Part Five: Fearsome Fiends

No hero would be worth their salt without a horrible monster to face. On Zo'ras, and in the Realm of Agondar, there are three types of opponents to face in battle: creatures, beasts, and monsters. There are big differences between the three. Knowing what they are can determine how we resolve a challenge.  

Creatures can be anything from a person to a pet. In-game your character is considered a creature. Any creature can pose a threat, but who is a friend and who wants to carve the flesh from your bones and sell it on the black market?          

Beasts is usually a term reserved for animals like horses and cows, etc. But both the lion and the bear are also beasts. A bear may not want to do you harm. It may be aggressive to protect its territory, or just hungry.      

Monsters! It should be obvious what a monster is but in a moment of a sudden encounter that may not be so clear. Your character may be in a dark secluded area, or just never seen anything like it before.        

These are just a few of what you need to start playing. 


BLEMMYAE

These cannibals have broad shoulders covered in hair, and ears beneath their armpits. Their most defining feature is their chest-face; on their upper chest, where the pectorals would be, are two large, bulging eyes. Large noses protrude from their sternums, and across their abdomens are curving mouths lined with white teeth like playing cards. When they talk, seeing their mouths moving creates a hypnotic effect.

Blemmyae disguise themselves as mortals by using metal heads attached to their shoulders. These heads are capable of mimicking facial movements, though they're easily detached. While wearing normal clothing, Blemmyaes' chest-faces cause their bellies to appear lumpy.

They are usually at least half nude and covered in hair. They wear no armor and use no shields. Their clubs are very heavy and the only blade they carry is a carving knife for eating their prey.  

Type: monster

Weapon/s: clubs, short carving knives

Attack: +1

Injury: club +3 (bludgeoning), knife +1 

Shield Point: 0

Armor Points: 0

Character Points: 5 

Discernment 6

Education 5

Intuition 7

Toughness 18

Agility 9

Speed 8

Immunity 20 

Charm 5

Menace 18

Spells: 0

Spell Check 0

Spell Check Advantage 0


ROC

Usually described as a white or tawny colored, and giant, bird, its wingspan is an amazing 48 feet in length complete with feathers as big as palm leaves. The Roc is so big that its eggs are said to be over 150 feet in circumference and make their nests at the tops of mountain peaks. 

Type: monster

Weapon/s: talons, beak, wings

Attack: +4

Injury: talons +4, beak +5, wing +2 

Shield Point: 0

Armor Points: 0

Character Points: 13 

Discernment 13

Education 16

Intuition 17

Toughness 19

Agility 19

Speed 18

Immunity 16 

Charm 8

Menace 20

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Multiple Attacks Per Round: the Roc can attack three times per round with its talons, beak, and wings. 

Gust of Wind: using its wings the roc causes a powerful gust of wind to repel its attacker/s, causing +3 injury and a roll against their Immunity. Fail results in unconsciousness. 


IMDUGUD

Is an eagle-headed lion with expansive wings and has been known to take human form to conceal its true identity. An imdugud can extend its wings and with aggressive flapping can produce isolated wind storms on chosen targets. When attacking an imdugud moves to incapacitate its opponents first by striking at their groin. At which point they are an easy target. Finally, the imdugud has the ability to rise in the air and breathe fire at one chosen target. While grounded they do not have this ability. When it rears up, stretches its wings and arches its head back, take cover.    

Type: monster

Weapon/s: wings, claws, bite, fire 

Attack: +2

Injury:  wing +2, claws +4, bite +6, fire (below) 

Shield Point: 0

Armor Points: 0

Character Points: 10 

Discernment 10

Education 12

Intuition 15

Toughness 18

Agility 16

Speed 20

Immunity 15 

Charm 6

Menace 19

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Wind Storm: using its wings the imdugud causes a windstorm that causes +4 injury and a roll against their Immunity. Fail results in unconsciousness. 

Groin Attack: with its extraordinary speed the imdugud launches at its opponent who must roll against their own speed with a -3. A fail causes severe groin injury +4 to their CP. If the PC survives the attack they must then roll against their Immunity with a -3. A fail result is unconsciousness.  

Fire Breath: +10 on affected area (60 ft)

Transform: the monster has the ability to take human form for a period of three days. In human form they can go undetected, although if someone is suspicious they can roll against their Discernment. If the roll is successful they will notice a strange animal smell. If they want to continue to investigate they must then make a role against their Intuition. A successful roll will then reveal the true form of the monster. 


ASAG

Is a subclass of Hellspawn whose skin is fiery rock. With a whip that streaks Hellfire (equivalent to lava) when in use and an inability to conceal their true form, a fugitive Asag usually makes caves their home.    

Type: creature

Weapon/s: Hellfire whip 

Attack: +1

Injury: +2 

Shield Point: 0

Armor Points: 20

Character Points: 10 

Discernment 18

Education 15

Intuition 19

Toughness 20

Agility 17

Speed 16

Immunity 18 

Charm 5

Menace 18

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Whip Lash: Asag uses his whip to entangle a target opponent and then yank back to release them, causing +4 injury and flinging them 10 ft into the air. While in mid-air Asag then leaps up with a powerful uppercut for an additional +2 injury. 


RABISU

Another subclass of Hellspawn, rabisu are vampiric demons who drain their victims of Immunity Points, slowly killing them. Rabisu, whether intending malicious actions or not, linger around the wayward souls of society, hoping their victims will go unnoticed. Rabisu are not overly strong and their prey must be weaker than them. Rabisu who have been caught by authorities and/or demon hunters have foolishly chosen children to feed upon. If discovered, a rabisu will do everything it can to make an escape as quickly as possible rather than engage in battle. 

Type: creature

Weapon/s: teeth 

Attack: +1

Injury: loss of 2 Immunity Points per attack.  

Shield Point: 0

Armor Points: 0

Character Points: 5 

Discernment 10

Education 9

Intuition 13

Toughness 6

Agility 19

Speed 20

Immunity 19 

Charm 18

Menace 14

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Quick Drain: when a rabisu latches onto a victim/opponent they drain 2 Immunity Points per attack. With this speciality a rabisu uses its speed to attack which there is no defense against and drains 4 points of Immunity for that attack. The opponent then has the chance to struggle to get free rolling against the rabisu’s Toughness. The Toughness of the rabisu is only 6. The opponent must roll a 6 or higher to break free. 

Quick Escape: before a battle can be engaged the rabisu rolls against their own speed (20) to make an escape. The only way this escape can fail is if the roll is a 1, in which case the DM announces the PCs have captured the rabisu.  


HUMBABA

These giant beasts are guardians of forests which they consider their sacred duty to protect. For reasons unknown, perhaps as a means of entertainment by an Old God, Humbaba specifically target humans, attacking almost immediately after they enter a forest they guard. Other species are at risk as well, especially when accompanying humans, but the Humbaba will observe first. 

Humbaba stand nearly 40 ft, most around 38 ft in height. They are humanoid with scales covering their bodies, lion-like paws and vulture talons as feet. They are at peace with every animal in their forest and they can hear for a distance of 100 leagues in every direction. 

Humbaba can use a Magical Fire which does not burn the forest, only its intended target. And their Devastating Roar can kill anyone within 60 ft.

Type: beast

Weapon/s: teeth, claws, talons 

Attack: +5

Injury: teeth +8, claws +6, talons, +10 

Shield Point: 0

Armor Points: 0

Character Points: 18 

Discernment 20

Education 10

Intuition 19

Toughness 23

Agility 18

Speed 10

Immunity 16 

Charm 19

Menace 20

Spells: 1

Spell Check 18

Spell Check Advantage +5

Special

Magical Fire: when the attack roll is successful the Magical Fire only inflicts and injures a specific target/opponent. It will not burn anything else. 10 Injury Points. 

Devastating Roar: when it roars everyone within 60 ft takes 8 points of Injury directly to CP. They must then make a roll against their Immunity with -5. If roll fails they suffer an additional 8 points. May only use this specialty once per battle.  


PAZUZU

Pazuzu are wind spirits said to control tornados. They haunt abandoned structures when in spirit form but when taking corporeal shape they prefer caves usually high in the mountains.

Mages have sometimes bound them in spirit form to domiciles, amulets or artifacts as wards against other spirits. To release the spirit the objects need to be broken or in some other way destroyed, and a home or structure it is bound to needs to be burned and destroyed beyond repair. 

Before the Rule of Lord Xanthias it was common practice for a Pazuzu to have been used as medication against an unknown illness. 

At its strongest a Pazuzu can bring famine by causing winds to make it impossible for the growth of crops. At its weakest it lingers in the mountains until it can join a natural occurring storm. 

When fighting a pazuzu, opponents must wait for it to take corporeal form. In spirit form a Pazuzu can only affect winds. To do battle it must take corporeal form, which it will do for fear of a mage binding it against its will. The physical form of a Pazuzu is humanoid with a jackal's head, birds' talons for feet, two pairs of wings, and a scorpion's tail.        

Type: monster

Weapon/s: talons, stinger 

Attack: +5

Injury: talons +3, wings +2, stinger +5

Shield Point: 0

Armor Points: 0

Character Points: 10 

Discernment 15

Education 8

Intuition 16

Toughness 17

Agility 16

Speed 18

Immunity 13 

Charm 19

Menace 20

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Wind Storm: using its wings it creates a windstorm that causes +4 injury and a roll against their Immunity. Fail results in unconsciousness. 

Tornado: it first uses its speed to escape and takes flight straight up. It then uses its wings to create a whirlwind that gathers up debris into its cyclone. Opponents must roll to escape. If escape fails they suffer +5 Injury to SP, AP, CP. They must then roll for another escape attempt. If escape fails again take +8 Injury. There is then a third attempt at escape before the tornado moves out of the area and goes on to cause havoc elsewhere.  


IMP

Imps appear to be small, hermaphroditic humanoids. Sometimes they will have one or more of the following features - large glowing, yellow eyes with slit-like pupils, pointed ears, and/or a whip-like tail with a small barb on the end. Imps survive by nibbling on machinery and high tech material, but they will also snack on anything metallic. Wherever large amounts of high tech equipment is found, eventually Imps will appear. Their delicate palettes are the cause for most equipment failures. When guns jam, engines stall, or equipment fails, there is probably an imp involved. Unfortunately, due to their natures, they see equipment (and the people who use it) as playthings. Typically imps are semi-solitary monsters that like to nest inside of machinery. They especially like warm, dark places where they can nibble undisturbed. Though imps can't be killed by most conventional means, they hate to be disturbed and dislike strong sunlight. 

Type: monster

Weapon/s: whip-tail, teeth

Attack: +1

Injury: whip-tail +1, teeth +2

Shield Point: 0

Armor Points: 0

Character Points: 5

Discernment 10

Education 8

Intuition 9

Toughness 16

Agility 18

Speed 19

Immunity 20 

Charm 19

Menace 20

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Consume Tech: although in battle an imp’s teeth do not seem to cause a great deal of injury they can use their ability to nibble on machines and technology as a weapon. To do this there is a pronounced action. An opponent will see the imp rear its head back and widen its jaws to reveal several rows of teeth behind their front teeth. They will then hiss and attack, causing +5 damage. Once the imp has hold of what they are consuming it will not let go. The opponent must then roll against the imp’s Toughness to escape its grip. If the opponent’s Toughness score is higher than the imp’s they can break free without needing to roll. The imp will continue consuming until it has finished or an opponent has broken free.  

An Imp’s Death: once an imp reaches 0 CP it is effectively dead. However, within a few minutes the imp will be restored to full CP and return to life. Only fire or some other form of destruction will kill an imp permanently.  


KAMADME

Kadmadme are monsters who take the form of mother-like women who lure children, usually those who are without mothers or lost. Once they have them they incapacitate and eat them alive. They also attack young mothers who have just given birth to steal their babies, which they then eat. 

When they take their natural form they have a hairy body, a lioness' head with donkey's teeth and ears, long fingers and fingernails. The only natural weapon they have is their voice. They can sing a song and lull opponents to sleep. 

Type: monster

Weapon/s: voice, slap

Attack: +1

Injury: slap +1

Shield Point: 0

Armor Points: 0

Character Points: 7

Discernment 17

Education 9

Intuition 16

Toughness 10

Agility 13

Speed 18

Immunity 15 

Charm 20

Menace 20

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Song of Sleep: when the monster sings opponents must roll once against their Intuition and succeed. If they fail they fall asleep. If they succeed they must then roll against their Immunity. If they fail they fall asleep. Once they are sleeping the monster usually escapes. 


UDUG

Udug are demons sent to retrieve fugitive Hellspawn. They have no corporeal form but appear as shadows on the ground, walls, etc. They do carry a weapon, a scepter which is itself corporeal and they use it for both assault and defense. Once they have identified the fugitive they have been dispatched to retrieve they attack to touch the Hellspawn on the forehead with the scepter. This act will completely incapacitate a Hellspawn which they then possess and take control of to return to Hell. 

An udug will announce its initial attack with Haunting Scream, which strikes fear into everyone within 40 ft and gives the udug a +10 to attack in the first round of battle. 

Udug may seem invulnerable but there is a way to fight them. While they may not be killed they can be discouraged and break off an attack for a Hellspawn to make an escape. Opponents must attack the shadow while it is against the surface of water. This will cause injury to the udug and it will break off its attack. Opponents must then make an escape roll. If their rolls fail the udug will attack again.    

Type: monster

Weapon/s: scepter

Attack: +1

Injury: +1

Shield Point: 0

Armor Points: 0

Character Points: non-corporeal 

Discernment 13

Education 11

Intuition 17

Toughness 20

Agility 15

Speed 18

Immunity 20 

Charm 5

Menace 20

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Haunting Scream: a loud scream takes everyone within 40 ft by surprise and causes fear to give it a +10 to attack for its first round of battle. 


ISHAR

Ishar are scorpion-like women, with the oversized body of a deadly scorpion and the upper half of a beautiful woman. They lure victims by concealing their scorpion half and either pleading for help or promising a night of heavenly pleasures. When she is approached she lunges at her victim which opponents need to roll against their agility to escape. An Ishar will then attempt to incapacitate their victim with their stinger and then drag them into their lair to feed on. 

Type: monster

Weapon/s: pincers

Attack: +1

Injury: +3

Shield Point: 0

Armor Points: 5

Character Points: 8

Discernment 18

Education 13

Intuition 17

Toughness 18

Agility 17

Speed 19

Immunity 18

Charm 20

Menace 20

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Surprise Lunge: opponent must roll against their agility to avoid lunge. If fail they are captured and must roll their captor's toughness to escape. 

Paralyzing Sting: opponent must roll against their agility to avoid. If fail they are stung and incapacitated and unconscious. 


LAMMA

Lamma are celestial beasts left behind by the Old Gods bearing a human head, bull's body and wings. The lamma males have great horns and females have claws.

During the reign of the Old Gods they were guardians of their temples. Some speculate that since lamma were left behind the Old Gods intend to return and indeed the beasts stand guard at these temples. Many have lost their lives in search of the treasures the Old Gods left behind in these temples, some of which have been buried. Yet the lamma remain guard. 

Type: beast

Weapon/s: claws, horns

Attack: +5

Injury: female claws +3, male horns +4 bludgeoning

Shield Point: 0

Armor Points: 0

Character Points: 13 

Discernment 19

Education 17

Intuition 18

Toughness 20

Agility 16

Speed 29

Immunity 13 

Charm 15

Menace 20

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Speech: Lamma have the ability to speak any language once they hear it. 

Charge: using its speed it charges like a bull with a +10 Attack, +8 Injury.  


NANSHE

Nanshe are water-faring creatures who protect the creatures within the body of water they rule over. Their environment is sacred to them and they will attack any who intrude, especially fishing or those hunting for treasure.  

Nanshe have the ability to converse with all animals but are most comfortable with aquatic animals. They often prophesy goodwill to the creatures they protect and they have great storehouses of treasures, usually in a cave somewhere at the bottom of their body of water.  

A Nanshe has the upper body of a beautiful woman and the lower body of an aquatic snake with a stinger at the end of the tail and they tend to carry tridents.  

Type: creature

Weapon/s: trident, stinger

Attack: +2

Injury: trident +2, stinger +5

Shield Point: 0

Armor Points: 0

Character Points: 10 

Discernment 15

Education 13

Intuition 16

Toughness 16

Agility 20

Speed 15

Immunity 18 

Charm 20

Menace 20

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Prophecy: creatures often seek out a nanshe for its ability to prophesy. To those who show goodwill to a nanshe they may grant a good prophecy, but to those of ill-intent they either ignore them or prophesy their doom. 

Dream Interpretation: nanshe can also interpret the meanings of dreams and they are never wrong. To good creatures they will speak the truth, but to those of ill-intent they may tell them nothing at all or a wrong interpretation. 


EKIMMU 

Are corrupt and vengeful spirits who were never buried properly after death. They haunt areas where they formerly lived and will attempt to possess the living, usually young children. 

STATS: Ekimmu have no scores as they are completely incorporeal. When they possess someone, stats equal to the creature must be used, including all specialties, as they are limited to that body. 

Fighting an Ekimmu: The only way to defeat an Ekimmu is to cast the spell Exorcism. 


ALULAMASHTU

The Alulamashtu are monsters who roam the night outside of cites, towns, and villages. When they sense all within are sleeping they creep into several homes and cause nightmares. They feed on this fear-induced energy. Some of their victims are then comatosed. They have no eyes, mouth, or ears; completely faceless. If a Alulamashtu is discovered they will use their speed to make an escape rather than stand and fight. But if they have to fight they carry long staffs that can cause terrible injuries.    

Type: monster

Weapon/s: staff

Attack: +1

Injury: +5

Shield Point: 0

Armor Points: 0

Character Points: 6 

Discernment 18

Education 11

Intuition 19

Toughness 8

Agility 13

Speed 17

Immunity 15 

Charm 10

Menace 20

Spells: 1

Spell Check 18

Spell Check Advant +5

Special

Quick Escape: before a battle can be engaged it rolls against their own speed to make an escape. Before surprising the alulamashtu the best thing to do is to block its escape. 


USUMGALLU

A four-legged, three-headed snake of imposing size. Each head spits with a different type of gel and they use their claws to attack at close range. Pleiadians have often used them as trap-beasts aboard empty astro-jumpers and in sanctuaries on asteroids. 

Type: beast

Weapon/s: claws, gel

Attack: +1

Injury: claws +2, gel (hardening) 0, (burning) +2 per round, (blinding) +2 per round

Shield Point: 0

Armor Points: 0

Character Points: 7 

Discernment 10

Education 6

Intuition 11

Toughness 10

Agility 19

Speed 13

Immunity 10 

Charm 5

Menace 20

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Three Gel Attack: all three heads have three different gel attacks. Hardening: target must roll against their Agility to evade this attack. If failed they are caught by the gel which very quickly hardens around their body, thus incapacitating them. Burning: target rolls against their Ability to evade. If they fail they are hit with this gel that burns them for 2 points of injury every round until the gel can be washed off. Blinding: target rolls against their Agility to evade. If they fail they are hit with this gel in the face which blinds them. All physicality scores drop -10 while they are blind and they take 2 points of injury per round until the gel can be washed out of their eyes.  


URMAHLULLU

Strong and fierce, these fantastic creatures are lion-centaur hybrids, that are quadrupedal felines from the waist down and humanoids from the waist up. They are found on Zo’ras in small numbers but are spread throughout many planets. Their culture is one of guardian warriors and often take part in gladiatorial events. Some species consider them maligned while others find them useful to hire as mercenaries or bounty hunters. Their military skills are many and diverse and in a battle they will fight to the death if necessary. 

Type: creature

Weapon/s: clubs, swords, claws

Attack: +1

Injury: claws +1, club +2 bludgeoning, sword +1

Shield Point: 5

Armor Points: 5

Character Points: 10 

Discernment 18

Education 12

Intuition 16

Toughness 18

Agility 16

Speed 18

Immunity 14 

Charm 16

Menace 20

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Ferocious Roar: before an attack it roars loudly for which all opponents must roll against their Intuition with a -2. Fails result in a -2 to all attacks during the first round of battle. 

Charge: using its speed it charges like a bull with a +10 Attack, +4 Injury. 


SHEDIM

The Shedim are space-faring matriarchal creatures who attack many they encounter to kidnap them for sacrifice to their god Baal'Amon. A sacrifice involves roasting the victim over fire and then carving the flesh for feasting. They travel in small astro-jumpers with a crew of about four and use an EMP Cannon which incapacitates the ship they are attacking. Typically they do not attack astro-jumpers larger than light cruisers. To board the ship they use a laser cutter to breach the hull. Once aboard they use flash grenades to temporarily blind their victims. If they need to fight they use energy-based weapons – guns, blades, whips. They have been known to use energy shields but not armor. They then collect their prey in constriction nets, reducing the weight and dragging them back to their ships to lock them in cages.  

Type: creature

Weapon/s: energy-based 

Attack: +1

Injury: all +4

Shield Point: 8

Armor Points: 0

Character Points: 6 

Discernment 16

Education 13

Intuition 12

Toughness 16

Agility 13

Speed 14

Immunity 15 

Charm 10

Menace 18

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

None. 


ANXU

While these creatures are primarily found throughout the galaxy on planetoids with an atmosphere they can also be found on larger planets, albeit in smaller numbers. They gather in colonies and have a matriarchal hierarchy but when they are encountered it is usually a solitary scout. 

An Anxu has the appearance of a white colored ape with bat-like wings. They traditionally fight hand to hand but some have been known to carry clubs. 

Type: creature

Weapon/s: hand, club

Attack: +2

Injury: hand +1, club +2 bludgeoning 

Shield Point: 0

Armor Points: 0

Character Points: 6 

Discernment 14

Education 9

Intuition 12

Toughness 18

Agility 20

Speed 19

Immunity 17 

Charm 12

Menace 20

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Ferocious Roar: before an attack it roars loudly for which all opponents must roll against their Intuition with a -2. Fails result in a -2 to all attacks during the next round of battle. 

Charge: using its speed it charges like a bull with a +10 Attack, +8 Injury.  


ABRAXAS

In space, where it is said these monsters self-replicate, an abraxas is an amorphous “thing with no shape” when it is first encountered. It is read by scanners as a lifeform but it apparently has no movement. 

Once it is introduced to an atmosphere, natural or otherwise, the abraxas will slowly come to life. The first creature, beast, or monster it comes into contact with by touch it will take that form and assume its stats.  Subsequently it will do the same with all living lifeforms. 

The abraxas will then attack with the intent of consuming its targets and taking their form. 

Once the abraxas has taken a form from its genetic donors it has access to their memories and thus learns what it needs to defeat its opponents. The abraxas can then take shape in the form of loved ones. 

Type: monster

Weapon/s: varied

Attack: +2

Injury: +2

Shield Point: 0

Armor Points: 0

Character Points: 10

Discernment 18

Education 17

Intuition 17

Toughness 16

Agility 20

Speed 12

Immunity 15

Charm 0 in natural form 

Menace 20

Spells: 0

Spell Check 0

Spell Check Advantage 0

Special

Quick Change: before an opponent sees it the abraxas can change its shape in under a minute to that of a non-threat, although the shape must be biological. 

Evade: it can use its agility to revert back to its natural form. All attacks are then -4. 

To capture an opponent the abraxas rolls against their agility. When an opponent is captured to be consumed they must roll against its Toughness 16 to escape. They may attempt this only three times. If fail they are then consumed and dead. 


ASTRO-SQUID

This space-faring monster is nearly the size of a Heavy Cruiser and will attack anything with an energy signature. Once it has captured its prey it will squeeze its hull until it has powered down. It then uses its beak to tear the ship open and feed on the crew. Astro-Jumpers have been known to escape by reversing the polarity of the ship's conversion chamber and shocking the Astro-Squid into setting it free. 

Type: monster

Weapon/s: tentacles, beak

Attack: +5 (against astro-jumper's)

Injury: tentacle +10 per round, beak +20 per round

Shield Point: 0

Armor Points: 0

Character Points: 100.

Special

The Astro-Squid's only attack is Capture, which the navigator of the ship it is attempting to capture must roll for an escape to evade. If their escape roll is successful they can safely navigate out of the area. 


ASTEROID SPIDER CRAB

As suggested in its name, these monsters make asteroids their home. They are most comfortable in large clusters of asteroids, although a rogue asteroid (or planetoid!) will do just as good. In asteroid fields there are usually several, and when one attacks all attack. 

They vary in size, depending on maturity. It is thought that the oldest are those which prefer the solitude of a rogue asteroid. 

Their carapace shells help them to blend in with the craggy surface of an asteroid. When they are disturbed it is as if the asteroid has splintered and part of it come to life. They reach out with their pincers to grab the ship that has disturbed them. If a ship is caught the only option it has is all out assault, firing whatever weapons are available. 

Smaller asteroid spider crabs have been known to board astro-jumpers. The ship may have landed and the crew left its landing platform open. On board the astro-jumper the monster will hide and then attack the nearest lone figure at an unexpected time. Once dead the monster will then lay eggs deep in the corpse. Having laid its eggs it then dies. If the corpse with its eggs is not cremated the eggs will hatch in 24 hours. 

Type: monster

Weapon/s: pincers

Attack: +2, all sizes

Injury: giant +20, large +5, med (average size of opponents) +2, small +1 

Shield Point: 0

Armor Points: giant 20, large 10, med 5, small 2

Character Points: giant 23, large 13, med 10, small 3

Special

As with all giant sized monsters a ship encounters the navigator rolls for Escape as it attacks to evade it. If the roll fails the ship is caught, at which point the crew must fire all weapons at it until it either releases them or it crushes them. To crush ships the monster does 50 HP of damage per round of battle. The monster offers no defense other than its shell while it is in possession of the ship and being fired on. If it loses enough CP and its life is threatened it will release the ship and move on. 

When the medium-sized monster attacks unexpectedly to kill and lay its eggs the opponent must roll under their agility. If fail the monster has latched onto their face. The opponent must then roll under their toughness. If fail the monster has forced their mouth agape. Opponent then rolls under their toughness one more time. If fail the monster has then severed their spinal column, killing them. With the opponent dead the monster will then burrow deep into the corpse and lay its eggs and remain in the corpse until it has died. When others find the body of their fallen comrade they may investigate the body and find the dead monster inside the corpse, not aware of the eggs it laid. 

When the eggs (numbering anywhere between 6-10) hatch inside the corpse in the next 24 hours they grow rapidly from small to medium within another 24 hour period. At medium size they can replicate at will or continue to grow with each victim they kill and eat. Crews encountering ships infested with asteroid spider crabs have often made the decision to destroy them instead of braving the danger of clearing it for salvage or restoration. 


PHAEGUS ZOMBIE

A Phaegus Zombie is a monster who was formerly a creature (human, fabler, etc.). Infected with the Phaegus they have died and then been resurrected by the Phaegus and are attacking to eat the living and spread the Phaegus. An individual Phaegus Zombie does not offer much of a challenge, but in large groupings they are the deadliest opponents a group of PCs will face.  

Type: monster, previously creature

Attack: 1

Injury: 1

CP: 5

Special

Phaegus Infection: after the end of each battle with any number of Phaegus Zombies PCs must roll against their Immunity. If fail they are infected by the Phaegus with a loss of -2 Immunity and CP every day until it is either purged from their system with extreme heat (such as from close range exposure to fire near their chest, which causes +2 injury), or until they are dead. Yes. Sometimes the cure may kill you. A cure can also be created by magic, but that will be at the DM's discretion. If a PC comes up with a clever way to cure it, be generous in awarding Ingenuity. 

Phaegus Swarm: as any community is killed off by the Phaegus their numbers will swell and they become more difficult to kill. 


Group: 5-10 

Attack: +2

Injury: +2

CP: 10


Swarm: 11-20

Attack: +4

Injury: +4

CP: 15


Crowd: 21-50

Attack: +6

Injury +6

CP: 20


Mob: 51-100

Attack: +8

Injury: :+8

CP: 30


Horde: above 100

Attack: +10

Injury: +10

CP: 50

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