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Creature Deck 2
Creature Deck 2
Creature Deck 2
Alioptor
Ateric 6
4 (18)
(12) Alioptor
Banisther 6 (18) Alioptor
Bithyran 6
4 (18)
(12) Alioptor
Blacktusk 6
4 (18)
(12)
Health: 12 Movement: Short Health: 22 Movement: Immediate; long Health: 18 Movement: Short; Health: 12 Movement: Long
Damage Inflicted: Modifications: Attacks at an Damage Inflicted: when swimming Damage Inflicted: 5 short when climbing Damage Inflicted: Modifications: Speed
Varies ever-escalating level. 6 points Modifications: Speed defense points Modifications: Knowledge- 5 points defense as level 6 due to
Armor: 2 as level 5 due to size. related tasks as level 7; quickness.
Combat: A just-roused ateric has a rough but Combat: A banisther uses its feeding legs to make two stealth tasks as level 6. Combat: Blacktusks typically attack with their
articulated form. Each subsequent round it draws attacks as a single action. If the victim fails a Might eponymous tusks, which inflict 5 points of
defense task, toxin inflicts an additional 2 points of Combat: Bithyrans can batter foes with their
inert mechanisms, drit, and even cyphers and damage, although they might also claw or
artifacts carried by other creatures within short Speed damage (ignores Armor) for three rounds. strong, boneless limbs, but they prefer to use
items of technology they usually carry, including pounce. If a blacktusk pounces, it is usually
range into itself. As time passes, it grows stronger. because the creature is attacking with surprise,
A banisther can change scale while in combat and long-range ray emitters that can inflict damage or,
Finding the “seed” device amid this junk is a
can use its long tail to attack targets within 20 feet with a flipped setting, induce deep sleep for an or because it takes its first turn before its foe.
difficulty 6 Intellect-based task.
(6 m) to inflict the following effects: hour or more if the victim fails a Might defense A pounce attack inflicts normal damage, but
An ateric’s power increases according to the the victim must succeed on a Might defense
number of rounds it remains active, though never Disruption. The foe must succeed on a Might task. Bithyrans prefer to cause as little damage as
more than five consecutive rounds. defense task, or one of their arms or legs shrinks possible to potential subjects, so the sleep setting task or be knocked down and pinned beneath
in scale to microscopic size, then returns to is used most often, except against automatons. the blacktusk until it can escape. Each round a
Round 1: Inflicts 3 points of damage; attacks as level 3
normal size. This distortion inflicts 8 points of victim remains pinned, the blacktusk savages it
Round 2: Inflicts 4 points of damage; attacks as Bithyrans can increase their staying power by using for 6 points of damage.
level 4; +3 health damage (ignores Armor).
cyphers that grant +4 to Armor for a few minutes.
Round 3: Inflicts 5 points of damage; attacks as Body Theft. The foe must succeed on a Might In case a specimen collection mission goes badly, Blacktusks work together when hunting to
level 5; +6 health defense task, or they are scaled down to less than at least one bithyran carries a cypher that creates a increase their chances of bringing down prey,
Round 4: Attacks twice; inflicts 6 points of a millimeter in height. To the victim, it might seem short-lived teleportation portal for instant transport including more powerful creatures. Three or more
damage; attacks as level 6; +12 health like they’ve been shunted to a bizarre dimension blacktusks working in concert to attack the same
to a distant and hidden base (which might be a
Round 5: No additional change filled with writhing alien entities. The scale change target reduces the difficulty of one blacktusk’s
spacecraft or a transdimensional redoubt).
reverts within a minute. attack against the target by two steps.
Round 6: Spontaneous disassembly
25 26 27 28
Alioptor
Chalik 62(18)
(6) Alioptor
Clicker 63(18)
(9) Alioptor
Corpuscular Maw 6 (18) Alioptor
Crystalvore 62(18)
(6)
Health: 6 Movement: Short; short Health: 12 Movement: Long Health: 18 Movement: Long Health: 6 Movement: Short
Damage Inflicted: when climbing Damage Inflicted: Modifications: Stealth Damage Inflicted: Modifications: Stealth Damage Inflicted: Modifications: Speed defense
2 points Modifications: Speed defense 4 points as level 1 because of 4 points as level 1 because of 2 points as level 4 due to size.
Armor: 1 as level 4 due to size. constant sound they constant sound they Armor: 4
Combat: Chaliks swarm a foe and bite with their produce; Speed defense produce; Speed defense
Combat: Crystalvores typically attack with their
mandibles. A group of four or more chaliks can as level 2 due to size. as level 2 due to size. claws, but also have been known to spray a jet of
attack as a single level 4 creature that inflicts 5 Combat: Clickers are drawn to living creatures. Combat: Corpuscular maws mainly attack with the same fluid they use to hollow out their shells.
points of damage. Alternatively, a single chalik can A target must succeed on a difficulty 3 Speed their arms, which can extend a short distance, This liquid is an almost universal solvent that does
contract its abdomen and cause the glands inside defense task to avoid one’s grasp or suffer 4 doing 4 points of damage to up to two foes on 3 points of damage (ignores Armor).
to burst, resulting in a gush of sticky secretions points of damage. The hit target then must a single attack. Simultaneously, every other
from its mouth (and in that chalik’s death). This A mortally wounded crystalvore (with 1 point
succeed on a difficulty 5 Might defense task or attack, they can either release a cloud of fetid of health or less) will retract into its shell and
is a level 4 attack that inflicts no damage, but a be “swallowed.” A creature so engulfed suffers air that dazes the targets for one round or spray spray its solvent all over the interior, weakening
single targeted victim who fails a Speed defense 8 points of damage each round until it can volatile acidic juices that do an additional 2 it in a multitude of places. The creature will
task is covered in the secretion and immobilized
escape. points of damage per target. then enter a unique biological state in which its
(and unable to take actions other than attempt to
break free) until it can escape. Attacks against a internal organs dissolve and a dangerous level of
When a corpuscular maw is “killed,” the high-pressure gasses build up within the corpse,
target immobilized by chalik secretions are two
flesh becomes unstable and bursts, causing until finally releasing and igniting on contact with
steps less difficult.
a transdimensional wave that knocks all air. The resulting explosion sends deadly shards
Chalik carapaces slough off their own secretions characters prone within short range. in all directions. The process leaves no trace of
so they don’t become stuck in the sticky material the crystalvore, making a proper study of them
provided by their fellows. difficult unless they can be captured alive.
33 35 36 37
Alioptor
Datatar 6
5 (18)
(15) Alioptor
Dazzlegad 6
5 (18)
(15) Alioptor Reaper
Decanted 6 (18) Alioptor
Deiparon 63(18)
(9)
Health: 15 Movement: Short when flying Health: 25 Movement: Short Health: 33 Movement: Short; short Health: 12 Movement: Short; short
Damage Inflicted: Modifications: Most Damage Inflicted: 6 Modifications: Attacks and Damage Inflicted: when climbing; long when Damage Inflicted: when climbing
5 points knowledge tasks as level 9. points Speed defense as level 6 due 8 points leaping 4 points Modifications: Perception
Armor: 2 to visual glare. Modifications: Stealth as tasks as level 6.
Combat: A datatar can be affected only by energy Armor: 3 Armor: 2
weapons or similar implements. Combat: A dazzlegad can trample up to two foes next level 8 when using visual
distortion field. Combat: Deiparons pounce on prey when they
to each other. It can focus its light into a burning beam
Datatars can discharge electromagnetic energy or able to target a creature within long range, inflicting 6 Combat: A decanted reaper often makes its initial
attack, from the branches of overhanging trees
a battering force field to attack a foe within long points of damage. It can also accomplish the following: attack by relying on a visual distortion field that if possible. However, a deiparon can also deal
range. renders it nearly invisible. The field collapses if the 6 points of damage from the energy orb on its
Blind one target within short range and all targets back to a creature within short range. Each time
They can also tune themselves to display a decanted reaper attacks or makes a long-range leap
within immediate range for about a minute if they fail they do so, they lose 1 point of health.
customized mind-infecting pattern at a foe within to enter combat. Surprised targets take 2 additional
a Might defense task.
immediate range who fails an Intellect defense points of damage (for a total of 10 points).
In rare instances, a deiparon uses its energy
task. An affected foe stands entranced until they Create a convincing illusion of the arrival of a far more
can escape the trance by succeeding on a difficulty serious threat. If it wants a target’s head, a decanted reaper uses to trigger a transformation that grants it
6 Intellect-based task. an energy saber to attack just one target within intelligence at least equal to a human’s, as well
Beam a pulsing light display into the eyes of a target immediate range. The damaged target must as the abilities of a level 6 creature. This effect
Each round in which a victim remains entranced, within short range, sending them into a seizure lasting succeed on a Might defense task or descend one usually lasts for no more than a minute. The
knowledge is siphoned from the victim’s mind, a few rounds if they fail a Might defense task. This effect step on the damage track as the reaper attempts deiparon uses its temporary intelligence to
inflicting 2 points of Intellect damage (ignores inflicts 3 points of Speed damage (ignores Armor). to sever its head The reaper keeps up this tactic on defray a conflict, unless it sees a way to defeat
Armor). the chosen target until the target descends all three
Beam a disorienting light pulse that confuses a target foes through trickery or some other stratagem.
Composed of regenerating light, datatars regain within short range who fails an Intellect defense task, steps on the damage track and its cauterized head
health at 2 points per round as long as they causing them to attack a random target next comes free. The reaper then “ingests” the liberated
have at least 1 point of health. round. head and stores it for later processing.
42 43 44 45
Alioptor
Eldmor 96 (27)
(18) AlioptorShepherd
Erodel 6 (18) Alioptor
Exigen 6
4 (18)
(12) Alioptor
Faradawk 62(18)
(6)
Health: 50 Movement: Long when flying Health: 18 Movement: Short; long Health: 15 Movement: Short Health: 6 Movement: Immediate;
Damage Inflicted: Modifications: Speed defense Damage Inflicted: while flying Damage Inflicted: Modifications: All tasks Damage Inflicted: long when flying
12 points as level 6 due to size. 6 points Modifications: Resists all 5 points related to stealth as level 6. 3 points Modifications: Speed
Armor: 5 Armor: 2 mental attacks as level 8. defense as level 4 due to
Combat: An exigen stalks targets by following
Combat: Erodel shepherds can batter foes with small size.
Combat: When “encysted” between dimensions, them from the safety of their mirror dimension.
eldmorem appear like inanimate, weathered their limbs, but their true strength is in their Particularly observant targets may notice Combat: A faradawk prefers to feed on items rich
boulders the size of small mountains. Upon ability to mentally control others into defending reflective shimmers in the air from time to time, in energy, but if hungry, it attacks living targets
waking, they unfold to reveal their true shape. them. A shepherd can make a psychic attack on a but the significance isn’t immediately clear— who carry such objects. A faradawk’s lashing tail
Though large, eldmorem can easily discern prey creature within short range. On a failed Intellect until an exigen reaches through and attempts inflicts 3 points of damage and sets the victim on
defense task, the target acts as the shepherd to grab a target. An attacking exigen becomes fire, inflicting 1 point of damage each round until
much smaller than themselves.
mentally commands on its next action. If the the victim uses an action to douse the flame.
visible as it attempts to snatch prey, during
An eldmor’s primary weapons are its eyes, same target is affected by this dominating attack Someone who is so attacked by a faradawk must
which time it is vulnerable.
which can emit twin blasts of destructive a second time within a minute, the shepherd’s also succeed on an Intellect defense task or a
transdimensional energy at targets within 5 miles mental control lasts for ten hours. A target damaged by an exigen must succeed on cypher they carry is drained of its energy and
(8 km). Each blast inflicts 12 points of damage that a Might defense task or be pulled through. Once rendered useless.
In addition, a shepherd can broadcast a psychic
phases past normal matter and protective gear field that extends to short range, filling affected a target is pulled through, the exigen releases If three or more faradawks attack a single target,
(and thus ignores Armor). targets with calm love. An affected target it and offers no further aggression unless they act like a single level 4 creature that inflicts 5
breaks off attacks on the shepherd, lays down attacked. Otherwise, the target is free to act as it points of damage.
Eldmorem can also catch a target that fails a
their weapons, and cajoles other combatants wishes, though it remains trapped in the mirror
Speed defense task in its manipulators. If a A faradawk that is killed detonates in a fiery
attacking the shepherd to do the same. Using dimension until it can find some way to escape (a
caught target fails an Intellect defense task in the this field is not an action for the shepherd, blast of energy, inflicting 6 points of damage
difficulty 6 Intellect task) or it dies.
subsequent round, it is ejected from the current but the field affects only one creature in a on all creatures (except other faradawks) in
reality into a random dimension. given round. immediate range.
51 52 53 54
Alioptor
Ghru 63(18)
(9) Alioptor
Glauxim 6
5 (18)
(15) Alioptor
Gleresisk 6
4 (18)
(12) AlioptorCachinnate
Golden 6
5 (18)
(15)
Health: 12 Movement: Short Health: 18 Movement: Short Health: 12 Movement: Immediate; Health: 25 Movement: Short; short
Damage Inflicted: Modifications: Knowledge Damage Inflicted: Modifications: All tasks Damage Inflicted: long when flying Damage Inflicted: 5 when leaping
7 points of machines as level 6; 6 points related to perception and 4 points Modifications: Speed points
Armor: 1 seeing through lies or tricks Armor: 3 stealth as level 7. defense as level 5 due to Armor: 1
as level 2. size.
Combat: A glauxim usually avoids direct combat Combat: Targets touched by a golden
Combat: Ghru warriors wield storm staves, by staying hidden and relying on its long-range Combat: A gleresisk dives at prey and attacks cachinnate must succeed on a Might defense
medium melee artifact weapons that inflict 3 improbability field. The field has two levels of with its nest of tendrils. A victim must succeed task or take 5 points of Speed damage (ignores
additional points of damage from electricity. effect. Normally, the field causes random odd on a Speed defense task or take 4 points of Armor) from toxin. Each round thereafter, the
(A storm staff can also hurl short-range bolts happenings in the area, troubling targets for damage. If it inflicts damage, the gleresisk toxin continues to inflict 2 points of Speed
of red lightning that inflict 5 points of damage.) several days or months with unsettling dreams, retains its hold on the victim until the victim damage until the victim succeeds at a Might
Ghru also employ poison against their enemies extreme runs of bad luck, mysterious marks, can escape. Each round, a victim held fast in defense task.
whenever possible. For the ghru, sometimes strange sounds, and so on. a gleresisk’s tendrils takes 4 points of Intellect
a warrior is one who employs stealth to get damage (ignores Armor). A victim who dies In addition, every creature within immediate
close to an enemy and strike with a poisoned But if a glauxim’s secret presence is threatened, from this damage is mentally consumed by the range of a golden cachinnate must succeed on
fingertip needle rather than a burly armored it can directly manipulate reality to cause gleresisk. The body collapses, and the gleresisk a Might defense task each round or take 1 point
figure with a massive weapon. walls to collapse on foes, weapons to go off of Speed damage (ignores Armor) from the
floats away, satisfied.
unexpectedly, cyphers to detonate, brains to toxin in the air exhaled by the creature.
Ghru armor is derived from an artifact called drop into sleep, and so on, generally creating
electric armor that also inflicts 1 point of one level 5 effect within long range per round. Finally, a golden cachinnate can spit toxic darts
damage on any creature that strikes the ghru Whenever a glauxim creates such a directed at targets within long range who are affected as
in combat. effect, its entire body glows with a soft blue if they were touched by the creature.
illumination.
59 60 61 62
Alioptor
Idyc 6
5 (18)
(15) Alioptor
Igothus 63(18)
(9) Alioptor Gonoph
Imorphin 6
5 (18)
(15) Alioptor Crawler
Imusten 6
5 (18)
(15)
Health: 19 Armor: 2 Health: 9 Movement: Short Health: 23 Movement: Flies an immediate Health: 18 Movement: Short; short
Damage Inflicted: Movement: Short; Damage Inflicted: Modifications: Speed Damage Inflicted: 5 distance each round Damage Inflicted: when climbing; immediate
3 points short when climbing or 4 points defense as level 4. points Modifications: Stealth as 6 points when burrowing
swimming Armor: 2 level 7. Armor: 2 Modifications: Stealth as
Armor: 1
Combat: The idyc’s abilities are based on the initial Combat: Imorphin gonophs don’t move quickly, so level 7.
health of those it encounters. It targets healthy Combat: Igothus are fast and agile, savagely anyone who wants to break off combat with one can Combat: An imusten crawler bites prey if the
creatures in hopes of finding robust hosts for its attacking with claws and teeth. They never usually do so by moving out of range. An imorphin victim fails a Speed defense task, inflicting 6
young. use weapons or armor, and they prefer swarm gonoph rarely pursues. Normally it attacks only points of damage. The bitten target must then
tactics. A group of five igothus can attack as a if attacked first (usually by a victim who doesn’t succeed on a Might defense task, or it feels a
Healthy: Attacks with a shower of short-range darts single individual of level 5, inflicting 8 points of appreciate having their equipment stolen). numbing, mounting pressure in its lungs, which
(up to four as a single action) and then attempts
damage. In addition to lashing a target with its tendrils to begin to fill up with smothering gel. The victim
to break off the engagement. Victims struck by a
inflict 5 points of damage, a gonoph can reveal a takes 6 points of damage (ignores Armor) each
dart must succeed on an additional Might defense Igothus seem to be utterly fearless and fight cavity resembling a large mouth that emits piercing round until it succeeds on a Might defense task.
task. On a failure, the embedded dart digs deeper
with a savage bloodlust to their dying breath. sonic effects, including the following: Each failed task to cough up the gel makes the
into the tissue and becomes impossible to extract
In the moment in which it is struck down, an succeeding defense task one step more difficult as
without a special operation. Sometime over the Sonic barrage that inflicts 5 points of damage on all
igothus can often make a single, final attack if it the victim suffocates.
following three days, the victim releases 1d6 tiny targets within immediate range
level 1 idycs. This inflicts 3 points of damage per has the opportunity. An imusten crawler instead may choose to secrete
idyc so hatched. If the victim survives, they feel Piercing sonic ray that inflicts 5 points of damage gel from its skin that holds the victim in place—
protective of the newly hatched creatures. (ignores Armor) on one target within short range rather than suffocating it—in a pocket of clear,
Reverberation that deafens all characters within viscous material. The gel has a soporific effect
Hurt: Attempts friendly interaction. This could
occur even after the idyc has hurt a previously short range who fail a Might defense roll. Each and can store living creatures indefinitely until the
healthy victim with darts. round, they can attempt another Might imusten becomes hungry enough to eat.
68 69 defense roll to shrug off the effect. 70 71
Alioptor
Kaseyer 63(18)
(9) Alioptor
Keeper 6
5 (18)
(15) Alioptor
Keltonim 63(18)
(9) Alioptor
Kelursan 6
7 (18)
(21)
Health: 12 Movement: Short Health: 20 Movement: Short (or as Health: 12 Movement: Short; long Health: 30 Movement: Short; long
Damage Inflicted: Modifications: Disguise and Damage Inflicted: host body, if better) Damage Inflicted: when flying Damage Inflicted: when jumping
3 points stealth as level 5. 5 points Modifications: Knowledge 3 points (8 when Modifications: When 8 points Modifications: Strength and
Armor: 1 Armor: 3 skills as host body. transformed) transformed, Speed defense Might defense tasks as level
and attacks as level 5. 8; Speed defense as level 5
Combat: A kaseyer can bite and claw, but mostly Combat: A host body is almost completely due to size.
relies on mental abilities. It uses those abilities Combat: Keltonim flee combat unless they are
protected by the keeper, but it’s also in a state hurt. Then the fight-or-flight reflex hidden in Combat: Kelursans batter their enemies with
to disguise itself (usually taking the likeness of a of stasis. Unless a keeper is damaged by a large keltonim flesh is activated over the course of one brutal ferocity. They can make a whirlwind attack
human child), and also to mentally assault victims. attack (such as a detonation, which affects both targeting every creature within immediate range.
round, during which the creature does nothing
Brain Wrack: If a kaseyer touches a foe, the target keeper and host), the host remains protected but shake as if having a fit. If not killed or sedated In addition, they can hurl nearby boulders, chunks
must succeed on an Intellect defense task or be even as the keeper takes the brunt of any before the beginning of its next turn, the keltonim of synth, walls from ruins of the prior worlds, or
subject to horrifying images that corrode their offensive. is transformed for about a minute. other creatures at targets within long range, dealing
damage to all creatures within immediate range of
brain, inflicting 3 points of Intellect damage A keeper can use any equipment or cyphers A transformed keltonim’s muscles are taut the impact zone that fail a Speed defense task.
(ignores Armor) and, on a failed Might defense possessed by the host body, or it can exhale beneath its skin, its eyes are wide, its mouth
task, making them lose their next turn. If three or on a foe within immediate range. A target gapes, and wicked claws emerge from its fingers. Kelursans regain 4 points of health per round. If
more kaseyera work together, the attack is level 5 must succeed on a Might defense task or fall A transformed keltonim inflicts an additional 5 a kelursan inflicts damage during the same round
and inflicts 5 points of Intellect damage. into a confused state. Until the target makes points of damage (8 points total). It cannot be in which its healing factor is active, it inflicts 2
a successful Intellect task, it can take no other stunned or dazed, and its skin thickens, providing additional points of damage (10 points total) with
Sway: If a kaseyer touches a foe, it must succeed its attacks that round.
actions. If a keeper maintains skin-to-skin +3 to Armor. Even when killed, a transformed
on an Intellect defense task or take an action
contact with a victim for three rounds, it can keltonim gets a final death spasm attack. If a kelursan dies, embedded tech slowly reknits
specified by the kaseyer on its next turn. If three
or more kaseyera work as one, the attack is a level transfer itself. The old host wakes within a few Once a transformation runs its course, a surviving the creature, bringing it back to life within a few
5 assault. rounds, having moved one step down keltonim is dazed for several minutes, and all days unless the body is completely destroyed.
the damage track. tasks it attempts are one step more difficult.
80 81 82 83
Alioptor
Lambrequin 6
5 (18)
(15) Alioptor
Lanmoro 6
4 (18)
(12) Alioptor
Latos Adjunct 6
5 (18)
(15) Alioptor
Leradyt 6
5 (18)
(15)
Health: 20 Movement: Short Health: 12 Movement: Immediate Health: 25 Movement: Short Health: 15 Movement: Long
Damage Inflicted: Modifications: Tasks Damage Inflicted: 4 Modifications: Speed Damage Inflicted: 6 Damage Inflicted: Modifications: Perception
5 points related to understanding points defense as level 2 due to points 5 points as level 6.
and talking to machines slowness.
Armor: 3 Combat: A latos adjunct can physically attack by Armor: 1
as level 7. Combat: A lanmoro can attempt any of the following: battering foes with metal alloy fists. Alternatively, Combat: A leradyt acting as part of a group
Combat: A lambrequin can direct up to two Emotional Surge: A creature within short range it can lash out with horrific mental attacks. Attacks attempts to either chase a lone target into the
blasts of energy at the same or different targets must succeed on an Intellect task or be overcome include the following:
jaws of an ambush, or lead a group of targets
within long range, inflicting 5 points of damage. with sadness, hilarity, fear, disgust, or surprise.
All creatures within immediate range of the adjunct into an ambush. Leradyt attacks from ambush
The target loses their next turn, or can wrench their
As part of the same action, they can extend mind back into focus, which inflicts 4 points of must succeed on an Intellect defense task or suffer increase the difficulty of defending against
their head tendrils and attack all targets Intellect damage (ignores Armor). 3 points of Intellect damage (ignores Armor). them by two steps, and deal a total of 7 points
within immediate range or one target within of damage.
Bland Gray Sky: Biological creatures within short One creature within short range must succeed on
short range. A character who fails a Speed range must succeed on an Intellect defense task an Intellect defense task or their consciousness A standard leradyt bite inflicts 5 points of
defense task loses one cypher or oddity in or lose all motivation for the next minute. Affected is transferred into the adjunct, where it cannot damage, and the target must succeed on a
their possession (in that order) as the tendril creatures pause and become unmoving. A creature take action. The adjunct controls the target’s Might defense task or be blinded by a splash
touches it and sucks away the energy. If the PC can attempt to escape this torpid state, but if body, taking over so seamlessly that allies might of white, sticky froth until they use an action
has an artifact, the character must check for successful, it suffers 4 points of Intellect damage not notice. Usually, it tries to convince the allies wiping away the muck. If a leradyt hits a blind
depletion as some of the energy powering it is (ignores Armor). to leave, ignore the latos, and so on. If necessary, target, it can wrap the befuddled victim in its
leeched away. the adjunct will attack the target’s allies using the
Bloom: The lanmoro detonates. Creatures within clawed legs and inflict 5 points of damage each
Each item a lambrequin sucks energy from immediate range must succeed on a Might defense body. The adjunct can continue to act even while it round until the target can escape. A blind target
grants it 3 points of health, even if that exceeds task or suffer 4 points of damage. Over the next controls a target. The target can regain control of finds any task requiring sight at least two steps
the creature’s normal health maximum. few days, juvenile lanmoros take root in random their body if they succeed on an Intellect task.
more difficult, if not impossible.
locations that exposed targets visit.
88 90 91 92
Alioptor
Moilt 6
5 (18)
(15) Alioptor
Multrolca 6
7 (18)
(21) Alioptor Wind
Nacreon 62(18)
(6) Alioptor
Namnesis 6
5 (18)
(15)
Health: 24 Movement: Short Health: 32 Movement: Short; short Health: 9 Movement: Short when Health: 18 Movement: Short
Damage Inflicted: Damage Inflicted: when climbing Damage Inflicted: flying Damage Inflicted: 3
2 points 10 points Modifications: Speed defense 3 points points (see Combat)
Combat: Moilts don’t usually fight in the Armor: 3 as level 6 due to size. Combat: A nacreon wind is insubstantial, Armor: 3
physical sense, but they can use their tendrils to unaffected by anything not transdimensional.
Combat: A multrolca chases prey with single- Combat: If threatened, a namnesis attempts to
attack all creatures within immediate range for It can move through small cracks and fissures.
2 points of damage as a single action. minded intensity, bounding from boulder to psychically remove a character’s special ability
Its presence makes all tasks related to finding
cliff wall, slavering and roaring with horrendous objects of the numenera one step less difficult, and use it for itself. For instance, if a nano with
Moilts hypnotize creatures with their psychic fury. The multrolca’s bite inflicts 10 points of the Mind Control esotery confronts a namnesis,
as those objects tend to gleam, power on, or
gaze. A moilt can potentially mentally affect damage, and if the victim fails a Might defense the nano must succeed on an Intellect defense
otherwise reveal themselves.
all creatures within short range as one action. task, venom inflicts an additional 6 points of task or lose the use of that ability for about
Affected creatures that are not at least as smart Speed damage (ignores Armor). A nacreon wind can concentrate down to a fraction a minute. As part of the same action, the
as humans forget the moilt is present. of its former size and become a solid that mimics,
namnesis attempts to use Mind Control on the
A multrolca that commits itself to combat in outline only, the shape of a character or object.
A human or equivalently intelligent creature is character or the character’s ally. If a namnesis
begins to bleed from ancient wounds after a In this shape, it touches a character or unattended
compelled to move forward and take a few bites cypher and “rewrites” its functionality. If this fails to “borrow” an ability, the target instead
from the moilt’s soft, bread-like outer flesh few rounds of activity, which inflicts 1 point
happens to a character, randomly choose one new takes 3 points of Intellect damage (ignores
(which inflicts 1 point of damage to the moilt). of damage per round to the creature. These
cypher for that PC (the old cypher remains in form, Armor) that round.
Upon swallowing, the diner must succeed on re-opened wounds eventually become life but it has a new function).
a Might defense task or fall unconscious for threatening; at that point, the multrolca A namnesis may also attempt to remove a
an hour. Unless awakened prematurely, those activates the strange devices studding its If attacked, a concentrated nacreon wind is foe’s memory of their initial meeting so it can
who eat of the moilt wake with a new memory, skin, opens a temporary wormhole to another vulnerable. It can also return an attack, inflicting slip away or try again, though this works only
which is so out of context that little can be location, and attempts to escape to safety 3 points of Speed damage (ignores Armor) if the against a single foe without allies.
gleaned from it. and convalescence. target fails a Speed defense task.
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Alioptor Guide
Nibovian 6
5 (18)
(15) Alioptor
Nildir 6
5 (18)
(15) Alioptor
Nomyn 6
4 (18)
(12) Alioptor
Null-Cat 6
7 (18)
(21)
Health: 15 Movement: Short Health: 23 Movement: Short; action to Health: 18 Movement: Short Health: 42 Movement: Long; short
Damage Inflicted: Modifications: Tasks Damage Inflicted: 8 flit between known parallel Damage Inflicted: Damage Inflicted: when climbing
points dimensions Modifications: Stealth and
5 points related to stealth, 4 points 7 points
deception, and one area Modifications: Defense tasks hiding as level 9; Speed
Armor: 1 Combat: A nomyn’s touch transfers a handful
of expertise as level 6. as level 6 (see Combat); runs, defense as level 6 due to size.
climbs, and jumps as level 7. of insects that inflict 4 points of damage each
Combat: The Nibovian guide first seeks to gain Combat: A null-cat relies on its energy-draining
Combat: A nildir tears at prey with its powerful claws round until the victim removes the creatures.
the trust of one or more humans, then tries to field during combat. All characters within
until they are incapacitated, then attempts to steal In addition, victims must succeed on a Might
capture its victims in transdimensional cocoons away the dying body to an alternate dimension, there
immediate range who have an artifact must roll
defense task or be blinded by the poison until
that transfer them to its home dimension. to dine on the still-living flesh in peace. normally for depletion each round. Anyone who
they use an action to wipe their eyes clear. The is attacked by the null-cat and suffers damage
The guide releases chemicals into the air that Dimensional bleed surrounds a planar cannibal—a difficulty of most physical tasks is increased by “burns out” a cypher in their possession (if any)
create a drug-like dependency in humans. For being of disrupted dimension—like a halo. Each two steps for a blinded creature. on a failed Intellect defense task. The null-cat
each hour that this exchange occurs, the PC round, disquieting emotions, sounds, visions, and gains 5 points of health for each artifact charge
feels motivated and positive about whatever the even physical objects appearing out of nowhere can As part of the same action, a nomyn’s mobile
and cypher it consumes in this fashion.
guide is helping with, gaining an asset to any afflict foes. Generally speaking, these effects increase “head” can attack a character by jumping on
directly related task while the guide is present. the difficulty of all attacks and defenses against the them, but it only targets victims that have Simultaneously with its energy-draining effect,
cannibal by one step, though the GM can also choose already been blinded. If this happens, treat a null-cat can bite a target, inflicting 7 points of
If the PC doesn’t uncover what’s going to apply specific effects.
on after five days, the PC collapses into the head as a separate level 4 creature. If the damage.
unconsciousness. The guide then cocoons As its action, a planar cannibal can move into an target fails a Speed defense task, the head
alternate dimension, usually one it has previously automatically inflicts 4 points of damage each The null-cat stalks victims passing through its
the PC in white filaments from spinnerets in
visited. It leaves behind flickering footsteps that round until it can be shaken off. territory, preferring to wait until night to attack. If
its mouth. Once cocooned, a victim has only
can be followed for one round if pursuers are quick possible, it waits to attack sleeping victims.
about ten hours before it is shunted to
Reeval, there to face an unknowable fate. enough (a level 5 Speed task).
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Alioptor
Otolin 6
4 (18)
(12) Alioptor Automaton
Overlord 6 (18) Alioptor
Oxyuratl 6 (18) Alioptor
Phaselost 62(18)
(6)
Health: 18 Movement: Short; long Health: 30 Movement: Long Health: 30 Movement: Long when flying Health: 9 Movement: Short when flying
Damage Inflicted: when flying Damage Inflicted: 7 Modifications: Perceives, Damage Inflicted: Modifications: Speed defense Damage Inflicted: 2 Modifications: Stealth as level
6 points Modifications: Tasks related points persuades, and deceives as 8 points as level 5 due to size; resists points 5; phasing attack as level 4.
to understanding and using Armor: 4 level 8; Speed defense as level Armor: 3 deception and trickery as
Armor: 2 Combat: A phaselost is mostly out of phase and
machines as level 7. 5 due to size. level 2. doesn’t take damage from mundane physical
Combat: Overlord automatons would prefer not to Combat: An oxyuratl can make physical melee
Combat: Otolins use ray emitters that have a range sources, such as swords and spears. It takes only
fight. But it if comes to it, an overlord can defend attacks, but mostly relies on a long-range ray
of 300 feet (90 m) in the air and many miles in the 1 point of damage from attacks that inflict energy
itself with bladelike appendages, attacking up to three targeting up to three different creatures as one
void. Because otolins are partly made of machines, foes as a single action. Additionally, an overlord can damage, even attacks specifically designed to affect
they can attempt to seize control of complex action. Targets who fail a Speed defense task suffer transdimensional creatures, no matter how much
attempt the following abilities: 8 points of damage from the focused energy.
equipment carried by foes, such as many artifacts, damage was indicated.
some cyphers, body parts of characters who Fuse Dazzling Display: The overlord produces a hypnogogic Alternatively, oxyuratls can focus their superb
light show. Living creatures with eyes within short senses to make a single attack on a target within 2 On the other hand, a phaselost can attack a target
Flesh and Steel, and similar items. Control is
range who fail an Intellect defense task are dazzled miles (3 km) that inflicts 10 points of damage. by touching it, inflicting 2 points of Intellect damage
gained when characters fail an Intellect defense
by the overlord’s majesty and cannot attack for one (ignores Armor) if successful. This represents the
task, after which an otolin can trigger a cypher or, round. Finally, an oxyuratl feeling threatened can activate target’s physical body gradually being converted
more likely, attempt to hold a character immobile a camouflage ability that makes it difficult to into an out-of-phase existence. A target that would
until they can escape. False Reinforcements: The overlord produces a burst see (stealth as level 7). However, this drains the otherwise be killed by a phaselost instead becomes
of electromagnetic radiation tuned to human nervous creature’s power reserves, and it must feed on a
As an action, an otolin can absorb a cypher or phaselost itself after a period of several days, during
systems that makes humans believe they are facing fresh source of power within the hour or begin to
artifact, and gain a number of points of health three times the number of foes on a failed Intellect which its out-of-phase body reconstitutes itself.
shut down.
equal to double the item’s level, even if that raises defense task.
It’s possible that some kind of intervention using a
the otolin above its normal maximum. If an oxyuratl uses an action, it regains a number
Force Field: The overlord erects a level 8 force field it device or special ability could convert a phased victim
of health points equal to the level of a cypher or
Otolins retreat if faced with a more powerful can use to trap up to two foes standing next to each artifact in its possession. (A cypher is used or even a phaselost itself back to normal phase.
foe, but return with reinforcements later. other, or to retreat behind and escape. up. An artifact is depleted.)
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Alioptor
Quar Bastion 6
5 (18)
(15) Alioptor
Quover 6
5 (18)
(15) Alioptor
Rapicaw 61(18)
(3) Alioptor
Reconstructor 63(18)
(9)
Health: 25 Movement: Immediate Health: 22 Movement: Long Health: 5 Movement: Short; Health: 12 Movement: Short
Damage Inflicted: 5 Modifications: Speed defense Damage Inflicted: Modifications: Speed Damage Inflicted: immediate when burrowing Damage Inflicted: 4 Modifications: Knowledge
points as level 2 due to immense 5 points defense as level 6 due 2 points Modifications: Speed points of the numenera as level 5;
Armor: 4 size and lack of agility. to size and quickness; Armor: 1 resist trickery as level 2.
Armor: 4 Armor: 3 defense as level 2 due to
Combat: When a quar bastion must defend itself knowledge tasks as level 7. size; breaking through Combat: Reconstructors can attack using clawlike
against aggressors, it relies on the seething swarm of Combat: A quover can deliver a pulse of psychic solid barriers as level 5. manipulators if they have no other weapon, but
automatons it directs. When it deploys its servitors in energy to scramble the thoughts of one creature most have access to some kind of ranged weapon
Combat: Rapicaws attack with mandibles,
combat, they swarm everywhere on tiny legs, allowing within short range. A target that fails an Intellect gleaned from a nearby ruin, such as a ray emitter or
the bastion to attack every target within short range. inflicting 2 points of damage and marking a a localized gravity collapser, which usually provides
defense task takes 5 points of Intellect damage foe with a special targeting pheromone. For a long-range attack.
Directly attacking the swarm isn’t likely to produce (ignores Armor). the next hour or so, or until a marked foe can
results, because the bastion can pump out more. douse itself in water or otherwise remove the Because reconstructors are infused with
However, an effect that inflicts damage in an area at Alternatively, a quover can use a psychic pulse nanomachines, they are constantly self-repairing tiny
least a short distance across can disrupt the deployed to temporarily transfer its own mind into a scent, all rapicaws can attack the target as if flaws. They regain 1 point of health each round, even
swarm for a round. target that fails an Intellect defense task. For a they were level 3 and inflict 5 points of damage. if reduced to 0 health. This process can be prevented
period of up to one minute (or until the target if someone succeeds on a difficulty 5 Intellect task to
Smaller creatures, objects, or structures that can’t Sometimes ten or more rapicaws attack the
whose consciousness is submerged can regain understand the numenera, then sacrifices a cypher to
move out of the way of a slowly advancing quar control with a successful Intellect-based task), same marked foe by forming a “death spiral” use that insight to stem the process.
bastion are crushed.
the quover controls the target creature while its around it. When this happens, the circling
rapicaws make a single attack as if level 6 and Three or more reconstructors can reconfigure
A quar bastion regains 2 points of health each round own body stands silently by with eyes closed. A themselves to become a single entity much more
while its automatons repair it. quover-inhabited creature might try to negotiate inflict 12 points of damage. However, during the
powerful than the sum of their parts. These so-
with others, or simply run the host creature off a tight, trampling attack, about half the rapicaws
Someone who can talk to machines might be able to called “reconstructor primes” are level 6 and inflict
cliff or into some other dangerous situation involved in the death spiral attack are killed. 10 points of damage on a successful attack.
cause the swarm to stand idle for a round, but
they would have to do so each round. if nothing else seems to do.
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