Starbound Bestiary

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THE BESTIARY DUNGEONS & DRAGONS Starbound Edition Rules 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 abilities XP 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 half Attack 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: None Bobfae: 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: None Bulbop: 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: None Capricos 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 it Crutter: 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 flying Drugai 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 ball Fenni 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 mutagen Brain 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.

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