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Numenera: Creature Deck PDF

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CREATURE DECK To print your Creature Deck, set your double-sided printer to short-edge binding and print on a cardstock material. Then, with a sharp utility knife and straight edge, use the crop marks as guides to trim the cards apart. If you don’t have a double-sided printer, print the pages individually and then glue them back-to-back with a thin, even coat of adhesive. Before glueing, hold the back-to-back sheets up to a light source to ensure they are lining up correctly. The gutters between the cards give you a little bit of leeway if the two sides do not line up exactly. TTMM aanndd ©©22001144 MMoonnttee CCooookk GGaammeess,, LLLLCC Understanding the Creature Listings NumeneraTM Creature Deck Level: A creature’s level determines the target number a PC Build encounters quickly and easily, or create must reach to attack or defend against the opponent. The them randomly on the fly. Then give your difficulty number is listed in parentheses after its level. The players a look at their foes before plunging target number is three times the level. into combat. Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. This deck contains 100 of the most commonly Damage Inflicted: Generally, when creatures hit in combat, they encountered creatures in the Ninth World, inflict their level in damage regardless of the form of attack. Some drawn from both the Numenera corebook and inflict more or less or have a special modifier to damage. The Ninth World Bestiary. When you need to Armor: This is the creature’s Armor value. This entry doesn’t build an encounter (either when prepping your appear in the game stats if a creature has no Armor. game or at the gaming table), simply draw a Movement: Movement determines how far the creature can card from this deck. You’ve got basic stats (with move in a single turn. a reference to the corebook, for full stats and Modifications: Use these numbers when a creature’s info) on one side, and an image to share with information says to use a different target number. For example, a level 4 creature might say “defends as level 5,” your players on the reverse. which means PCs attacking it must reach a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). Design: Monte Cook and Bruce Cordell Combat: This entry gives advice on using the creature Graphic Design: Kali Fitzgerald in combat, such as, “This monster uses ambushes and hit‑and‑run tactics.” © 2014 Monte Cook Games, LLC Page Number: The number you see at the bottom of a creature NumeNera and its logo are trademarks of listing tells you where to get additional information about that Monte Cook Games, LLC in the U.S.A. and other countries. creature’s motives, appearance, habitats, loot, and interactions. All Monte Cook Games characters and character names, Orange numbers refer to the Numenera corebook, while blue and the distinctive likenesses thereof, are trademarks of numbers refer to The Ninth World Bestiary. Monte Cook Games, LLC. TM and ©2014 Monte Cook Games, LLC Abykos 4 (12) Accelerator 6 (18) Astraphin Monolith 6 (18) Avatrol 4 (12) Health: 12 Movement: Short Health: 30 Movement: Long Health: 30 Movement: None Health: 19 Movement: Long Damage Inflicted: Modifications: Defends Damage Inflicted: Modifications: Damage Inflicted: Damage Inflicted: Modifications: 4 points as level 5 (or as level 7; 7 points Perceives as level 8; 6 points 4 points Attacks as level 5; see Combat). Armor: 4 Speed defense as level Armor: 4 Armor: 2 perceives as level 6. 5 due to size. Cseoemmbiantg: lAy nm aebtayklloics cfliagwhsts. Awti tthh eit sb elogningn, ing Combat: Accelerators defend themselves with Combat: An astraphin monolith can fire a Combat: Avatrols use nasty, charging beam of energy at foes within a range of 200 or the end of its turn, it can choose to be multiple bladelike appendages, attacking up pounces when they attack. However, the feet (61 m), but it can vary the type of beam insubstantial, solid, or partially solid. Once this to three foes as a single action. most interesting thing about them is based on the situation: decision is made, the creature can’t change Most significantly, however, they can alter the that they are immune to most dangerous • A blast of raw force that inflicts 6 points of state again until its next turn. acceleration of up to three different creatures energies. Blasts of force, concentrated damage on one target While insubstantial, it can’t affect or be affected or objects within immediate range, from light, and focused heat reflect off the hide • A ray of psychic energy that inflicts 4 points by anything unless the attack is pandimensional. halting a moving object to causing an object of an avatrol back in the direction it came While partially solid, an abykos defends as level to suddenly move rapidly and with force. This of Intellect damage on one target (and from. (This isn’t true of more specific 7. It can affect and attack in this state, but affects power can be used in a variety of ways. They ignores Armor) or exotic energies—magnetic waves, solid matter as level 2. While solid, an abykos can: hurl a heavy object at a target in short • A beam of nerve‑targeting energy that high frequency sonics, and so on—or of can affect and be affected by others normally. range (7 points of damage), hurl a light object paralyzes one target if she fails a Might ambient damage.) Reflected rays have As an attack, a solid abykos can touch an object up to long range (5 points of damage), or defense roll. Each round, the paralyzed the same level, range, and damage as the that uses transdimensional energies, such as an hurl a foe away from them up to short range victim can attempt another Might defense artifact or a cypher. Instead of taking damage, the (7 points of damage). A moving character roll to shrug off the effect original source of the attack, so avoiding object is drained of power and becomes useless or object within immediate range can also • A burst of heat that inflicts 3 points of the reflected beam of a level 7 ray emitter and the abykos gains +5 health (even if the is a difficulty 7 task. be forced to stop immediately and remain damage on all creatures within immediate increase puts it above its maximum health). motionless for one round. range (rather than its normal range) 230 20 21 22 Balikna 4 (12) Bellowheart 6 (18) Blitzer 5 (15) Blood Barm 3 (9) Health: 20 Movement: Short Health: 30 Movement: Short Health: 20 Movement: Short Health: 10 Movement: Short Damage Inflicted: Modifications: Damage Inflicted: Modifications: Speed Damage Inflicted: Modifications: Damage Inflicted: Modifications: 6 points Defends as level 5 6 points defense as level 5 due 6–15 points See Combat for 4 points Speed defense as Armor: 3 due to camouflage. Armor: 3 to size. (see Combat) escalating attack Armor: 2 level 4 due to size. Combat: A bellowheart can attack up to six Armor: 4 level modification. Combat: The balikna’s camouflage is a Combat: Blood barms’ main mode of different foes with its whiplike tendrils. passive skill (a level 3 task). If it’s invisible, On each attack, it chooses one of the following Combat: It attacks by blitzing, which increases attack is through the opening in their each PC must make an Intellect roll every effects: its mass, damage, and attack level each round, necks—they slide the membrane back and round to see it. Failure means that the according to the following schedule: spray out blood bubbles that are filled with character cannot attack the creature this • A flesh‑eating acid (2 additional points round, and defending against it is two steps of damage) Round 1 Damage 6 points; attacks as level 5 long, sharp seeds. The bubbles attack a more difficult. The balikna knows who cannot • A nervous‑system‑disrupting venom Round 2 Damage 9 points; attacks as level 6 target in short range and burst on impact, causing 4 points of damage. see it and always attacks them, if possible. (4 points of Speed damage if the victim fails Round 3 Damage 12 points; attacks as level 7 a Might defense roll) Round 4 Damage 15 points; attacks as level 8 Barms can break their own body sacs by Its main attack is a sneak attack, a swipe with its heavy spiked tail that inflicts 6 points • A paralytic concoction (victim loses his next Round 5 Blitzer overheats, falls dead, and pressing them against a PC or an object. of damage and stuns its opponent for one turn if he fails a Might defense roll) begins to smolder The larger sacs burst first due to their round, meaning that he loses his next turn. • A poison that blurs the victim’s vision extended size, and any young barms The creature follows up with an attempt to (increases the difficulty of all actions requiring within are born. Each youngling is level 2 close its pincers on its stunned opponent for sight by one step for one hour) (6) and deals 2 points of damage. 4 points of damage. • A disorienting venom (changes the target of the character’s next action (such as an attack) to a random target within immediate range). 23 24 25 232 TM and ©2014 Monte Cook Games, LLC TM and ©2014 Monte Cook Games, LLC Bloodfeast Tick Scion 6 (18) Broken Hound 2 (6) Callerail 7 (21) Calyptor 3 (9) Health: 18 Movement: Short Health: 6 Movement: Short Health: 30 Movement: Short Health: 9 Movement: Short Damage Inflicted: Damage Inflicted: Modifications: Damage Inflicted: Modifications: Damage Inflicted: Modifications: 6 points 4 points Perception as level 5 7 points Speed defense as 5 points Musical performance Armor: 2 due to scent. Armor: 3 level 6 due to size. Armor: 2 as level 7; perception tasks as level 7. Breaks objects Combat: If an insect‑sized bloodfeast tick scion Combat: These creatures deal damage with as level 9. Reacts Combat: A calyptor attacks locally with its drops unseen onto a victim, she is allowed their terrible bite. Broken hounds attack to deception and piercing head spikes or at long range via an ath dei fitfcichuyl tsye 3n sInatteiollne cotf dtheefe tninsey irnoslle tcot ncroatwiclein g in large numbers. Four to six of them can trickery as level 5. intensely loud, focused bleat that inflicts 2 concentrate on one foe and make one points of damage (ignores Armor). A pride of across her skin. If detected, the insect is easily Combat: A callerail smashes foes with its attack as if they were a level 4 creature, calyptors plays coordinated chords that create a smashed. powerful limbs. It can absorb matter, healing inflicting 8 points of damage. Each hound level 5 attack, producing either soporific or panic But if the victim doesn’t notice, the next time itself a number of points equal to the level of must still be attacked individually, as effect (the calyptor’s choice) on every creature in she sleeps, that sleep deepens rapidly to a normal. If their numbers are reduced to the material (5 or 6 points for a large piece short range who fails an Intellect defense roll. coma. If her companions fail to notice the of metal or stone, for example). quickly bloating insect sucking her blood and fewer than four, they flee. Soporific: The sound puts the listener to nothing else intervenes before ten hours have In addition, a callerail can hold its action sleep for one minute or until roused by rough elapsed, the victim dies and the tick scion tears until a foe attacks with a weapon. The treatment or an extremely loud noise (not free. If the victim is roused (and the bloating foe must make a Speed defense roll to made by a calyptor). tick squished) sometime before ten full hours avoid having the weapon absorbed into Panic: The sound instills unreasoning fear in of exsanguination have elapsed, she is saved the creature. Absorbing a weapon heals the listener for one minute. During this time, but is debilitated for a few days. the callerail for a few points, negates the the victim runs off, stumbling and falling in her A tick scion can make two bashing attacks with attack, and destroys the weapon. haste to get away from the calyptors. a single action using its powerful limbs. 26 232 234 27 Cave Qui 4 (12) Chirog 4 (12) Chronal Feeder 4 (12) Cragworm 6 (18) Health: 12 Movement: Short Health: 15 Movement: Short Health: 18 Movement: Short; Health: 36 Movement: Short Damage Inflicted: when on the ground; Damage Inflicted: Modifications: Damage Inflicted: can phase into its Damage Inflicted: Modifications: Hides 4 points long when flying 5 points Climbs as level 7. 5 points home dimension as 8 points in rocky terrain Modifications: Tasks Armor: 3 Armor: 1 an action. On its next Armor: 2 as level 7. Speed related to persuasion Modifications: action, it can phase defense as level 5 due as level 6. Combat: Chirogs do not use weapons or Perception as level 5. back into this world to size. Perception tools, usually attacking with a savage bite. and move, traveling as level 4. Resists Combat: A cave qui attacks a foe with However, they can also grapple a foe, which up to 300 feet (91 m) trickery as level 3. its claws. is just like a normal attack except that each time. Three cave quis can coordinate their attack, rather than inflicting damage, it holds the Combat: A cragworm hides amid rocks and ruins. While hiding, it howls, and the subsonic acting like a swarm. When they swarm, they foe immobile. The foe can take only purely Combat: A chronal feeder attacks with its nature of the sound paralyzes anyone within make a single attack against one character mental actions or struggle to get free (a crushing mandibles. long range. Victims who fail Intellect defense as a level 6 creature and deal 8 points Might task at difficulty 4). A chronal feeder can phase back and forth rolls are paralyzed for two rounds. of damage (4 points even if the target Both the grappling chirog and the grappled between its home dimension and the succeeds on a Speed defense roll). foe are easier targets for other combatants, Ninth World, and it uses this ability to great When the cragworm emerges from its hiding place to attack, its envenomed bite Cave quis speak their own hypersonic with attackers gaining a two‑step effect when hunting prey. For instance, it inflicts terrible damage. Victims who fail language, which many creatures can’t hear. modification in their favor. can close on prey otherwise protected by Might defense rolls move one step down barriers or features of the landscape. It the damage track. can also use this ability to draw a victim’s attention and then launch a surprise attack Once a cragworm enters combat, it fights from behind. to the death. 28 235 31 236 TM and ©2014 Monte Cook Games, LLC TM and ©2014 Monte Cook Games, LLC Culova 4 (12) Dark Fathom 8 (24) Dedimaskis 7 (21) Dimensional Husk 5 (15) Health: 20 Movement: Long Health: 40 Movement: Short Health: 35 Movement: Long Health: 15 Movement: Short; Damage Inflicted: Modifications: Damage Inflicted: Modifications: Damage Inflicted: Modifications: Speed Damage Inflicted: can teleport to any 4 points Moves with stealth 8 points Perception as level 6. 7 points defense as level 6 due 3 points location it can see Armor: 2 and climbs as level 6. Armor: 4 Sees through deception Armor: 4 (see Combat) to size. Armor: 2 as an action. as level 6. Cthoemir bmato: uCtuhlso. vWash ceann t hspeyr adyo v,e tnhoemir hfreoamds Ca osminbgautla: rTihtye, ddraarwk ifnagth ionm a llh raasn ag ecdo nastttraucckts l—ike Cdsaeomsmterbu aoctrt: i dvAie fd freeardyesinm itn at saakr gsisien tcgsal new irftoihruein nu dlpo anttog t fhroaeun rg e MStaosockdisai fla iicsna tlteeiovraencls t1:i .on turn almost 360 degrees, so all creatures matter and energy—and consuming them. The within 10 feet (3 m) get the poison in their only ranged attacks that harm it are mental, or one destructive ray at a range of 1,000 Combat: A dimensional husk is composed eyes, nose, and mouth. A victim must magnetic, or extradimensional. Characters who feet (305 m) in lieu of making four attacks. of many overlapping versions of itself— make a Might defense roll; those who fail stand close enough to the dark fathom to touch A dedimaskis regenerates 3 points of health most reasonable, a few improbable—that suffer 4 points of Speed damage (ignoring it or make melee attacks against it must make each round as the slaved swarm repairs and are always in flux. A dimensional husk that Armor). Otherwise, culovas attack using a Might defense roll each round. Those who fail maintains it. appeared without weapons before combat weapons, usually javelins or spiked clubs. are drawn into the singularity (at least partially) Further, the slaved machines can rapidly can produce them, as if from nowhere, and and sustain 30 points of damage. adapt the larger machine to various attack with 1d6 melee or ranged weapons Culovas enjoy laying ambushes for foes As an action, a dark fathom can draw all situations. For example, after two rounds each round, each wielded by a hazy or sneaking around to flank or surprise creatures and objects within short range so of dealing with a particular attack from a alternate version of the husk. from the rear. If things reach a point they end up next to it. If the dark fathom draws particular foe, they can repair 1 additional where a culova is engaged in combat, it too much, it can be overwhelmed and lose its point of Armor against that attack. They can A husk is difficult to hit due to its fluctuating fights to the death. next action. adapt the dedimaskis to give it new abilities, nature. When rolling an attack against a husk, a PC must reroll even‑numbered A dark fathom is immune to poison, disease, such as a level increase in performing and other attacks relying on physiology. certain tasks, as the GM sees fit. results and take the second roll. 236 237 35 36 Disassembler 5 (15) Drebil 2 (6) Earthshaker 8 (24) Edacious Destroyer 7 (21) Health: 18 Movement: Short Health: 9 Movement: Long when Health: 80 Movement: Long Health: 30 Movement: Long Damage Inflicted: Damage Inflicted: flying; immediate Damage Inflicted: Modifications: Damage Inflicted: Modifications: 5 points 3 points when on the ground. 8 points Speed defense as 8 points Speed defense as Armor: 4 Armor: 1 Modifications: Armor: 4 level 4 due to size. Armor: 5 level 5 due to size. Deceiving as level 6; Combat: A disassembler’s arms end in tools Speed defense as level Combat: An earthshaker attacks with its Combat: For living prey, edacious destroyers that allow it to take apart inorganic matter on 3 due to size. impressive display of tusks and can target attack with their giant, clublike arms, a molecular level, turning solids into liquid Combat: A drebil that can’t attack a creature up to four creatures (standing next to each battering foes for 8 points of damage. and gas. Obviously, this ability makes it an with surprise usually will not initiate an attack. other) with a single attack. effective combatant against automatons and In addition, they may attempt to suck still‑ A disguised drebil ends its charade, attacking a the like. A disassembler inflicts 10 points of An earthshaker can also make a trampling living prey into their sprouts. If a PC fails a victim who has picked up or otherwise touched damage against inorganic foes. In addition, the creature. When this occurs, the drebil attack if it can get up to speed first by difficulty 4 Speed defense roll, he is sucked a disassembler can destroy a foe’s weapons instantly retracts its faux‑skin disguise and making a charge from long range. When it into the sprout, taking 5 points of damage. or armor by touch, which is usually its initial bites the target, surprising the target so much does, it moves 200 feet (61 m) in a round, To cut himself free or otherwise escape strategy against organic opponents that are that the difficulty of his Speed defense roll is and anything that comes within immediate from his living, crushing cage, the captured armored or armed. increased by two steps. If the drebil hits with range is attacked. Even those who make PC must succeed on two difficulty 3 Might The creature’s disassembling tools cannot the surprise attack, it deals 7 points of damage a successful Speed defense roll take 2 defense rolls. If he fails three rolls before he affect organic matter, but this limitation might (unless Armor completely encapsulates the points of damage. escapes, he is crushed. have been programmed into it—perhaps as a victim, offering no soft places to bite; however, safety mechanism—rather than an inability. a drebil is unlikely to attack such a target). A drebil whose health is reduced to 3 or less A disassembler with this prohibition removed attempts to fly off and escape to its lair. would be a true terror. 238 38 39 40 TM and ©2014 Monte Cook Games, LLC TM and ©2014 Monte Cook Games, LLC Ellnoica 5 (15) Encephalon 6 (18) Erynth Grask 6 (18) Etterick 6 (18) Health: 18 Movement: Short, even Health: 36 Movement: Short Health: 28 Movement: Short Health: 25 Armor: 4 Damage Inflicted: when burrowing through Damage Inflicted: when walking on the Damage Inflicted: Damage Inflicted: Movement: Short 3 points solids with acid. 7 points surface or burrowing 8 points 6 points A(argmaoinrs: t2 a ocri d1)0 Manodd Sifpiceaetdio dnesf:e Sntseea latsh Armor: 2 Modifications: Armor: 1 level 6 when visible. Disguise as level 3. Combat: When it attacks prey from beneath, the Combat: An etterick is a straightforward Speed defense as level erynth grask uses its claws, bite, or tentacles Combat: An encephalon makes physical attacks 10 when invisible (if the with its massive arms, but only when desperate. (which do not inflict damage but instead disrupt combatant, pummeling foes with its fists. attacker can sense the Its preferred method of attack is loosing a flock the victim’s nervous system, causing him to lose An etterick can emit a powerful magnetic eoltlhneori ctah avnia s sigohmt)e.thing of hundreds of tiny cranial slugs at a group his next turn if he fails a Might defense roll). pulse that inflicts damage to all within of creatures within half a mile. Each attacked At the same time, the erynth grask uses its short range. Those with a large amount of Combat: An ellnoica usually begins a combat creature must succeed on a Speed defense telekinetic abilities to manipulate up to six invisible, surprising its prey with the initial attack. roll. On a failed roll, one or more of the flying small objects (weighing 10 pounds [4.5 kg] or metal on their person must make a Might When the ellnoica attacks, it becomes visible. defense roll or be knocked down and back purple slugs lands on the character, punches less) at once. It uses these objects in several Once the creature becomes visible, it cannot a proboscis through temple, ear, or other ways: as shields (each one increasing the an immediate distance. The etterick cannot become invisible again for one minute, or for at soft route to the brain, and inflicts 3 points of difficulty of striking the erynth grask by one use this ability two rounds in a row. least one minute after it’s been hurt. damage. Once the flock is loosed, it continues to step; no more than two objects can be used in Each of its three feeding tentacles can attack a attack each round until it has digested a total of this way); by hurling the objects as projectiles If an etterick is destroyed, the insects different target with a crushing blow. If an ellnoica 30 points of Intellect damage. At that point, the (long range, 6 points of damage); and by inside swarm out and scatter, never to be attacks a single victim with all three feeding slugs sweep back to the parent encephalon and grabbing an object in its foe’s hand or on his seen again. tentacles, it makes one attack that, if successful, are ingested into the creature’s toothless maw, person (which increases the difficulty of all of crushes the victim (5 points of damage) and inflicts acid burns (2 points of damage). Once dead and granting the encephalon 30 points of health. the foe’s actions by one step). tenderized, a victim is liquefied by the acid An encephalon can spit out a new flock of An erynth grask flees if it takes damage and slurped up. 41 cranial slugs every hour. 43 equal to half its health. 240 50 Ferno Walker 6 (18) Flying Elchin 5 (15) Frilled Baul 5 (15) Gazer 1 (3) Health: 35 Movement: Long Health: 20 Movement: Long Health: 28 Movement: Long Health: 3 Movement: Long Damage Inflicted: Modifications: Damage Inflicted: when jumping; Damage Inflicted: Modifications: Damage Inflicted: while flying 7 points Perceives as level 5 points short when walking. 7 points Perceives as level 7; 2 points Modifications: Armor: 1 7; use tools and Armor: 2 Armor: 1 stealth as level 6. Armor: 1 Perception as level (20 versus heat) weapons in their 5; Speed defense as forelimbs as level 5. Combat: Elchin teeth and claws are Combat: A frilled baul is a solitary hunter level 2 due to size. designed for tearing flesh from bone. that has an incredible bite with its double‑ Combat: Groups of gazers fly in a spherical Combat: A ferno walker can inflict terrible While combat is not their normal mode, hinged jaw. Further, each forelimb bears a formation, which allows them to present the wounds with its bite, but that is not the they will defend any kills they claim with wicked curved claw that inflicts 5 points of maximum possible perception and threat attack that makes it feared. At the cost of ripping, tearing attacks that aim for damage and transmits a paralytic poison (5 surface. A gazer can fire its scarlet beam 1 point of its own health, the creature can exposed flesh. points of Speed damage if the victim fails to attack a target at long range. If the gazer vomit a super‑hot chemical spew and spray a Might defense roll). Worse, the poison can see any part of its target, it ignores any it in an arc so that it affects everyone within Elchin are very vocal, producing sounds continues to inflict 1 point of Speed damage difficulty step penalties for cover that the immediate range. The spew deals 7 points of such as grunts, growls, snorts, whines, per round until the victim succeeds at a target might have otherwise enjoyed. damage that ignores Armor, and even those chatters, and near‑human laughter. Might defense roll. As few as three gazers can act as a swarm, who make their Speed defense roll suffer 1 They can also manipulate their fronds point of damage. to replicate and then amplify myriad Even the frills of the baul are dangerous. focusing their attack on one target to make Alternatively, at a cost of 2 points of its own noises,including thundering hoof beats and Anyone coming close enough to make a one attack roll as a single level 3 creature, melee attack on an angry frilled baul suffers dealing 4 points of damage. On a miss, a health, a ferno walker can spit a stream of this a variety of whistles. A single elchin can swarm of gazers still deals 1 point of damage. 1 point of damage. Likewise, when the baul same super‑hot liquid up to short range at a sometimes emulate the arrival of a great attacks a foe, even if the attack misses, the The intensity of a gazer’s beam is level 5 (as single target. Anyone next to the target suffers pack of predators in an attempt to scare target still takes 1 point of damage from measured against the level of material of an 1 point of damage from the splash. others away from fresh kills. the frills. inanimate object to be burned through). 52 54 55 56 TM and ©2014 Monte Cook Games, LLC TM and ©2014 Monte Cook Games, LLC

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