THE BESTIARY
DUNGEONS & DRAGONS
Starbound EditionRules for the Bestiary:
Playing a Bestiary Race:
The many alien species found in the bestiary, are, of course, meant to be used by your faithful
Dungeon Master, to torment your party on their perilous journey, and hopefully murder you in
nasty ways. As such, these aliens are not balanced to be used as Player Characters, but of
course that won't stop you, you brave space pioneer, from jumping into the shoes of one of the
many races which inhabit this great galaxy.
However, in an effort to make your party not hate you, we have specified a few rules and
regulations, to help you avoid the hatred of your players, and play races from the Bestiary, fairly.
‘When playing a race from the bestiary, you must roll your stats, rather than use those provided in
the book. No stat may exceed 18 without class modifiers, so that Abysmal with 21 STR, now only
has 18 at most. You may choose two of the immunities your chosen race provides, and no more,
however all weaknesses will stay. Your HP will be determined by your class, not your race, and
must be rolled for accordingly. You will only have the skills from your class, not your race, racial
skills are not counted, and should not be listed.
For RP situations, most bestiary races lose the coveted ‘Consent to Death’ ability, and can be
killed at any time. If you follow these rules, you will gain your consent, however playing without
them will mean you are unable to choose a class, and can be randomly killed at any time,
Armour Class: The guaranteed HP of the creature; works just lke the player's armour.
Health: The dice one must roll to get the creature's HP, Roll once per level.
Speed: How fast the creature moves in meters per second.
Attack Dice: How much damage the creature does per hit, measured in dice.
Skills: Any skills from the Skill table
Senses: And senses from the Senses table.
Languages: What language the creature speaks
Immunities: What the creature is immune to, from Item or Attack attributes.
Weaknesses: What the creature takes half damage from, from Item or Attack attributes.
Level:
Description: A description of the creature's appearance and biology, as well as history.
Abilities: The creature's unique abilitiesXP Table:
Level: | XP:
0 5-15
1 30-100
2 150-300
3 400-700
4 750-900
5 1,000-1,500
6 2,000-2,650
7 2,900-3,360
8 3,500-4,500
9 5,000-6,250
10 6,900-7,650
" 8,000-9,000
12 9,500-10,500
13 1,300-2,800
14 11,100-11,500
15 12,550-13,450
16 13,800-14,500
7 15,750-16,900
18 17,500-20,000
19 21,500-33,350
20 25,000-30,000
21+ | 35,000+Senses:
Bioluminescence: Naturally produced organic light, which emanates from your body
Night vision: Able to see in the dark, as though it were daytime.
Infrared Vision: Able to see in infrared, and detect heat signatures.
‘Acute Smell: Highly advanced sense of smell, able to pick up faint scents, and follow trails.
Echolocation: Can navigate darkened environments using only sound; can detect shapes, but not
colour.
Tastylocation: Can use it's taste buds to navigate through dark environments by licking everything,
Occult Sense: Your eyes are closed to all but the unnatural. While some hear the bump in the dark
you see it, Anything ocoult you can view as if in broad daylight, or through walls.
‘Telepathy: Talking to people without vibrating molecules, directly to someone's mind. Those with
telepathy can choose 1 or more people to send their thoughts to. It also allows the user to know
what others in a certain radius are thinking, but they cannot dig through memories.
Remote Proprioception: The creature can leave parts of its body either on its enemies or on the
environment around them, allowing them to know exactly where said body part is at all times.Polymorph: Able to change into inanimate objects.
Flight: Can fly
Gliding: Can glide
Space faring: Can survive in the vacuum of space
Shapeshifter: Able to change into different people and animals.
Telekinesis: Able to move objects within it's field of vision with its mind
Multi-Attack: Can attack multiple times or multiple enemies per turn
Intoxicating Touch: Disadvantage to wisdom saving throws,
Lycanthropy: Can shape-shift from one predetermined form, into another, different predetermined
form; optionally can turn others into more of i's own species through a bite-transmitted virus.
Petrification: Eye or skin contact causes paralysis and utterly unable to move for several turns,
Phase Matter: Can move through up to one meter of solid material.
Higher Intelligence: Human-lke intelligence level.
Wall Climber: Can climb up vertical surfaces.
Fast swimmer: Speed doubles in water.
‘Swimmer: Speed remains the same in water
‘Amorphous: Can change rough shape, but not texture or appearance. Usually appears as a blob
which changes its shape to fit the situation; no defined shape,
Stone: Invincible when immobile.Item or Attack Attributes:
Acid: Dissolves targets by breaking apart their hydrogen bonds, can be combated with mucus
coatings.
Ballistic: Bullets, Cannons, Thrown stones, any projectile that causes blunt force damage at high
speeds.
Blunt: Clubs, Maces, Bats, Stones, any melee weapon that does not slash or pierce the skin, and
uses a flattened or round surface to deal damage.
Bound: When equipped, bound items cannot be unequipped.
Burning: Fire, Plasma, Lasers, anything which bums or cauterizes without the use of electricity or
acid
Confused: One or more of your five senses doesn't work right anymore, Most likely more, Dex
roles immediately fail, and speed is halved.
Dark: Can confuse enemies, and remove vision for several turns, as well as cause lasting necrotic.
effects, of be used to channel otherworldly beings. (Reserved for occult abilities).
Diseased: Infectious poisons, that causes lasting status effects, and weakens the player in almost
all regards.
EMP: An electromagnetic pulse, which disables most electronics for several tums. Everything is
immune to EMP attacks unless stated otherwise, save for robots, which are always affected
unless stated otherwise.
Electricity: Arcs of raw electricity, which can be used to either stun or kill a target.
Energy: Condensed electricity, such as lasers, hard light, and blaster shots. USed to quickly burn
through solid matter.
Freezing: Intensely cold temperatures, which can cause liquids to solidify, and can cause damage
to many organic beings.
Gravity: Warp fields that distort space, and blow through targets, tearing them apart at the
molecular level. This force is created by warp engines on ships, as well as by Warp Guns.Light: Creates bright flashes of light, which may stun an enemy, or even divert blows! (Usually
reserved only for occult abilities)
Mind: Causes illusions, and can be used to look into the future, or gather information about a
person. ((Reserved for occult abilities).
Otherworldly: To those unassociated with the occult, otherworldly items will carry a strange, alien
air about them, that causes a repulsion to anyone who attempts to use them.
Paralyzed: The inability to move on your own accord; This can be a temporary effect, one that
requires a cure, or something permanent.
Piercing: Arrows, daggers, needles, any melee weapon that attempts to pierce the skin, and not
slice it.
Poison: Toxic chemicals which give simple status downgrades, or drain health over time. If you
bite it and die, it's poison,
Radiation: Gives the same effects as poison, however radiation also causes mutations.
Slashing: Cutting across, or down, with a bladed weapon. Swords, axes, knives, cleavers; any
bladed weapon which attempts to alice rather than pierce
‘Sound: High-pitched noises, which confuse and disorient.
Stunned: Unable to move for a given amount of time, usually due to the shock of a heavy hit.
‘Venom: A more potent poison, which takes more health over time, and causes skin necrosis. If
bites you, and you die, it's venomous.Abysmal:
STR: 19, DEX: 18. CON: 17 INT: 0, WIS: 0. CHA. 16
‘Armour Class: 0
Health: 3420
Speed: 35
Attack Dice: 1410
Skills: Amorphous,
Senses: Night Vision
Languages: Abysmal
Immunities: Piercing. Freezing. Poison, Radiation
Weaknesses: Burning,
Level: 10-20
Description: A horrifying mass of living flesh. A strange, amorphous blob of stem cells, controlled
via a hive mind, allowing the Abysmal to change their shape and composition at will. Covered in
eyes and mouths, bleeding mucus and black blood, as it uses a series of tendrils to grab and
attack prey.
Abilities:
+Clay Skin: With a DEX check, Abysmal can form and shift th
DM. Cannot be used for disguise.
shape at will, DC decided by
+What did you expect?: Abysmal are immune to piercing and slashing damage, as well as blunt,
and normal bullets.
+How cute: Abysmal cannot be intimidated, and all intimidation rolls against them will be reversed,
and applied to the attacker.
+Multi-attack: Can attack two people per turn, or one person twice.
+Consume and Grow: Add +1 STR for every cubic meter of mass the abysmal has. Grows when
it consumes enemies and meat.
-Hot stuff: Taking any form of fire damage instantly ignites the abysmal, and will kil them in three.
turns. Abysmal can attack on the first turn, dodge on the second, but go prone on the third,
-Monstrous: Abysmal automatically fail diplomacy, disguise, and persuasion rolls.Agrobat:
STR:10. DEX:18 . CON:7 . INT:11. WIS:10. CHA:10
‘Armour Class: 11
Health: 144
Speed: 35 ft
Attack Dice: 144
Skills: None
Senses: Echolocation
Languages: Agrobat
Immunities: Poison
Weaknesses: Electricity
Level: 1-3
Description: A small, green reptile, with strange purple tinted bat-ike wings, large snapping jaws,
and four red eyes. Primarily found in highly toxic, polluted environments, the Agrobat is considered
hostile, but not dangerous by itself; i's strength comes in numbers, and in darkness, as many
swarms of Acrobats can hound their targets in caves or closed darkened spaces.
Abilities:
+ Toxic Teeth: Deals 104 poison damage on unarmoured targets.Ameobain:
STR: 8. DEX: 13. CON: 15, INT: 8, WIS: 7. CHA: 17.
‘Armour Class: 0
Health: 1420
Speed: 15
Attack Dice: 146
Skills: Charisma, Acrobatics.
Senses: Remote Proprioception
Languages: Any
Immunities: Blunt, slashing, piercing, poison, radiation
Weaknesses: Burning, Freezing, Electricity,
Level: 3.6
Description: A small blob of semi-translucent, neon-coloured jell-o, which has the ability to change
its shape at will, Has the consistency of vaseline.
Abilities:
+Mimic: Ameobains can make a dexterity roll (DC decided by DM), to shift into the rough shape of
any person, creature, or object that they have encountered. Provided they have enough mass.
Cannot be used to increase damage, or change damage type.
+Can't touch this: Takes half damage from piercing, and immune to blunt damage and bullets.
+Cellular. Ameobains can absorb, and suffocate their targets with an athletics saving throw per
turn, DC decided by DM. Takes four turns to suffocate, six tums to be lethal
“Amoeba Skin: Normal healing items don't work on Ameobains, can only be healed by water. If
submersed in water, they cannot attack, but become invincible.
-Slapfight: Unarmed attacks do half damage.Anglure:
STR:11. DEX:15 . CON:17 . INT:10.. WIS:8. CHA:6
‘Armour Class: 10
Health: 1412
Speed: 15 ft
Attack Dice: 148
Skills: None
Senses: Night Vision, Bioluminescence
Languages: None
Immunities:
Weaknesses: Poison
Level: 4
Description
Abilities:Apothocytis Symbiot
STR: 10. DEX: 10. CON: 3 INT: 14, WIS: 2. CHA. 1
‘Armour Class: 7
Health: 2420
Speed: 20
Attack Dice: 346
Skills: Intoxicating Touch, Multi-Attack, Polymorph, Higher Intelligence, Shapeshifter,
Space-Faring
Senses: Bioluminescence:
Languages: Galactic Standard
Immunities: Blunt, Slashing, Freezing, Piercing, Ballistics.
Weaknesses: Acid, Diseased. Radiation, Poison
Level: 10-20
Description: An polyextremophile bio-weapon created by the Miniknog to infest and control
technology and plant-ife to infest planets and technology. It backfired, horribly, and soon turned on
its own creators. Consisting of tendrils and ‘gunk’ for flesh, it's near impervious to kinetic damage
yet suffers drastically from chemical warfare.
Abilities:
+Infest: If tissue makes contact with technology or plant life, infest it and join together to grow its
power. Can be used on Florans, plants and allied or enemy technology.
+Pathetic Kinetic: Immune to piercing and slashing damage, as well as blunt, and normal bullets.
+How cute: Literally immune to being intimidated, and as such, all intimidation rolls against them
will be reversed, and applied to the attacker.
+Multi-attack: Can attack two people per turn, or one person twice.
+Infest, grow, assimilate: If the Apothocytis makes skin-to-skin contact with plant matter, or
unarmoured technology, they may make an INT saving throw equal to 3 minus the plant or
technology's constitution stat, to assimilate what it touched into it's mass.Assimilated
plants boost the Apothocytis stats, 1 square meter of plant life equals a +1 to any stat.
Assimilated technology can be used at any time by the creature, as though it was built into
them, this includes weapons, however said weapons still require ammunition to function.
-M MELTINGI: Acid, Gas or chemical damage will decrease target's health by halfAttack Dog:
STR: 13. DEX: 15. CON: 9. INT: 9. WIS: 11. CHA:17,
‘Armour Class: 0
Health: 144
Speed: 35
Attack Dice: 146
Skills: Acrobatics, Athletics, Intimidation.
Senses: Smell (100 meters)
Languages: Dog
Immunities: None
‘Weaknesses: Rolled-up newspapers, brooms (Blunt)
Level: 1-10
Abilities:
Dangerous Bite: Any critical roll on an unarmoured target incapacitates them for a turn.Avali:
STR: 10. DEX: 18. CON: 8. INT: 14. WIS: 12. CHA: 17.
‘Armour Class: 0
Health: 144
Speed: 30
Attack Dice: 146
Skills:
Senses:
Languages:
Immunities:
Weaknesses:
Level: 1-20
Description: The Avali (A player created custom species) are 1-meter-tall, feathered reptiians,
with ammonia based blood, and barbed tail feathers, This strange biology, means the Avali are of
of the few allied species, which require special environmental protection suits, to explore warm,
earth-like worlds. These strange reptiles are known as close-knit, somewhat xenophobic tribal
warriors, having kept their kin-based culture well into the space-age. Avali are skilled engineers,
with a focus on cybernetics, and body augmentation, making them a rival for the Apex, and the
Nootrians, Mostly keeping to themselves, Avali are a rare sight in the Galactic Unity, and often
reside in the Lawless section of the Galaxy, far away from the standard control of the Unity. Most
Avali go even further, and remain only with their tribe, and direct kin, never venturing far from their
homeland. Those who do leave, more than often try to locate other Avali, and travel the Galaxy in
packs, spreading their inventions, and history throughout the stars, While not the greatest fighters,
having one on your team will throw a curveball at your enemies, as Avali are mysterious,
Unpredictable fighters, that often change their tactics mid battle, patterns shifting completely to
deal with new threats,
Abilities:
+Ammonia Blood: Avali have an immunity to cold, and freezing damage, however they take an
extra 2d4 from heat and burning damage.
+Prehistoric Talents: Avali can deal 148 damage with kicks from the claws on their feet, and attack
twice with a 1d4 piercing damage attack with their tails.
+Popular Modification: Avali gain an extra +3 to all augmentation rolls, and move up a dice tier for
unarmed attacks, when using cybernetic limbs.Scrapper:
STR: 12, DEX: 15. CON: 10, INT: 10. WIS: 12. CHA: 13.
Armour Class: §
Health: 146
Speed: 25
Attack Dice: 144
Skills: Acrobatics
Senses: None
Languages: Any
Immunities: None
Weaknesses: Ballistics, Burning
Level: 1-5
Description: Your basic goon, mostly used to scouring old ships for tech and weapons.
Abilities: None
Hijacker:
STR: 14. DEX: 15. CON: 14. INT: 12. WIS: 11. CHA: 13.
‘Armour Class: 5
Health: 148
Speed: 20
Attack Dice: 144
Skills: Acrobatics, Athletics
Senses: None
Languages: Any
Immunities: None
Weaknesses: Burning
Level: 1-5
Description: A more advanced class of goon, good for taking ships, pilot or no pilot.
Abilities:
+Obvious: +1 to STR rolls when attempting to hijack a vehicle.Gunner:
STR: 17, DEX: 12. CON: 18. INT: 8. WIS: 10. CHA: 13.
‘Armour Class: 7
Health: 1412
Speed: 15
Attack Dice: 146
Skills: Acrobatics
Senses: None
Languages: Any
Immunities: Freezing
Weaknesses: Burning
Level: 1-5
Description: Advanced goon, good with automatic weapons.
Abilities: None
Chief:
STR: 18. DEX: 16. CON: 15. INT: 15. WIS: 17. CHA: 17,
‘Armour Class: 10
Health: 1412
Speed: 20
Attack Dice: 146
Skills: Athletics, Acrobatics
Senses: None
Languages: Any
Immunities: Stunned, Freezing
Weaknesses: Burning
Level: 2-6
Description: Chief of the goons, the big boss of the bandit camp in your sector.
Abilities:
+Master in Chief. Can boost the attack dice of any one ally by 1 for three turns,Batong:
STR:9. DEX:17 . CON: 11. INT:10. WIS:8 . CHA:16
‘Armour Class: §
Health: 248
Speed: 35
Attack Dice: 142
Skills: None
Senses: Tastylocation
Languages: Batong
Immunities: None
Weaknesses: None
Level: 1-2
Description: A small bat-lke creature, covered in black fur, with two tiny white eyes, about the side
of an eraser on a pencil. On the front of the Batong's body, is a large, all encompassing mouth,
with two curved teeth, and one, large tongue, which dangles outside it's mouth constantly. The
Batong uses this large tongue to taste particles in the air, and use them to navigate through the
environment.
Abilities:
NoneBobfae:
STR: 6. DEX: 20. CON: 7. INT: 11. WIS: 8. CHA: 15.
‘Armour Class:2
Health: 244
Speed: 40ft
Attack Dice: 146
Skills: Flight
Senses: None
Languages: Bobfae
Immunities: None
Weaknesses: None
Level: 1-2
Description: A dog-sized orange insectoid, which flies through the air using small, primordial insect
wings. The Bobfae, while normally vegetarian, has been known to attack when provoked.
Abilities:
NoneBulbop:
STR:9. DEX:10 . CON:13 . INT:22 . WIS:10.. CHA:20
Armour Class: 2
Health: 148
Speed: 20ft
Attack Dice: 144
Skills: None
Senses: None
Languages: Bulbop
Immunities: Freezing
Weaknesses: None
Level: 1-2
Description: Born without a mouth it is tormented by insane intelligence without being able to
convey its ideas with anyone or anything. The Bulbop is a small, leek-like creature, that is
suspected to have great intelligence.
Abilities: NoneCapricos
STR:16. DEX:15 . CON:13 . INT:11 . WIS:12. CHA:16
‘Armour Class:15
Health: 346
Speed: 30ft
Attack Dice: 244
Skills: None
Senses: None
Languages: Caprigoat
Immunities: Freezing
Weaknesses: Burning
Level: 1-3
Description: A goatike creature often found in the snowy mountains of various planets; can be
tamed and domesticated, Their milk is said to have healing properties.
Abilities:
+Healing but you look gross: Caprigoat milk heals 6 HP per cup.Crabcano:
STR: 12. DEX: 8. CON: 20. INT: 7. WIS: 3. CHA: 10.
‘Armour Class: 10
Health: 246
Speed: 15
Attack Dice: 246
Skills: None
Senses: Infrared vision
Languages: Craboano
Immunities: Burning
Weaknesses: None
Level: 5-10
Description: A large basalt-covered crustacean, which uses burning magma to form it’s hard shell;
‘The Crabcano is known for its strange ability to superheat sand it consumes, and fire the molten
liquid glass out of its back!
Abilities:
+Crabsplosion: Can erupt with a shower of burning glass, dealing 1410 burning damage to all
targets in a 2 meter radius.Crustoise:
STR: . DEX: . CON:. INT: . WIS: . CHA: 18.
‘Armour Class: 10
Health: 146
Speed: §
Attack Dice: 146
Skills: None
Senses: None
Languages: Crustoise
Immunities: Piercing, Slashing
Weaknesses: None
Level: 1-4
Description: An ambush creature which buries itself in the ground, disguised as a spikey rock,
awaiting someone to step on them, and get trapped! The Crustoise is a small shelled reptile, with
a thorny, stone-like shell,
Abilities:
+Ambush Attack: Deals an extra 1d4 bleeding damage to any target that steps on itCrutter:
STR: 16. DEX: 15. CON: . INT: . WIS: . CHA:
Armour Class: 0
Health: 148
Speed: 20
Attack Dice: 1410
Skills: None
Senses: Night Vision
Languages: Crutter
Immunities: Poison
Weaknesses: None
Level: 5-7
Description: A long-necked purple rabbit-like creature, with two compound eyes, and a venomous
bite
Abilities:
+Venom Spit: Can spit venom up to five meters; takes a DEX roll to hit targets, deals 146 venom
for two turns.STR: 15. DEX: 17. CON: 10. INT: 16. WIS: 15. CHA: 13,
Armour Class:
Health: 146
Speed: 25
Attack Dice: 148
Skills: Occult, Intimidation, Perception
Senses: Darkvision (10 meters)
Languages: Sothoth Tongue, Any
Immunities: Freezing, Poison.
Weaknesses: None
Level: 1-20
Abilities:
Pact: DM can choose to add the Occult buffs to the cultists, based on what God they follow (See
Occult section of the Player's Handbook for details)Deep On
STR: 10. DEX: 17. CON: 20. INT: 15. WIS: 14. CHA: 6.
‘Armour Class:
Health: 25 or +10 to max HP (1d6 per level)
Speed: 40 in water, 15 on land
Attack Dice: 344
Skills: Lycanthropy
Senses: Darkvision 100 meters
Languages: Deep Speech, Sothoth Tongue
Immunities: Burning, Radiation, Poison.
Weaknesses: Piercing, Slashing, Ballistics.
Level: 1-20
Description: Strane haff fish, half human beings, with slimy, slippery green skin, with random
splotches of scales. Rigid fins rest upon their arms, legs, back, and head. They bear six yellow
eyes, and a large, angler-fish like mouths, filled with pointed, needle-like teeth. They are fully
sentient, speaking in a harsh, dark croaking noise, not dissimilar to a frog
The Deep Ones often live in isolated, seaside towns, working as blacksmiths, manufacturers,
jewelers, and fishermen. Almost all Deep Ones are Dagon Worshippers, and belong to the
Esoteric Order of Dagon; They are exceedingly rare, and very difficult to find, as the few who do
exist, are almost always recluses, interacting only sparsely with other Deep Ones, and never with
outsiders, choosing instead to stay within their towns.
The Deep Ones are hated and feared, even among the Pantheon,
Abilities:
+Lycanthropy. Deep Ones can switch between one race, and their true, Deep form, with the
contact of water. A ritual is needed to turn somebody into a deep one (See Occult section of the
Handbook) or the abilty can be passed down through genes.
+Daggers and Needles: Deep One Claws deal 2d4 damage, and their teeth deal 146.Dranien
STR: 17 DEX: 10 CON: 17 INT: 14 WIS: 12 CHA: 16
‘Armour Class: 15
Health: 1410
Speed: 20
Skills: Flight
Senses: Night vision
Languages: Common, Dranekien
Immunities: Piercing
Weaknesses: Lasers
Level: 1-20
Description
Large scaley, bipedal reptiles, with komodo dragon-like, or aligator-lke faces, adorned with
strange, bone-like horns, and sharp curved teeth. The Dranien stand anywhere between 2 to 3
meters in height, with five-to-six-meter wide wings protruding from their backs; The wings are very
bat-lke in nature, and have a thin yet sturdy membrane, with a gnarly scale-covered arm
connecting them to the Dranien’s backs. They can be any color, but generally toned to their
environment with highlights that used to attract mates
Abilities:
+Our Gods Like Us - Can hover by flapping their wings and glide in combat, and have 50 speed
when doing so
+Homy - Can choose to use your horns instead in unarmed, and deal 2d8, but on a failure are
stunned for 1 turn
-Not THAT Fast - Takes one turn to take off, and one turn to land
-Too High - Cannot cover when gliding or hovering, and gain -2 to all dex rolls when flyingDrugai
STR: 19. DEX: 13. CON: 23. INT: 6. WIS: 3. CHA:10.
Armour Class: 0
Health: 148
Speed: 30
Attack Dice: 144
Skills: Athletics, Survival, Intimidation.
Senses: None
Languages: Any
Immunities: Electricity, Stun, Poison, Intimidation
Weaknesses: Ballistics, Plasma
Level: 1-20
Abilities:
+No sense: Druggie cannot be intimidated, or persuaded.Erchius Ghost:
STR: 20. DEX: 20. CON: 20. INT: 20. WIS: 20. CHA: 20,
‘Armour Class:
Health: 34100
Speed: 10
Attack Dice: 1412+
Skills: Phase Matter
Senses: Infrared Vision, Night Vision
Languages: Erchius
Immunities: Burning, Freezing, Slashing, Piercing, Ballistic, Blunt
Weaknesses: Electricity
Level: 15-17
Description: A large purple cloud of phase matter, infused with Erchius fuel, which float about the
moons amidst the pools of Erchius liquid, and glowing Erchius crystals, They are nearly invincible,
and will constantly hunt down anyone who tries to steal the precious Erchius from the planet;
nobody knows where they came from. If enough exist in one area, a Erchius Horror may form.
Abilities:
+Growing Horror: With each passing two turns, the Erchius Ghost's attack damage moves up one
dice (1412, 2412, 3412, 4412, ect),Erchius Horror:
STR: 19. DEX: 8. CON: 30. INT: 5. WIS: 4. CHA: 10.
‘Armour Class: 30
Health: 1410
Speed: 0
Attack Dice: 3410
Skills: Multi-attack, Phase Matter
Senses: Infrared Vision, Night Vision.
Languages: Erchius
Immunities: Slashing, Burning, Freezing, Radiation
Weaknesses: Ballistics.
Level: 7
Description: A gargantuan conglomeration of Erchius crystals and Erchius ghosts, with four large
tendrils, which can phase through solid rock, and absorb any fuel of people who come near it. The
Erchius Horror is one of the more dangerous anomalies in mining facilities across the galaxy, as it
can transform living creatures into strange, mutated beings, casually known as ‘Moontants’.
Abilities:Fenerox:
STR: 14. DEX: 16. CON: 10. INT: 11. WIS: 11. CH: 15
‘Armour Class: 7
Health: 146
Speed: 30
Attack Dice: 244
Skills: Higher Intelligence
Senses: Night Vision
Languages: Roxian, Galactic Common.
Immunities: Poison, Venom, Disease, Blunt.
Weaknesses: Freezing, Piercing
Level: 1-20
Description: Small, armour-plated desert-dwelling fox people, who live in simple tribal societies.
Fenerox are known for their general jovial attitude, and acceptance of outsiders. They are not
technologically advanced, existing somewhere around the iron age, however they can thrive in
Urban centers if introduced at a young age.
‘The Fenerox are known for their thick armour plating, which allows them to curl into an armoured
ball, which is exceedingly difficult to pierce; Fenerox armour plates, are often sold by penguins on
the black market, They also have large, thick claws, which are used for burrowing, as well as
unarmed combat. They are omnivores, and will usually hunt, or eat small berries.
Abilities:
+Part Badger: Large claws give Fenerox a 1d6 unarmed damage, with an additional 1d4 bleeding
for two turns.
+Part Fox: Fenerox can take perception rolls to see thermal images, raising the DC for stealth
rolls against them by 2.
+Part Armadillo: Heavy armour plating allows Fenerox to be nearly invincible from behind, and
allows them to curl into an armoured ball. Take half damage when attacked from behind, or in the
ballFenni
STR: 13. DEX: 16. CON: 4. INT: 14. WIS: 12. CHA: 17.
Armour Class: 0
Health: 144
Speed: 30
Attack Dice: 148
Skills: None
Senses: Infrared Vision
Languages: Fenix
Immunities: Burning
Weaknesses: Freezing
Level: 1-3
Description: A small, dog-lke fox creature, which excretes a phosphorous-based oil through its,
hair follicles, which coat it's fur in a highly flammable liquid. The Fenix is known to spontaneously
combust in highly stressful situations, as a way to deter predators from attack; their skin is highly
heat resistant. While the Fennix are sometimes kept as pets, itis not advised, as they pose a
significant fire risk
Abilities:
+Spontaneous Combustion: Can erupt into flames, dealing 146 burning damage to all targets in a
3 meter radius,Fluffalo:
STR: 17. DEX: 11. CON: 15. INT: 6. WIS: 10. CHA: 20.
‘Armour Class: 0
Health: 1420
Speed: 25ft
Attack Dice: 248
Skills: None
Senses: Acute Smell
Languages: Fluffalo
Immunities: Immune to whatever element they have precedence over.
Weaknesses: None
Level: 1-6
Description: Fluffalo are large, soft, quadrupedal creatures, often used for farming, meat, milk, and
wool. The Fluffalo are believed to be genetically modified cows, created by the Human Race
sometime before the destruction of Earth. Fluffalo hatch from large Fluffalo eggs, and quickly
mature to full size in just under a year, with their elemental effects showing up just after their first
birthday.
Abilities:
+Elemental Fluff: Fluffalo’s developed a way to survive in many conditions and fend off a variety
of predators, the essence of its fur has elemental properties that can be activated through
variables in its environment. Note, not all Fluffalo have elemental fur.
Fire Fluffalo - Desert, Attack gains an extra 1d6 fire damage
Poison Fluffalo - Jungle, Swamp, Attack gains a Poison effect that lasts for 3 turns
Ice Fluffalo - Tundra, Attack gains an extra 1d6 ice damage
Electric Fluffalo - Mountains, Attack gains an extra 148 electric damage.Fluffdragon:
STR: 9. DEX: 10. CON: 7. INT: 9. WIS: 9. CHA: 24.
‘Armour Class: §
Health: 144
Speed: 50
Attack Dice: 142
Skills: Deception, Perception, Stealth, Persuasion
Senses: Infrared Vision
Languages: None
Immunities: Freezing
Weaknesses: all
Level: 2
Description: The Crinitus Lacerta or "Fluffdragon' is small anthropomorphic reptile with thick and
fluffy feathers that cover its body like scales. Its head has much thicker and bigger feathers. It has
a small round snout with a snake-like mouth and none-venomous fangs. These creatures are
about one and a half meters tall and very weak. They are endangered and have turned to trying to
fit into society in a desperate attempt to not go extinct
Abilities:
+Genetic Shifting: you have a +2 stat bonus that you can switch to any stat, Takes one turn to do
and can be interrupted
+0 cute | want to fuck it: +2 to persuasion rolls against any mammal
-Animalistic Vocals: cannot speak
-Spacesick: -1 dex while off planet
-Endangered for a reason: Only do 1d2 of unhanded damage and take double damage.Fluffloater:
STR: 8. DEX: 9. CON: 10. INT: 13. WIS: 10. CHA: 15
‘Armour Class: 0
Health: 10
Speed: 20
Attack Dice: 1410
Skills: None
Senses: Night Vision
Languages: Fluffloater.
Immunities: None.
‘Weaknesses: Ballistics.
Level: 10
Description: Essentially floating gas bags that greatly resemble the common earth cat, these fat lil
fur bags are common pets among Feverian citizens, they are incredibly friendly, floating up to
however they wish and often greeting them with a boop on the nose with their tiny paws, they can
be cheeky sometimes though, grabbing objects with their mouths and attempting to move them
about, most of them also have an elevated form of OCD, so they tend to try and ‘center’ objects,
often to no avail
They are about as easy to keep as a normal cat or dog, the owner mostly has to worry about it's
cheeky behaviours and floatiness, as their waste is a non-smelling gas that propels them forward,
this is a good indicator of a sick Fluffloater, as they will be slow and deflated, this also makes them
quite sad.
Abilities:
+Too cute: Fluffloaters have an passive AOE effect, which gives a +1 boost to Charisma to
everything in it’s radius, including itself, can stack with other Fluffloaters.
+ Boop: Can roll Charisma to cause non-agression in any creature or sentient, incredibly hostile
creatures such as Kupoull are resistant to this.
-It's 1. 1oms off center!: Ifa Fluffloater finds an off-center object, they must roll 1420 to attempt to
resist the urge to correct it, if they fail they must attempt to center said object, rolling 1420 with a
~1 modifier to attempt to move it without it faling over.
-Pop!: Fluffloaters pop upon death, similar to how a balloon would, therefore, fluffioaters cannot
be resurrected via occult means.Galarian:
STR: 16. DEX: 16. CON: 21. INT: 7. WIS: 8. CHA: 19.
Armour Class: §
Health: 148 per level
Speed: 25
Attack Dice: 148
Skills: Athletics, Diplomacy, Persuasion, Deception.
Senses: Thermal vision 20 meters
Languages: Galarian, Galactic Common
Immunities: Disease, Poison, Radiation
Weaknesses: Electrical
Level: 1-20
Description: Galarians are a race of humanoid, vaguely avian and feline creatures. Capable of
speech, thought, emotion, and just about everything else any highly advanced race can muster up.
Their skin is tough, and sectioned off into plates, which shift about according to movement. The
skin varies in color, though commonly stays in the grey and brown spectrums of color.
Abilities:
+20/20+: Once a day, add +5 to any dice check in which the character in question is searching for
a hidden entity.
+Tech-Sawy: Whenever a dice roll requires the use of conventional sci-fi weapons (laser guns,
laser swords - Lasers, etc...), add +3 to any damage dealt from a critical hit.
+Colon-Three: +1 to any charisma rolls which involve acting cute. Non-Applicable against
Nootrians, Galarians, and Hyiot!
-Blunt-Force-Trauma: When attacked and stunned with a blunt melee strike, you stay stunned for
one turn longer
-Between the Plating: When struck with a critical hit dealt from a ballistics weapon, flip a coin - If it
lands on heads, take 50% more damage.Gangsters:
Gunman:
STR: 15, DEX: 15, CON: 11. INT: 10. WIS: 12, CHA: 16.
Armour Class: 0
Health: 146
Speed: 25
Attack Dice:144
Skills: Athletics, Deception, Perception
Senses: None
Languages: Any
Immunities: None
Weaknesses: Ballistics
Level: 1-15
Abilities:
+Gang Up: Add an extra 144 damage for every two additional gangsters by their side.
Thug:
STR: 17. DEX: 12. CON: 16. INT: . WIS: 11. CHA: 14.
‘Armour Class: 6
Health: 148
Speed: 20
Attack Dice: 146
Skills: Athletics, Survival, Intimidation,
Senses: None
Languages: Any
Immunities: Stunned
‘Weaknesses: Ballistics.
Level: 1-20
Abilities:
+Toothbreaker. Crit shots knock out 144 worth of teeth (and deal 1d4 extra damage).Family Man:
STR: 18, DEX: . CON: . INT: . WIS: . CHA:
‘Armour Class: 7
Health: 1412
Speed: 20
Attack Dice: 146
Skills: Athletics, Persuasion, Intimidation
Senses:
Languages: Any
Immunities: Stunned, Poison
Weaknesses: none
Level: 2-20
Abilities:
+Brothers and Sisters: Can boost the attack dice of any allie’s weapon for one turn.
The Boss:
STR: 18, DEX: 17. CON: 18. INT: 17. WIS: 16. CHA: 18,
‘Armour Class: 10
Health: 1420
Speed: 25
Attack Dice: 148
Skills: Persuasion, Intimidation, Deception
Senses:
Languages: Any
Immunities: Poison, Stunned
Weaknesses: None
Level: 5-20
Abilities:Gleap:
STR: 3. DEX: 13. CON: 10. INT: 2. WIS: 2. CHA: 12.
‘Armour Class:
Health: 146
Speed: 15
Attack Dice: 144
Skills: None
Senses: None
Languages: Gleap
Immunities: None
Weaknesses: Burning, Freezing
Level: 1
Description: A small, orange, springy amphibian, with large bulbous blue eyes, which hops along
the ground, using it's anglerfish-like antennae, to attract and capture prey.
Abilities:Gosmet:
STR: 0. DEX: 20. CON: 11. INT: 17. WIS: 12. CHA: 12
‘Armour Class: 10
Health: 148
Speed: 20
Attack Dice: 244
Skills: Phase Matter
Senses: Night Vision, Infrared vision
Languages: Gosmet
Immunities: Slashing, Piercing, Blunt
Weaknesses: Electricity
Level: 2-3
Description: A cloud of phase matter which has possessed a suit of armour, which it uses as
protection. The Gosmet has no set shape, and can usually be found around museums, or old
burial sites.
Abilities:
+Possess: Can take an INT roll of 13+ to possess any unused suit of armour in the vicinity, and
gain their armour stats.Grey:
STR: 10. DEX: 15. CON: 7. INT: 18. WIS: 17. CHA: 13.
Armour Class: 0
Health: 1412
Speed: 25
Attack Dice: 144
Skills: Higher Intelligence
Senses: Telepathy
Languages: Grey, Common
Immunities: None.
Weaknesses: Ballistics.
Level: 4
Description: Althamadorians, or as they're better known; ‘The Greys’ are simple,
one-Sone-and-a-hal-meter-tall, large-headed, black-eyed, grey-skinned Aliens, with thin legs, and
long, spindly arms, terminating in four-fingered hands, Greys normally appear in floating, disc-lke,
chrome metal space ships, which emit a low electric whirring noise, as they glide through the sky.
Often, the forces driving the ships will eave strange patterns on the ground where they land,
which many races who see them, try to interpret. They tend to wear simple silver clothing in their
home environments, and simple glass-dome headed space suits when on other worlds. Laser
guns are their weapon of choice, however some carry more exotic weaponry as well.
The Greys have long been the observers of the Galaxy; countless races have records of
sightings, encounters, or even abductions by these strange creatures. While some abductees are
returned safely, drugged to forget the events, others are dissected, or kidnapped to be put in living
2008 for further research,
Greys appear to communicate telepathically, via two additional receptors in their brain, which
pulse with a low, but observable thumping, visible from small tubes on either side of their head.
These receptor centers pick up on, and broadcast electromagnetic waves, that can be read by the
brain as spoken language.
Abilities:
+Silent Speech: Greys communicate in total silence, as they speak telepathically, A Perception roll
of 16 or more is needed to detect the thumping of their heads.
+Cryptid: Greys have the ability to take a Stealth roll of 15 or more to silently slip out of view, and
disappear. A Perception roll of 14 is required to find any unseen Greys in the room.Hemogobli
STR: 12, DEX: 12. CON: 16. INT: 6. WIS: 9. CHA: 11
‘Armour Class: 4
Health: 244
Speed: 20
Attack Dice: 146
Skills: None
Senses: Acute Smell
Languages: Hemogoblin
Immunities: Piercing, Ballistios
Weaknesses: Slashing
Level: 1-3
Description: A bipedal fleshy creature, with small claws and sharp black fangs; The Hemogoblin
resembles several lumps of flesh mashed together into the shape of a dog. This creature is
prominently found in flesh biomes and Abysmal caves, as it seems to be a collection of ving cells
ina hive mind, rather than a single organism
Abilities:
+Meat Cleaver. When cut in half, both halves can still fight as separate creatures, with halved
stats.Hypnare:
STR: 3. DEX: 13. CON: 4. INT: 10. WIS: 10. CHA: 21
Armour Class: 0
Health: 144
Speed:
Attack Dice:
Skills: Glide
Senses: Acute Smell
Languages: Hypnare
Immunities: None
Weaknesses: Burning, Freezing, Dark, Ballistics, Slashing
Level: 1-2
Description: The Hypnare is a tiny, 30-centimeter-tall plant-ike green tube, with a rabbit face, and
rabbit ears. The Hypnare has a strange plant-like skirt over i's small pointy legs, which it quickly
spins, in order to glide down from ledges, or gain extra height when jumping, These creatures are
non-hostile, and often kept as pets.
Abilities:Ignom
STR: 14. DEX: 16. CON: 13. INT: 2. WIS: 3. CHA: 14.
‘Armour Class: 10
Health: 144
Speed: 30
Skills: Flight
Attack Dice: 144
Senses: Infrared Vision
Languages: Ignome
Immunities: Burning
Weaknesses: Freezing
Level: 1-3
Description: A small, cat-sized flying batike creature, covered in a layer of dark, spiny scales,
which is very warm and pleasant to the touch. These creatures are non-hostile, and often live near
volcanoes, sometimes kept as pets; but be careful, the gnome is highly flammable.
Abilities:
+ Spontaneous Combustion: Can erupt into flames, dealing 144 burning damage to all targets in a
2 meter radius.Iguarmor:
STR: 10. DEX: 12. CON: 20. INT: 12. WIS: 13. CHA: 12.
‘Armour Class: 10
Health: 144
Speed: 20
Attack Dice: 244
Skills: None
Senses: Infrared Vision
Languages: Iguamor
Immunities: Piercing
Weaknesses: Blunt
Level: 1-2
Description: A cat-sized green lizard, with a large, red tail, covered in huge spikes. The armoured
tail is used as defense, both in combat, and as a pseudo-shell, as it can be wrapped around the
top of the Iguarmor, to serve as protection against larger attackers. These are often kept as pets.
Abilities:Ixodoom:
STR: 21. DEX: 18. CON: 30. INT: 5. WIS: 10. CHA: 17.
‘Armour Class: 250
Health: 248
Speed: 40
Attack Dice: 3412
Skills: Wall Climber
Senses: Infrared Vision
Languages: Ixo
Immunities: Piercing, Slashing
Weaknesses: Burning
Level: 11-13,
Description: The Ixodoom is a giant, four-legged arthropod, standing at ten meters high, and
fifteen meters long. It has two glowing red eyes, and a large mandibles mouth, filed with serrated,
razor-sharp teeth; The Ixodoom is covered in hardened, calcium-based shell, Covering everything
but their joints and eyes.
Abilities:
+It a giant spider. Can shoot webs from it's mouth at targets, who must take a DEX roll of 14+ to
dodge the attack, or be incapacitated, Webs take a STR roll of 17+ to escape.
+Crawling Horror. Can take one turn to spawn two Ixolings, which will fight fight their mother.Ixoling:
STR: 11. DEX: 15. CON: 24. INT: 2. WIS: 3. CHA: 14.
‘Armour Class: 40
Health: 146
Speed: 25
Attack Dice: 1410
Skills: Wall Climber
Senses: Infrared Vision
Languages: Ixo
Immunities: Piercing, Slashing
Weaknesses: Burning
Level: &-10
Description: The spawn of the Ixodoom, the Ixoling is a cow-sized, spider-like creature, with four
spiny legs, and a stout, rounded arthropod body, covered in a thick layer of bone-like plating,
Abilities:Kluex Forms:
Kluex Avatar:
STR: 27. DEX: 20. CON: 30. INT: 18. WIS: 19. CHA: 16,
‘Armour Class: 100
Health: 2420
Speed: 30
Attack Dice: 2412
Skills: Flight
Senses: Night Vision
Languages: Avish
Immunities: Burning, Freezing, Piercing, Slashing, Blunt
Weaknesses: EMP
Level: 13-15
Description: A gargantuan sandstone statue, with ruby eyes, and wings of fire; the godly avatar of
great Kiuex, his power brought into this world by mad stargazer cultists, made to reap horror upon.
the grounded, and the nonbelievers.
Abilities:
+Godly Strength: Immune to all attacks until hit with an EMP; regains invincibility after EMP wears
off.
+Phoenix: Will return to live three days after being killed, unless the ruby eyes are removed after
death.
+Wings of destruction: Can create a huge plume of fire, which deals 3410 worth of burning
damage to all targets in a 20 meter radius.
+Reconstruct: Can change it's stone shape at will, to ft the needs of the fight; this may include
becoming a fish, or growing large claws, or even shifting to become a dragon.Kluex Sentry:
STR: 20, DEX: 10. CON: 20, INT: 13. WIS: 14, CHA: 9.
‘Armour Class: 50
Health: 2410
Speed:
Attack Dice:
Skills: Petrfication
Senses: Infrared Vision
Languages: Avish
Immunities: Burning, Freezing, Piercing, Slashing, Blunt
Weaknesses: EMP
Level: 11-14
Description: Statues brought to life through the power of Kluex in the temples of the Stargazers.
Abilities:
+Godly Strength: Immune to all attacks unti hit with an EMP; regains invincibility after EMP wears
off.
+Petrification: Upon contact with bare skin, targets must take a DC 15 STR throw to resist being
turned to stone by the Sentry; takes a wisdom save of 18 to revert back to normal,Kluex Totem:
STR: 12, DEX: 16, CON: 13. INT: 14. WIS: 13, CHA: 12,
‘Armour Class: 25
Health: 346
Speed: 0
Attack Dice: 246
Skills: None
Senses: Night Vision
Languages: Avish
Immunities: Burning, Freezing, Piercing, Slashing, Blunt
Weaknesses: EMP
Level: 10-13
Description: Stationary stone Totems, given the power of Kluex through Stargazer rituals; The
Totems sit outside temples, shooting fireballs at any non-believer which walks to i's gate,
Abilities:
+Fireball: Shoots a ball of flaming rock at targets, for 2d8 damage.Kupouli:
Overmind:
STR: 19, DEX: 10 , CON: 10 INT: 15. WIS: 18 . CHA. 15
‘Armour Class: Heavy
Health: 250
Speed: 20
Attack Dice: 5410
Skills: All, as long as an infected has had that skill
Senses: Smell, Sight (Thermal), Touch, Hearing, Telepathy
Languages: All, provided an infected was knowledgeable in it.
Immunities: Anything smaller than a cannon.
Weaknesses: Flame/Plasma, Orbital Strikes
Level: 20
Description:
The ultimate pinnacle lifeform of the Kupouli this form has the ability to control all Kupoulilfeforms
though some form of telepathy, i's a massive hulk of flesh and bone, with tentacles protruding out
from it's base, and it's ‘head’ made up of Kupouli biomass. It can also use it's telepathy to ‘torture’
those who come close to it, ultimately destroying their mind ifit see's fit too, or, alternatively, It can
convince others to work for it in a sort of ‘Indoctrination’ process, except most of the time, the
subject is willing to assist the Overmind, with an occult like loyalty.
Abilities:
+1 don't want to piss this thing off: Overmind intimidates anyone it encounters, resulting in them
Unable to attack it, unable to be intimidated itself
+Fate will make us brothers: Can attempt a Charisma roll (1420) to attempt to convince others to
work for it, Overmind must do this in person, however.
+Salvation: All infected gain +2 to all rolls, except Charisma, Wisdom and Intelligence, while near
the Overmind.
-Rooted: Overmind cannot move, unless another Hive is available.
-Huge form: Unable to perform any menial task due to its large appendages.Kupouli (Base Infected Form):
STR: +7, DEX:-2, CON: +1. INT:0, WIS:0.CH:0 .
‘Armour Class: Takes host AC.
Health: 40
Speed: 5
Attack Dice: 2412
Skills: Athletics, Deception, Intimidation.
Senses: Thermal Sight, Darkvision (200 meters)
Languages: Growling,
Immunities: Ballistic, Poison.
Weaknesses: Burning
Level: Gains the level of the host body.
Hit Dice: 148 (1412 for Avian and Apex)
Description
The result of an organic coming in contact with Kupouli cells, these people have lost al train of
thought, becoming mindless monsters with the sole purpose of infecting or killing what they
consider food’. It can be pretty obvious if someone is infected or not, usually the telltale signs of
tumours, massive skin growths, and large ‘claws’ on their dominant arm can give them away, and
their appearance differs depending on what race was infected.
Abilities:
+Host Body: STR, DEX, CON of the Kupouli are added onto the infected species, They also gain
any abilities of their host body.
+Variety is the Spice of Infection: Infected Avians have longer Talons (Increased Melee Damage),
Infected Florans gain a screech that disorientates and calls Infected, Infected Apex can deal more
blunt unarmed damage, Infected Humans gain a +3 speed increase, Infected Hylot! can breed
Infector forms faster, these are tied to the infected species, and one species cannot gain the ability
of another. (Consult Dangermouse for unlisted Species)
+Devils...Monsters...: Infected cannot be Intimidated, or else reasoned with.
+Didn't skip leg day: Can do a STR roll to perform a massive leap (10 to succeed, connection can
be dodged with a higher DEX roll), if the leap connects it does 248 amount of damage. (Avian
and Apex Infected do 2412 instead), however, the creature must have the space to do so,
otherwise it's an instant fail
-One ugly motherfucker. Infected Automatically fail Deception, Persuade and Diplomacy.Kupouli Infector Form:
STR: 12, DEX: 13. CON: 10. INT: 0. WIS: 0. CHA: 0
‘Armour Class: 0
Health: 10
Speed: 20
Attack Dice: 1420
Skills: None
Senses: Darkvision (100 meters), Thermal Sight
Languages: Squelching
Immunities: Poison
Weaknesses:Balistics, Blunt.
Level: 1-10
Description:
Can be described as ‘Leeches with Spider Legs’ these Kupoullifeforms latch onto their victims,
quickly infecting them and turning them into a Kupouli Infected, they can do this from any area of
the body (Provided they got a good grip) however, they prefer the back of the neck for protection
purposes, as if the Infector is shot off, the Base form instantly dies. (Unless revived by another
Infector form)
They are often reside in Kupouli hives, traveling along the walls, as they also serve as the
‘Workers’ of the Kupouli, repairing damage to the hive or expanding it, they are hatched from
small egg sacks, which can appear on the walls, ceilings and floors, or inside the bodies of
Infected.
Abilities:
+Nasty Little Buggers: Can latch on (STR roll) to attempt to attach itself to a potential host, it takes
about 3 turns for it to release the Kupouli cells into the body, at which point the victim is considered
pretty much buggered,
+Can't see mel: If in a Kupouli Hive, can roll stealth to stay camouflaged with the walls.
+Work as a team!: If more than three Infector forms are present, they gain a +1 modifier for STR
and DEX for every other Infector form, capping at +6.
-Cuteness Factor -10; Automatically fails at all Charisma rolls.Lilodon:
STR: 17. DEX: 16. CON: 15. INT: 4. WIS: 6. CHA: 16.
‘Armour Class: 0
Health: 147
Speed: 25
Attack Dice: 1410
Skills: None
Senses: Acute Smell
Languages: None
Immunities: Freezing
Weaknesses: Burning
Level: 4-7
Description: A scaley, shark-faced dog creature, which lies in shallow water, awaiting prey, before
bursting onto land to attack prey, and drag it back to the sea; also known as ‘Land Sharks’.
Abilities:Lumoth:
STR: 3. DEX: 17. CON: 10. INT: 16. WIS: 14. CHA: 13.
Armour Class: 3
Health: 144
Speed: 20
Attack Dice: 144
Skills: None
Senses: Bioluminescence
Languages: None
Immunities: Freezing, electricity.
Weaknesses: Burning, EMP
Level: 1-2
Description: A strange, almost mechanical metal moth, about the size of a rabbit, which flies
through the air on fluttering, felt-ike wings; On top of the Lumoth’s head, between its compound
eyes, sits a large clear dome, made of chitin, which illuminates with the power of 50 candles, as
soon as the Lumoth begins to flap its wings, The Lumoth is quite rare, and is non-hostile, The
Lumoth can be killed by an EMP.
Abilities:
+Natural Power. The Lumoth produces 324 volts of electricity, just by flapping it's wings. It can use
these volts as a defense mechanism, dealing 104 electricity damage to anything it touches.Mandraflora:
STR: . DEX: . CON: . INT: . WIS: . CHA’
Armour Class: 0
Health: 1410
Speed: 15
Attack Dice: 246
Skills: None
Senses: Remote Proprioception
Languages: Mandraflora
Immunities: Radiation
Weaknesses: Burning
Level: 3-7
Description: The Mandraflora is a two-meter-tall, four-legged, red-eyed plant creature, which
resembles an o1
n made from wood, with a large four-leafed stem protruding from the top. The
Mandraflora is highly aggressive, and will charge anything that enters its territory, leaving sticky
green spores over its prey, which it can track for miles, over several weeks. These creatures are
often found in dense jungles, or around Floran encampments.
Abilities:
+Blood makes the plants grow: Each successful kill causes the Mandraflora to grow another six
centimeters.Miasmop:
STR: 10. DEX: 9. CON: 17. INT: 13. WIS: 10. CHA: 12.
‘Armour Class: 10
Health: 1410
Speed: 10
Attack Dice: 148
Skills: Intoxicating Touch
Senses: Acute Smell
Languages: Miasmop
Immunities: Poison
Weaknesses: Freezing, Blunt.
Level: 3-6
Description: The Miasmop is a small amphibian, about the size of a golden retriever, which is
covered in a thick layer of coral and shell. Native to many ocean planets and beaches across the
galaxy, the Miasmop is non-hostile, and will only attack if provoked; when provoked, the Miasmop
will bury itself in the sand, and begin to expel a cloud of toxic gas from its coral tubing, which
causes nearby enemies to cease attacks, as the gas will force the target's muscles to relax,
making them unable to move
‘The Miasmop also uses this tactic to feed, hunt, and breed; while it's diet mostly consist of Kelp or
small crustaceans, the Miasmop will occasionally hunt fish and sea snakes using its toxic gas
Moreover, the female Miasmop uses its gas to stun the muscles of larger fish, on the underside of
which, her eggs will be laid
Abilities:
+Knock-out gas: The Miasmop can create a 6-by-6 meter cloud of toxic gas in a sphere around it;
anything caught in the gas (save for robots) must make a STR or WIS saving throw of 15+ to not
be affected. If they fail, they are unable to move for three turns.Monopu:
STR: 10. DEX: 13. CON: 10. INT: 16. WIS: 10. CHA: 12.
Armour Class: 3
Health: 146
Speed: 25
Attack Dice: 244
Skills: Flight
Senses: Infrared Vision
Languages: Monopus
Immunities: Electricity
Weaknesses: Freezing
Level: 2.5
Description: The Monopus is a strange, purple, floating tendril, with a back full of electrically
charged suction cups. Using the magnetic pull of the planet, the Monopus is able to float several
feet off the ground, creating an electric sparking sound as it moves. They are very hostile, and will
attach to prey from on high, and begin to suck their blood out through the barbed beak on it's
back.
Abilities:
+Thwap!: Can stick to any surface (including players) it comes into contact with, Takes a STR roll
of 16 to remove; deals 1d4 bleeding damage and 1d4 electric damage per turn.Mortak:
STR: 13. DEX: 21. CON: 6. INT: 10. WIS: 10. CHA: 13.
‘Armour Class: 10
Health: 244
Speed: 50
Attack Dice: 1412
Skills: Perception, Intimidation, Insight, Acrobatics.
Senses: Thermal Vision 100 meters.
Languages: Mortak.
Immunities: Burning, Poison.
Weaknesses: Electricity, Freezing
Level: 1-10
Description: Mortaks are large, two-meter-long, one-meter-tall, raptor-like reptiles, which live in
the dense jungles of the Noctrian homeworld. Mortaks are natural hunters, and fierce predators,
using their hooked, razor-sharp teeth, small front claws, and large hind claws attached to their
strong feet below their springy legs, to pounce and tear at any prey that walks into their field of
vision. The Mortak is an ambush hunter, lying in wait in dense brush and tall grass, awaiting prey
to walk by,
During the night however, Mortaks can become far more aggressive and hostile, as they will form
small hunting packs, and seek out prey on their own, Mortaks are also equipped with specialized
spines along their backs, which can be pressed back, or friled up, revealing waves of venomous
quills scattered through their prickly scales. These quills can be plucked from the Mortak’s back,
and thrown at speed into their prey, delivering a deadly blood toxin, which will Kill most
human-sized creatures within two hours.
‘Some people have learned to tame Mortaks, and keep them as pets, however the practice is
highly dangerous, and often frowned upon, as death from Mortak maulings have gone on the rise
in recent times,
Abilities:
+Fiying Needles: The mortak can fire three poisonous quills per turn, at up to three different
targets. Quills do 1d4 piercing damage, then 2d6 poison damage.
+Multi-attack: Can attack with i's teeth (148) and with it's front claws (2d6) as well as with its back
claws (2d8) all in one turn.
+Leaps and Bounds: Deals double damage when jumping down on enemies from a height.Mooshi
STR: 18. DEX: 10. CON: 16. INT: 16. WIS: 12. CHA: 19,
‘Armour Class: 0
Health: 1420
Speed: 30
Attack Dice:144
Skills: None
Senses: Acute Smell
Languages: Mooshi
Immunities: None
Weaknesses: None
Level: 1-3
Description: The Mooshi is a large, cow-like animal, with small horns, and giant fox-like ears. They
are very docile, and are often domesticated in great numbers for their hide, meat, milk, and bones.
Mooshi are difficult to find in the wild,
Abilities:
+Health Food: Milk from the Mooshi heals 4 HP per cup.Munari:
Munari Assassin:
STR: 11, DEX: 14, CON: 9, INT: 10, WIS: 10. CHA: 13,
‘Armour Class: 4
Health: 144
Speed: 25
Attack Dice: 146
Skills: Multi-attack, Higher Intelligence, Fast swimmer
Senses: Echo Location
Languages: Oriten
Immunities: None
‘Weaknesses: Sound
Level: 5-10
Description: are Humanoid in body structure, having only 3 fingers and a thumb with thick
webbing between them as webbing between their toes, they're fast swimmers similar to their
cousins the Hylot!, but lack several important features of a Hylotl, such as the third eye and more
amphibian qualities. Munari have two rows of teeth, the first row is rather sharp, ment for pulling in
prey while the second row of teeth is meant for eating more plant based life forms like fruits and
vegetables. on their head is a thin fin, usually very thin, ment for sensing the vibrations in the
water, and on land they have very sensitive ears, which require them to wear a type of ear muff on
the land. these fins are also found on the back of their arms and the backs of their legs as well as
running down their spine, though the fin on their spine is more sturdy, while the higher ups in their
species were more Victorian era type clothing, their military is highly based around the Roman
military and tactics, their weapons mostly consist of Harpoon guns, used for hunting and long
ranged combat, while they use a smaller variant, about the size of a MPS for short ranged combat
that launches rapid fire needles, which while it doesn’t do much against armor, the needles easily
penetrate skin, and are usually used for torturing purposes. Though the Munari are usually a
peaceful race, there is a branch of higher ups that want to retake what they believe is rightfully
owed to them.
While weak, they're fast and they're aiming for you, quiet and fast, just not packing much of a
punch.
Abilities:
+ Aquatic sences: Munari feel movements in the water do to their sensitive fins, giving them a +2
perception bonus when in water.- Ape Fearing: Munari have a natural fear of Apex, when against Apex they get a -2 to All stats.
Munari Praetorian:
STR: 15. DEX: 10. CON: 10. INT: 10. WIS: 10. CHA: 15.
‘Armour Class: 7
Health: 1410
Speed: 15
Attack Dice: 246
Skills: Higher Intelligence, Fast swimmer
Senses: Echo Location
Languages: Oriten
Immunities: None
Weaknesses: Sound
Level: 8-13
Description: The basic foot soldier of the Munari, the Praetorian is equipped with a standard
issued Harpoon gun and needle pistol
Abilities:
+ Aquatic sences: Munari feel movements in the water do to their sensitive fins, giving them a +2
perception bonus when in water.
+ Strength in Numbers: While Praetorians are fighting in groups, they get a +1 to their STR for
every 2 members in their party (max +5 STR )
- Ape Fearing: Munari have a natural fear of Apex, when against Apex they get a -2 to Alllstats.Munari Centurion:
STR: 19, DEX: 5. CON: 15, INT: 15. WIS: 18, CHA: 20.
‘Armour Class: 10
Health: 1420
Speed: 10
Attack Dice: 2412
Skills: Higher Intelligence, Fast swimmer
Senses: Echo Location
Languages: Oriten
Immunities: None
Weaknesses: Sound
Level: 14-17
Description: The backbone of the Munari forces, these commanding troops strike fear and loyalty
into their troops, armed with only a shield and a blade, they take great pleasure in crushing your
face under their heel
Abilities:
+ Aquatic sences: Munari feel movements in the water do to their sensitive fins, giving them a +2
perception bonus when in water.
+ Failure is not an option: When the Centurion is the last man standing, they get a +1 to all stats.
- Ape Fearing: Munari have a natural fear of Apex, when against Apex they get a -2 to All stats.Munari Sorceress:
STR: 5. DEX: 15, CON: 20, INT: 20, WIS: 20. CHA: 15.
‘Armour Class: 4
Health: 2420
Speed: 20
Attack Dice: 1420
Skills: Higher Intelligence, Fast swimmers
Senses: Echo Location
Languages: Oriten
Immunities: None
Weaknesses: Sound
Level: 17-21
Description: The highest ranking of the Munari their word is law, and they're not scared to enforce
it with any means necessary.
Abilities:
+ Aquatic sences: Munari feel movements in the water do to their sensitive fins, giving them a +2
perception bonus when in water.
+ Sorceress's Charm: All Munari with her get a +5 to their Charisma and +1 to their Dexterity
+ Ape Hatred: These Munari have a natural Hatred of Apex, when against Apex they get a +2 to
All stats.Mutants:
Standard Mutant:
STR: +8, DEX: -5. CON: -0. INT: -11. WIS: -8. CHA: -7,
‘Armour Class: 0
Health: 148
Speed: 25
Attack Dice: 148
Skills: Intimidation, Athletics
Senses: Thermal Vision (20 meters)
Languages: Any/None
Immunities: Radiation, Poison.
Weaknesses: Burning, Freezing, Ballistics
Level: 1-20
Description: Mutants are horrific amalgamations of twisted flesh and bone, creatures that were
once sentient, but, due to some horrible failed experiment, or a heavy dose of radiation, have
transformed into awful, mindless monsters, that exist solely to consume, and infect. They are
mindless, non-sapient monsters, that are beyond cure. They will not react to pain, and will
continually speed forwards, slashing and biting at their prey, in an effort to spread the mutation
Abilities:
+Change Shape: Mutants can change their basic form, to create claws, tendrils, tails, and other
Useful appendages. All new limbs require mass, and will be made of flesh.
+Infection: Mutants can mutate any and all dead enemies or players around it. Enemies and
players MUST be dead to be infected, or, they must ingest the equivalent of three ounces of the
mutant's bodily fluids,
+Multi attack: Mutants can attack twice in the same turn.
-Inflammable: Mutants take an extra 1d6 damage from burning attacks.
-Disease: Listed above are the stat changes to mutants, apply them to whatever creature gains
the mutagenBrain Mutant:
STR: 6. DEX: 13, CON: 10, INT: 23. WIS: 18, CHA: 15.
‘Armour Class: 0
Health: 144
Speed: 15
Attack Dice: 144
Skills: Higher Intelligence
Senses: None
Languages: Any
Immunities: Electricity
Weaknesses: Burning
Level: 1-20
Description: A highly intelligent mutant variant.
Abilities:
+Brain Blast: Can fire 146 worth of lightning from their brain.
Moontant:
STR: DEX: .CON:. INT: . WIS: . CHA.
‘Armour Class:
Health: 146
Speed: 20
Attack Dice:1410
Skills: Space Fairing
Senses: Thermal Vision
Languages: None
Immunities: Freezing
Weaknesses: Burning
Level: 2-20
Description: Mutants created by Erchius Horrors; very crab-lke in appearance,
Abilities:
+Infection: Moontants can mutate any and all dead enemies or players around it. Enemies and
players MUST be dead to be infected, or, they must ingest the equivalent of three ounces of the
mutant’s bodily fluids.STR: 13. DEX: 14. CON: 14. INT: 12. WIS: 15. CHA: 20,
‘Armour Class: 0
Health: 248
Speed: 35
Attack Dice: 148
Skills: Intoxicating Touch, Fast Swimmer
Senses: Echolocation
Languages: Narfin
Immunities: Freezing
‘Weaknesses: Burning, Blunt
Level: 3-6
Description: The Narfin is a small aquatic based mammal, with a large, bulbous, frog-like head,
rainbow-patterned blubbery skin, and two sparkling rainbow horns. Their primary horn is a
modified tooth, which sticks out from the top of their head, while their second horn is more curved
back, and rests on the middle of their spine. Their homs are said to have magical healing
properties, which is the chief reason the Narfin is now an endangered species; they are
non-hostile, and can be tamed.
Abilities
+The reason they're endangered: The ground-up powder made from Narfin horns, can heal small
wounds by causing rapid cellular repair; heals 2 HP per turn for 4 turns,Nutmidge
STR: 13. DEX: 12. CON: 17. INT: 2. WIS: 6. CHA: 12.
‘Armour Class: §
Health: 244
Speed: 20
Attack Dice: 146
Skills: None
Senses: Tastylocation
Languages: Nutmidge
Immunities: Light, slashing
Weaknesses: Blunt, Ballistios
Level: 2.5
Description: A large plant-like creature, which resembles a walking beanstalk: in a trench coat.
Abilities:
+Split Personality: Once HP reaches 0, the Nutmidge splits into three Nutmidgelings.
Nutmidgeling:
STR: 9. DEX: 14. CON: 2. INT: 2. WIS: 6. CHA: 14,
‘Armour Class: 0
Health: 144
Speed: 10
Attack Dice: 144
Skills: None
Senses: None
Languages: Nutmidge
Immunities: None
Weaknesses: Blunt, Ballistics
Level: 1-3
Description: The smaller nut-like core in Nutmidges, which are meant as seeds to grow more of
their species. They are instantly hostile to anything which breaks their shell. Always comes in
packs of 3.
Abilities:Oculob:
STR: 12, DEX: 13. CON: 12. INT: 13. WIS: 14. CHA: 11
‘Armour Class: 0
Health: 146
Speed: 15
Attack Dice: 148
Skills: Amorphous
Senses: Echolocation, Night Vision
Languages: Oculob
Immunities: Slashing, Piercing, Blunt, Ballistics, Poison, Venom, Radiation
Weaknesses: Burning, Freezing, Energy
Level: 3-7
Description: A small 1-meter-tall blob of green slime, with a large humanoid eyeball the size of a
grapefruit floating somewhere in it's mass, The Oculob is found in polluted planets, as well as in
slime caves or at the seafloor. They are immediately hostile, and will attempt to absorb anything
that moves.
Abilities:
+ Toxic Touch: Any grappled targets take 14 poison damage per turn,Qogler:
STR: 18. DEX: 18. CON: 11. INT: 12. WIS: 8. CHA: 12
‘Armour Class: 0
Health: 1412
Speed: 30
Attack Dice: 1412
Skills: None
Senses: Acute Smell
Languages: Oogler
Immunities: Dark
Weaknesses:
Level: 5-7
Description: A large ape-lke beast with black eyes, and giant claws and fangs; The Oogler is
incredibly hostile, and will stalk i’s prey for hours in dead silence, before pouncing and tearing
their throat out!
Abilities:
+Surprise!: Double damage on sneak attacks.Orbide:
STR: 13. DEX: 20. CON: 6. INT; 10. WIS: 11. CHA: 12
Armour Class:
Health: 146
Speed: 35
Attack Dice: 2412
Skills: Space Faring, Higher Intelligence
Senses: Night Vision
Languages: Dark
Immunities: Dark, Freezing, Stunned, Petrified.
Weaknesses: Burning, Light.
Level: 10-15
Description: A tall, thin insectoid, with a human-like body, and a large, white orb for a head. The
Orbide has bladed forearms, which it uses to slice through it's prey, as it rushes by in quick flashes
of speed,
Abilities:
+Flash: Three times per fight, the Orbide can make a dash equal to 3x its speed, dealing double
slashing damage to all enemies within 2 meters of i's path. It cannot be hit while doing this attack,
+Bloodletting: Critical hits deal 2d6 worth of bleeding damage for 2 turns.Paratai
STR: 7. DEX: 16. CON: 5. INT: 7. WIS: 20. CHA: 10.
Armour Class: 4
Health: 148
Speed: 40rt
Attack Dice: 344
Skills: Flight, Bioluminescence
Senses: Acute Smell
Languages: Paratail
Immunities: None
Weaknesses: Burning
Level: 3.5
Description: A small floating orb, made of a plant-like fungal material, which glows in the dark, and
floats through the air; from it's bottom, dangles a small vine, known as it's ‘tail. The Paratail is an
aggressive fungus, which will rush up to potential prey, and explode violently, spreading its spores
over its corpse,
Abilities:
+Self-Destruct: Upon death, or at any point during combat, the Paratail can self-detonate, creating
an explosion which deals 3d8 to anyone within 3 meters of it, and 344 to anyone within 6 meters
of it.Pebli
STR: 13 . DEX: 8. CON: 20. INT: 10. WIS: 11. CHA: 9
Armour Class: 31
Health: 546
Speed: 10
Attack Dice: 144
Skills: Stone
Senses: None
Languages: None
Immunities: Everything (When in rock form)
Weaknesses: Blunt
Level: 1-5
Description: The Pebit is a small, 30 cm, one-eyed rock creature, which remains buried hat in the
ground, disguised as a rock. The Peblit is non-hostile until attacked, and is totally indestructible by
most means, when in rock form; they are only vulnerable when moving, as i's eye is i's only
weakness.
Abilities:Pengu
STR: 14. DEX: 19. CON: 10. INT: 15. WIS: 13. CHA: 18,
Armour Class: 6
Health: 146
Speed: 20
Attack Dice: 144
Skills: Sleight of Hand, Deception, Diplomacy, Persuasion, Augment, Engineering
Senses: Darkvision (20 meters)
Languages: Penguin, Avish, Galactic Common,
Immunities: Freezing
Weaknesses: Burning, Poison, Radiation
Level: 3-20
Description: Penguins are some of the most feared mercenaries in the galaxy; Thought to be an
offshoot of Avian, the fearsome and shady penguins have been travelling the galaxy, and moving
in secret for hundreds of thousands of years. They are technologically advanced, accurate,
ruthless, and deadly; Their weapons and ships are unmatched, save for the Noctrians, and many
are known to be skilled engineers, as well as combatants.
Penguins have gained a reputation as cheats, and liars, generally working for mafias, and
less-than-reputable businesses. Many will cheat you out of your money, and some will resort to
theft if their tactics fal, Never do business with a penguin, unless absolutely necessary.
Abilities:
+Shady Connections: Cannot be detained for more than a day outside of civ space.
+Who needs thumbs?: +2 to all augment and engineering rolls, +1 dex when piloting ships.STR: 18. DEX: 16. CON: 10. INT: 9. WIS: 6. CHA: 17.
‘Armour Class: 0
Health: 1420
Speed: 30
Attack Dice: 3410
Skills: None
Senses: Night Vision, Acute Smell
Languages: Dark
Immunities: Burning, Piercing, Slashing, Ballistics, Blunt
Weaknesses: Freezing
Level: 7-10
Description: The Petricub is a dog-sized four-legged creature, which has orange eyes, sharp
fangs, large claws, and a thick layer of tar-like goo over i's body. It is immediately hostile, and will
attempt to grapple anything which comes near it, and will sometimes spend days stalking its prey.
Abilities:
+ Sticky Stuff: The Petricub is covered in a tar-like goo, which increases all attempts to grapple by
+5; the DC to escape a Petricub grapple is 21 with modifiers.STR: 10. DEX: 12. CON: 18. INT: 16. WIS: 12. CHA: 16,
‘Armour Class: 10
Health: 544
Speed: 25
Attack Dice: 144
Skills: None
Senses: Infrared Vision
Languages: Pipkin
Immunities: Burning, Slashing
Weaknesses: Blunt
Level: 3.6
Description: A tiny insectoid with metallic skin, and a large spout on the top of i's head; usually
found around hot springs, this creature can rush along the ground, and will use jets of hot steam
to boil it’s prey alive.
Abilities:
+This is my stout: Can create a burst of steam every 2 turns, which deals 544 burning damage for
1tum,Polymorpher
STR: 14. DEX: 18. CON: 11. INT: 19. WIS: 3. CHA: 20.
‘Armour Class: 0-20
Health: 1412
Speed: 20-30
Attack Dice: 148-1412
Skills: Amorphous, Polymorph
Senses: Infrared Vision
Languages: Any
Immunities: Blunt
Weaknesses: Freezing, Burning
Level: 1-10
Description: Polymorphers are strange alien beings, which are commonly seen as pests around
the Galaxy; The Polymorpher has the curious ability to take the shape of any common inanimate
object, and lie in wait for potential prey to use it, at which point, they will return to their amorphous
state, and attempt to attack their victim!
When in it's in its amorphous form, the Polymorpher appears as a greyish blob, which slthers
along the floor, absorbing small creatures to consume,
Abilities:
+Plain Sight: Polymorphers can instantly shift into any inanimate object they choose; a Perception
roll of 17 or higher is needed to detect a shape-shifted Polymorpher.Poptops:
Juvenile Poptop:
STR: 12, DEX: 14. CON: 10. INT: 10. WIS: 12. CHA: 15,
‘Armour Class: 0
Health: 146
Speed: 30
Attack Dice: 146
Skill: Athletics, Acrobatics
Senses: Night Vision
Languages: Poptop
Immunities: Freezing
Weaknesses: Burning, Ballistics
Level: 1-3
Description
Abilities:‘Adult Poptop:
STR: 18, DEX: 16. CON: 21. INT: 10, WIS: 9, CHA: 13,
‘Armour Class: 10
Health: 1412
Speed: 20
Attack Dice: 248
Skills: Athletics, Intimidation
Senses: Night Vision
Languages: Poptop
Immunities: Freezing
Weaknesses: Burning
Level: 3-5
Description:
Abilities:
+Giant Claws: Unarmed attacks deal 1410 damage, +144 bleeding damage for 2 turns.
+It’s so.. Big: +5 to all Intimidation rolls, 6 when the Adult Poptop has the initiative.