: 13
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: 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: 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: Monstrous Speed: Has an extra action slot.
Attack: Razor Sharp Bite: This attack is applied by Bite.
Attack: Ill Luck Aura: Bad luck plagues everyone within Long range of the creature. Impose a -2 Malus on all tasks. The aura is especially hard on equipment, causing it to break, leak, or malfunction. Especially deadly to complex or delicate machines.
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: 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 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Wears heavy iron chains wrapped around its body
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Solitary
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
VictimChoice: Taste for Women
VictimWound: Chops the victim into slices, e.g. like packaged lunch meat
Karpashian Skilpadde
Power Level: 95
Sleep, Music, Mind, Air
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 85
Health: 45
Init: 8
DefenseMod: 12
AttackMod: 17
Traits:
Aspect: Flesh
Frame: Turtle
Size: Huge Sized: +4 attack, -2 def, +20 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: 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: 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: 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.
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 progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Attack: Entrancing Bite: This attack is applied by Bite.
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.
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 Malus 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: Avoidance Iron Filings: Strongly avoids and will not approach Iron Filings
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
Appearance: Perfectly reflective Green eyes
NumAppearing: Solitary
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
VictimChoice: Taste for Women
VictimWound: Consumes victims entirely, except for their hair.
Valusian Shellelly
Power Level: 96
Mutant, Acid, Poison, Air
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 80
Health: 70
Init: 10
DefenseMod: 22
AttackMod: 15
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: Snail
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: 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: Snake-mouth Tail: Has a tail with a snake mouth on the end. The tail can make its own attacks.
Ability: Wreathe of Eyes: The creature has a band of 41 eyes around its head. The eyes give it 360 degree vision and is quite difficult to surprise.
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: Does not bleed: This creature does not bleed as you would expect, and is immune to bleed damage.
Defense: Turtle Shell: Carries a large, thick, turtle like shell on its back.
Weakness: Vulnerable at Rain: Moves very slowly and cannot use special abilities at Rain. Also suffers a -5 Malus.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
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. Malus' 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: Mouth is over-sized, and stretches all the way back to the creature's ears.
Appearance: Has an emaciated belly.
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: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
VictimChoice: Taste for depressed people
VictimWound: Preferentially eats the feet of its victims
Vanheim Frostscorp
Power Level: 96
Ice, Entropy, Mutant, Elusive
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck
Stats:
Poise: 53
Health: 65
Init: 4
DefenseMod: 4
AttackMod: 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: Scorpion
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: 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.
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.
Ability: Long: The mid section of this creature is absurdly elongated (e.g. dachshund). More Health, more agility.
Ability: Keen Nose: Extremely good sense of smell. Can easily track most prey, and is usually warned of approaching creatures.
Attack: Cold Aura: The area around the creature is intensely cold. Has a slight effect at medium range, and doubles the effect at close range. At medium range the cold causes a cumulative -1 Malus and a -2 to max Poise. Takes effect at end of round.
Defense: Cowardly: In combat, flee if things seem remotely dangerous.
Defense: Elusive: Deceptively fast. bonus to dodge and move
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 Malus 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 Malus.
Appearance: Has two sets of eyes, set one on top of another.
Appearance: Has thin, luminous threads of Gold running through its skin
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Smell: Peaches
VictimChoice: Prefers to attack sleeping targets
VictimWound: Only eats the Lungs of its victims
Azadian Ratsore
Power Level: 98
Nature, Vermin, Entropy, Mutant
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 77
Health: 70
Init: 7
DefenseMod: 4
AttackMod: 14
Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Rat
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: 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.
Attack: Prehensile Tongue: Has a long, thick tongue that can extend to deliver attacks and abilities. Extra action slot for tongue abilities.
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.
Defense: 20 lbs of Vermin in 10 lbs bag: Creature is full of Ants. When the creature is damaged, these vermin will pour out of it and attack anything nearby.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
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 Malus and cannot use abilities.
Appearance: Has only a single eye.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Solitary
Spore: Likes to nest in attics and basements
Smell: Burning Sugar
VictimChoice: Taste for elderly people
VictimWound: Drains every drop of blood from its victims.
Hyberborean Crawfish
Power Level: 99
Sleep, Music, Mystic, Poison
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 105
Health: 65
Init: 15
DefenseMod: 16
AttackMod: 20
Traits:
Aspect: Flesh
Frame: Crawfish
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: 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: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Attack: Poison Claw: This attack is applied by Claw.
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: 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: Vulnerable to Tree Sap: Cannot stand Tree Sap. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
Appearance: Has an emaciated belly.
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: Loves wine and alcohol
VictimWound: Victims are torn into two pieces, with the middle eaten out.
Vampiric Gloomaffe
Power Level: 100
Entropy, Elusive, Air, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 90
Health: 80
Init: 11
DefenseMod: 12
AttackMod: 9
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: Giraffe
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: 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: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
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: Life Draining Breath: This attack is applied by Breath.
Defense: Shadow Cloak: This creature is wreathed in shifting shadows. Extremely difficult to notice or to target when in dim light.
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.
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. Malus' 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: 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 Malus and cannot use abilities.
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 Malus and 1 health damage.
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: Solitary
Spore: Cloud-free. Clouds are never seen where this creature is.
Spore: Large toad stools grow up around the region in odd and out of the way spots. Smaller ones grow up near the areas the creature has been.
VictimChoice: Does not target women
VictimWound: Grinds up the teeth of its victims and then eats the dust.
Hateful Snap Babelatin
Power Level: 101
Mutant, Acid, Agile, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 80
Health: 110
Init: 5
DefenseMod: 2
AttackMod: 13
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: Baboon
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: 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: Monstrous Speed: Has an extra action slot.
Attack: Dominate Minor Animal: Lets the creature take control of one type of animal, e.g. dogs, cats, birds, lizards, livestock, etc.
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 Malus and cannot use abilities.
Weakness: Animal Intelligence: IQ 40
Weakness: Vulnerable to Milk: Cannot stand Milk. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
NumAppearing: Solitary
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: Frogs proliferate on land. They can be found by the dozens along the road, or hopping amongst the fields.
VictimChoice: Taste for Children
VictimWound: Likes to tear prey limb from limb, leaves parts scattered over a tennis-court sized area
Zemblan Marmablob
Power Level: 102
Mutant, Acid, Nature, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 53
Health: 65
Init: 3
DefenseMod: 1
AttackMod: 9
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: Blob
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: 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: Corrupting Spores: The creature sheds small, purplish spores into the air. These spores can colonize the human body, and if not promptly treated they can develop into an infection that will gradually enslave the host. The afflicted move and think slowly and become insensible to pain. While in this state they will obey the creature's phermonic promptings. Eventually the fungal infection grows to the point that the victim is rooted to the ground, and become an uneven pillar of spores and molting flesh. If the creature has been in an inhabited area for 1+ weeks, it will be aided by 3-6 of these afflicted humans.
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: Corrosive Aura: Deals 1 health damage at end of round to all creatures in medium range.
Attack: Whip tail: Has a tail that can deliver stinging blows. Also an extra action slot for the tail.
Defense: Nondescript: Fogs the minds of observers so that they do not notice the creature. Have to make a hard Will save to notice the creature, so long as it is not doing anything obtrusive. Can make additional easy Will saves if someone else is pointing the creature out to you.
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Vulnerable to Iron weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Shadow moves slightly differently than creature itself, and can expand/shrink without regard to lighting
Appearance: Has a thick and distended abdomen.
NumAppearing: Solitary
Spore: Likes to nest in abandoned human buildings
VictimChoice: Taste for Cattle
VictimWound: Loves to eat its victim's intestines.
Magnificent Eastern Witherswan
Power Level: 103
Entropy, Fear, Air, Agile
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 55
Health: 90
Init: 0
DefenseMod: -1
AttackMod: 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: Swan
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: Monstrous Speed: Has an extra action slot.
Ability: Keen Eyes: Extremely good eye sight. Can see prey that is miles away, and usually notices hidden or camouflaged creatures.
Ability: Death Curse: As the creature dies, it will try to pull down a powerful curse upon its most hated foe. This requires that the creature has a turn before death, can speak, and can see its target, and that the target can hear the curse. The curse will cause the target health problems and ill luck, and is usually fatal in 13 to 41 days. Some clever people have been able to outwit a poorly worded or inexact curse.
Attack: Heart Freeze Gaze: This attack is applied by Gaze.
Attack: Ill Luck Aura: Bad luck plagues everyone within Long range of the creature. Impose a -2 Malus on all tasks. The aura is especially hard on equipment, causing it to break, leak, or malfunction. Especially deadly to complex or delicate machines.
Attack: Kill Raise: Creatures killed by its attacks come back as the undead after 1D6 turns.
Defense: Partial Invisibility (except mouth) : The creature is invisible, with the exception of its mouth. Can move and attack while in this state.
Defense: Prudent: In combat, will retreat if things do not look good. Will try again later when the odds are better.
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 Malus depending on amount of visual chaff it is facing.
Weakness: Dumb: IQ 70
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
Appearance: Has two sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Food nearby goes bad, shrivels
Smell: Peaches
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Loves to eat its victim's intestines.
Terrible Warping Elkcaust
Power Level: 104
Fire, Mind, Entropy, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 90
Health: 50
Init: 15
DefenseMod: 12
AttackMod: 12
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: Elk
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: 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: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
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
Ability: Extra power during Dawn: Gains +10 atk/def during Dawn. Prefers to do its hunting then.
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: 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 Malus 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.
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 Malus and cannot use abilities.
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 Malus per application. Lasts until next full rest.
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 Malus per application. Lasts until next full rest.
Appearance: Continually screams
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
VictimChoice: Taste for Cattle
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 Gloomlarva
Power Level: 109
Entropy, Elusive, Air, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 82
Health: 25
Init: 7
DefenseMod: 11
AttackMod: 16
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: Maggot
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: Combat Master: Inhumanely skilled at combat, with precise movements and immense speed. + atk/def, ++poise
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: Anti-light: This creature can snuff out light with its gaze or touch. As a free action can snuff out a torch,fire,etc.
Ability: Rotting Stench: A gagging, rotting stench causes enemies within short range to take -5 Atk and Def.
Defense: Nondescript: Fogs the minds of observers so that they do not notice the creature. Have to make a hard Will save to notice the creature, so long as it is not doing anything obtrusive. Can make additional easy Will saves if someone else is pointing the creature out to you.
Defense: Fire Cloak: This creature's skin can blaze out into shifting layers of fire, burning as hot as a bonfire. Creatures in short range take 2 fire damage at end of round. Grappling the creature causes 5 fire damage at end of round. Bonus defense when fighting at short (+5) or medium range (+2)
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 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 Malus per application. Lasts until next full rest.
Weakness: Sun Death: Takes damage while in sunlight.
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 three eyes.
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.
VictimChoice: Taste for Horses
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.
Valusian Bullbauble
Power Level: 112
Mystic, Mind, Fire, Air
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 95
Health: 90
Init: 11
DefenseMod: 12
AttackMod: 9
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: Bull
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: 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: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
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
Ability: Light Bringer: The creature's body can shine with a blinding Black light. Looking at it is a bit like staring into a spotlight at close range. Inflicts a -8 Malus to all creatures at short range, and a -4 Malus to all creatures at Medium Range. These penalties can be reduced/removed with appropriate eye wear or other abilities.
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: Fire Starter: Can set things on fire by staring at it for several seconds. Usable 5 times per day. Can be avoided by taking cover, dodging at close range, or possibly other means.
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.
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 Malus per application. Lasts until next full rest.
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 Malus per application. Lasts until next full rest.
Appearance: A half dozen grape-sized gems float and orbit around the creature's head.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Solitary
Spore: Plants and trees grow thorns on its passing
VictimChoice: Prefers to attack sleeping targets
VictimWound: Cracks the open the bones of its victims and eats their marrow
Murderous Snorse
Power Level: 120
Ice, Mystic, Mutant, Agile
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 77
Health: 40
Init: 8
DefenseMod: 5
AttackMod: 10
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: Horse
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: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
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.
Ability: Long Legs: The creature's legs are absurdly elongated. The creature moves quickly and is surprisingly agile.
Attack: Gibbering Mouths: Has a score of mouths attached to its body, all gibbering insanities. Extra action slot for these attacks.
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: Freezing Bite: This attack is applied by Bite.
Defense: Weapon Immunity 2: Max of 1 damage normal weapons
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
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: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
Appearance: Has only a single eye.
NumAppearing: Solitary
Spore: Likes to nest in ponds and underwater
Spore: Large toad stools grow up around the region in odd and out of the way spots. Smaller ones grow up near the areas the creature has been.
Smell: Week old dumpster
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Cripples victims and lays worm sized young inside of them.
Nariscene Necrowl
Power Level: 124
Entropy, Brutal, Air, Agile
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 110
Health: 90
Init: 15
DefenseMod: 14
AttackMod: 22
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: Owl: Does not actually fly. Instead it hop-walks along the ground.
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: 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: 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: Monstrous Speed: Has an extra action slot.
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: 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: 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.
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: Shadow moves slightly differently than creature itself, and can expand/shrink without regard to lighting
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
Smell: No smell at all
VictimChoice: Taste for Women
VictimWound: Usually kills by slitting or tearing open the victim's throat.
Royal Zemblan Girossifer
Power Level: 138
Entropy, Brutal, Air, Mind
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 110
Health: 85
Init: 15
DefenseMod: 14
AttackMod: 23
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: Giraffe
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: 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: 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: Maul: Makes 2 attacks against same target. If both attacks hit, does extra damage.
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: 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 Malus and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Defense: Shadow Armor: Wears armor made out of solid shadows. Provides 4 DR. Touching the armor drains heat from you, like a strong wind in Alaska. Drains 5 Poise per round of significant touch.
Defense: Dark Aura: Shrouded in shadow. Torches and fires are extinguished, even sun seems dimmer.
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. Malus' 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: 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: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
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: Thick clouds blot out the sky in the region. There are no sunny days.
Spore: There is a region wide increase in vermin. In particular, Beetles can be found in much greater numbers.
VictimChoice: Taste for Horses
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.