Community Resources: New Entities

This page collects new Mythos Entities (creatures or gods) invented by community members as part of their scenarios or settings and which they have designated Open Content  that is, content that can be re-used in future publications as long as they are:
  • Released under the OGL 1.0a license, and
  • Have a line in their OGL which recognizes the original creator’s copyright by including it in the list of OGL copyright that are ancestors to the new publication
To make it easier to know how to correctly cite a creator’s work in future OGL listings, the entries below each contain an “OGL Citation”: if you include this line of text somewhere in the OGL Copyrights listing (section 15 of the OGL template), you will have correctly recognized the original copyright.

Child of Shub-Niggurath

OGL CITATION

Miskatonic Mysteries #3: Smoke Green © 2018–2022, Noah Lloyd.

Children of Shub-Niggurath have massive bodies (4 to 5 yards/meters tall) which comprise a tangle of ropey black tentacles attached to a central stocky trunk that has several short and hoofed legs, which carry the horror around. Each of their tentacles is covered in slavering maws. In outline, the form of a Child (at least when seen from a distance) vaguely resembles that of an enormous tree permanently writhing in an invisible wind. Encountered up close, the Children reek of the charnel smell of open graves and are imbued with a malignant and insatiable hunger. Shub- Niggurath’s Children are often summoned to accept (i.e., devour) human sacrifices that worshippers wish to devote to the unholy mother.

STR 44 CON 16 DEX 16   INT 14 POW 18
HP 30   WP 18

Size category: Very Large (target size bonus +20%).

Movement: A Child of Shub-Niggurath can move 10 meters/yards in a combat turn.

Armor: none, but resilient to most forms of physical damage (see below).
vs Lethal Damage: PARTIALLY IMMUNE — when struck by a Lethal attack, percentile dice are rolled as normal even though the test will automatically fail. The Child, instead takes Hit Point damage equal to the lesser of the two digits on the Lethality roll.

Attacks:

Trample 80%, Lethality 20%, Kill Radius 1 yard.
Tentacle 80%, damage 2D6 (plus HOLD AND DRAIN).

Skills: Alertness 40%, Dodge 40%, Stealth 40% (+20% if hiding within a forest).

Hold and Drain: If one of the sucker-covered tentacles from a Child of Shub-Niggurath strikes a victim it attempts to wrap itself around a limb, effectively placing the target in a PIN. A trapped individual can attempt an opposed test pitting his or her STR against the Child’s STR. For every turn that a victim spends in contact with the suckers leech 1D2+1 points from the victim’s STR.

Resilient to Puncture and Bullets: Damage from firearms is reduced to 1 Hit Point per successful attack (2HP for a critical).

Immune to Fire, Chemicals, Poison: Damage from all such attacks which does not have a Lethality rating, causes no reduction in HP at all. If the attack yields Lethal damage, see above.

Unnatural Organism: The extraterrestrial matter that serves as the physical body of a Child of Shub-Niggurath does not have any obvious weak points or vulnerable body areas. A CALLED SHOT to increase damage is therefore not possible. Damage from hand-to-hand weapons is normal, and such attacks can yield criticals. Their weird physical composition also makes them partially resistant to Lethal damage (see above).

SAN Loss: 1D3/1D10.


Dimensional Guardian

OGL CITATION

Mob Justice © 2020, David Konrad

The Dimensional Guardian is a humanoid entity with shaggy brown fur, long arms, vicious claws and a malicious grin. The Guardian can cross the barrier between different dimensions, though it is unclear how and why it does this. While Dimensional Guardians have a brutish intellect, their knowledge of the planes and their relations is unmatched. Guardians do not need to eat and can thus survive in places too alien to offer any food or water. This makes them ideal servitors for those who wish to protect an isolated location for long periods of time.

STR 19 CON 17 DEX 10   INTPOW 11
HP 18    WP 11

Size category: Large.

Movement: Dimensional Guardians can move 9 meters/yards in a combat round.

Armor: 3 points of leathery hide.
vs Lethal Damage: NORMAL – affected by Lethal Damage the same way humans are affected.

Attacks:

Claw 30%, damage 1D8+2.
Grasp 45%, no damage, but pinned.

Trans‐dimensional Travel: Dimensional Guardians have an innate ability to travel between different dimensions. Initiating a transition from our dimension to another takes a full (uninterrupted) round and costs the Dimensional Guardian 4 Willpower Points. If the Guardian is holding anything or anyone (e.g., someone held by its Grasp), they too make the journey.

SAN Loss: 0/1D10.


Fire Devil (Children of Melqart)

OGL CITATION

Kick The Can © 2020, Jeffrey Moeller

Fire Devils are spherical creatures that consist of living flame. They are said to originate from a faraway star. Fire Devils are sentient. If summoned, they appear as flaming meteors in the sky. A swarm of fire devils is a beautiful as it is destructive. They think nothing of burning down buildings to create sufficient openings.

They have no senses other than their equivalent of vision (including perfect sight in the dark) but they see in 360 degrees. They communicate with one another by fluctuating their colors.

STR N/A CONDEX 17   INT 11  POW 13
HP 7         WP 13

Size category: Extremely Small (target size penalty -20%).

Movement: Fire Devils can move 13 meters/yards in a combat round while flying. Fire Devils never tire and if one is pursuing a target, it will eventually catch its prey unless somehow it manages to break line of sight and escape with a successful Stealth check.

Armor:Intangible and immune to all physical damage except those which extinguish flames (see WEAKNESSES below); takes normal damage from Magic.
vs Lethal Damage: as per above.

Attacks:

Firey Touch 85%, damage HEAT SHOCK (see below) + optional WILLPOWER DRAIN (see below).

Skills: Alertness 30%, Stealth in Daylight 90%, Stealth at Night 10%.

Heat Shock: Touching a Fire Devil can cause a victim up to 2D6 Hit Points of damage. Roll 2D6 to determine potential damage, then make an opposed test comparing the victim’s CON with this damage (i.e., opposing victim’s CON×5 vs damage total ×5). If the victim loses the opposed test, he or she takes the full value of the rolled damage. If the victim wins the test, only half of the damage (round up) is inflicted.

Magic Point Drain: When touching a victim, the Fire Devil can (if it so chooses) also attempt to drain Willpower Points. This special effect is resolved by making an opposed test comparing the Devil’s current WP×5 versus the victim’s WP×5 total. If the Devil wins the opposed test, the victim loses 1D10 WP, transferring these points to the Devil. If the victim wins the test, the Fire Devil loses 1 WP.

Burn on Touch: Flammable objects that touches the Fire Devil instantly catch alight.

Weaknesses: A bucket of water, blast from a fire extinguisher, trapping them in an airless room, or similar things that might put out a blaze do 2D6 damage to a Child. Scale the damage up or down depending on the size of the ‘weapon’; turning a fire hose on a group of them works wonders.

SAN Loss: Seeing a Fire Devil causes no loss of Sanity Points, however some of the effects it creates may be damaging to SAN.


Hali Spawn

OGL CITATION

Starlight on the Gutter © 1995–2022, Simon Lee and Dean Engelhardt

Beneath the surface of the Lake of Hali swim legions of vast and alien tentacled horrors. Thes disgusting creatures have rubbery amphibious bodies the size of an elephant from which sprout a dozen uneven tentacles. Some of these rubbery appendages stretch 40 feet or more and are imbued with powerful muscles designed to squeeze the life out of prey and render them a gelatinous mass ready to be eaten.

STR 41 CON 19 DEX 11   INT 18 POW 26
HP 30    WP 26

Size category: Very Large (target size bonus +20%).

Movement: Unknown; these entities usually do not leave the foetid waters of the lake, but in theory could range beyond its watery expanse.

Armor: 10-point thick and rubbery hide.
vs Lethal Damage: RESILIENT — a successful Lethality roll does not kill a Hali Spawn but inflicts normal Hit Point damage. Take the percentile roll made for Lethal Damage, treat each of the dice as a D10 and add them together, then subtract the creature’s normal armor. This is the amount of Hit Point damage inflicted.

Attacks:

Tentacle 75%, damage 1D6+4, or PINNED.

SAN Loss: 1D6/1D20 to see a Hali-Spawn.


Hounds of Time

OGL CITATION

In The Trees © 2021, Kay Hodges

Hounds of Time are interdimensional creatures that appear as large hairless, hyena‐like hounds with mottled black and green skin and toothy maws. They are able to traverse time and dimensions by travelling through angles, entering our dimension through any physical angle. By this means, they will hunt prey relentlessly through time and space. Any beings travelling through time are in great danger of being scented by the Hounds of Time. They have been known to patrol the ‘corridors’ which extend between time zones to detect unwelcome individuals who physically or mentally travel through time. They take great pleasure in pursuing such individuals back to their own time and devouring them as punishment.

Hounds have a curious relationship with geometry; they can only manifest through material where two surfaces meet in an angle. They can never materialize via curved surfaces.

STR 16 CON 31 DEX 10   INT 18  POW 25
HP 24   WP 25

Size category: Large.

Movement: Hounds of Time can move 8 meters/yards in a combat round on the ground; 50 meters/yards while flying.

Armor: Immune to all non‐magical attacks; see also REGENERATION below.
vs Lethal Damage: IMMUNE – Immune to all non‐magical attacks, including Lethal Damage.

Attacks:

Paw 90%, damage 1D6+1 + ICHOR (see below).
Tongue 90%, damage POWER DRAIN (see below).

Ichor: The entire surface of the Hound is coated in a disgusting blue pus‐like substance. Coming into contact with this ichor when the creature succeeds in an attack may cause poisoning. Treat the pus as a toxin with a Lethality of 6%. If the ichor does not immediately kill the victim, but remains on his or her skin, it will continue to deal the same Hit Point damage each subsequent round. The ichor can be removed by water, fire, or by a towel – although attempting the latter during combat may require a DEX×5 test.

Power Drain: When struck by the Hound’s sharp tongue, the victim’s body is pierced by a long and rigid tubular sucker. This causes no Hit Point damage but inflicts an immediate and permanent loss of 1D3 points of POW.

Regeneration: In each combat turn, the creature first regenerates 4 Hit Points prior to performing its action.

SAN Loss: 1D3/1D20.


M’Arbzawaanqirs (Ropy Flying Terrors)

OGL CITATION

Untethered © 2022, Michelle Bernay-Rogers

The M’Arbzawaanqirs are large, ropy, black serpent‐like beings with rubbery wings and appendages with claws. Its head is malformed and has a mouth with long, sharp teeth. The creatures are not made of ordinary matter and co‐exist on another plane. More powerful creatures use M’Arbzawa’anqirs – which are capable of speaking the languages of common beings – as messengers of limited intelligence.

STR 30 CON 10 DEX 13  INTPOW 21
HP 20   WP 21

Size category: Very Large (targeting bonus +20%).

Movement: M’Arbzawa’anqirs can move 9 meters/yards in a combat round on the ground; 14 meters/yards while flying.

Armor:9 points of bubbling matter.
vs Lethal Damage: RESILIENT — a successful Lethality roll does not kill a M’Arbzawa’anqir but inflicts normal Hit Point damage. Take the percentile roll made for Lethal Damage, treat each of the dice as a D10 and add them together, then subtract the creature’s normal armor. This is the amount of Hit Point damage inflicted.

Attacks:

Bite 65%, damage 1D6.
Tail Tentacle 90%, damage TAIL GRAPPLE (see below).

Tail Grapple: If the tail tentacle of the M’Arbzawa’anqir strikes a victim it wraps itself around a limb, effectively PINNING the target. A favorite tactic of the creature is to grab a victim and then launch into flight. Being held in this way does not inflict any Hit Point damage but the victim is effectively unable to take any actions until he or she is freed. The M’Arbzawa’anqir can use its Bite attack against victims held by its tail. Breaking free from the horror’s grip requires success in an opposed test pitting the creatures STR against the victim’s STR.

Vulnerable to Light: Takes damage from exposure to light. Bright light inflicts 1 HP per round; bright and dazzling light inflicts 3D6. Full daylight reduces the M’Arbzawa’anqir to a pile of grey ash. This damage ignores armor.

Vulnerable to Fire: Susceptible to fire, which inflicts double damage. This damage ignores armor.

SAN Loss: 0/1D10.


Mu’kloon (Plant Horror)

Plant Horror from Mars

OGL CITATION

Miskatonic Mysteries #4: Spoiled Milk © 2019–2022, Jo Kreil.

The physical form of this massive plant-based lifeform is terrifying to behold, comprising a sallow and sickly bulblike mass from which sprout innumerable tendrils, vines, and roots. Across its vast and disgusting body are several large red flowers, each resembling a huge scarlet bell.

It is obvious to any observer that this 200-foot tangle of plantlife has no relationship to any known terrestrial species, and seems to have evolved in an environment totally alien to our planet.

STR 30 CON 75 DEX 5   INT 35 POW 35
HP 53    WP 35

Size category: Extremely Large (targeting bonus +40%).

Movement: Mu’kloon takes root in the ground and is, to all intents and purposes, immobile.

Armor:None, but takes reduced damage from physical attacks and can regenerate HPs (see RESILIENT TO DAMAGE FROM WEAPONS, REGENERATION, below).
vs Lethal Damage: MASSIVE — attacks only deal Hit Point damage equal to the weapon’s Lethality rating (irrespective of the outcome of the Lethality roll).

Attacks:

Vine Tendril 65%, Lethality 9%, Kill Radius 1yd.

Skills: Alertness 50%, Dodge 3%.

Hypnotic Perfume: Mu’kloon’s voice is sweet and tempting, dripping with honey. It can also release a sweet-smelling perfume, in a radius of 100 yards, that can entrance the weak willed. If a Protagonist inhales the perfume, they must make an opposed POW test versus Mu’kloon’s POW of 35. If they fail, they are bombarded by hallucinations. Mu’kloon’s favorite hallucination is to surround human targets with a beautiful, alien, Eden-like garden. The victim may feel drugged, overcome with pleasure.

If they fail a second opposed POW test against Mu’kloon, they are enslaved to Mu’kloon’s will. The enslavement lasts for D100+20 minutes, however a successful Psychoanalyze or Reassure test (whichever applies in the game setting) will snap them out of it. Protagonists who wear a gas mask or other protective gear may be rewarded a +20% bonus on the POW tests or in some cases even be immune. Of course, Mu’kloon may try and rip the gas mask away.

Resilient to Damage from Weapons: Damage from puncturing or bashing weapons is the minimum possible (i.e., calculate damage assuming all dice rolled are 1s). The same applies to damage from firearms.

Unnatural Organism: The physiology of Mu’kloon reveals no weaknesses or particularly significant areas of the body. Targeting to increase damage is therefore not possible, nor are critical hits.

Regeneration: At the start of each combat turn, Mu’kloon first regenerates +3D10 Hit Points prior to performing its action.

Rituals: Any, although Mu’kloon seems to have particular mastery over the opening of Dimensional Portals and unnatural effects dealing with seduction or plants.

SAN Loss: 1/1D10 to see Mu’kloon.


N’gornath

He Who Bides in the Shadows

OGL CITATION

Miskatonic Mysteries #2: Help Wanted © 2018–2022, Jo Kreil.

N’gornath is an obscure power of the Cthulhu Mythos that is usually associated with the inky blackness of deep pits and holes. Its few worshippers associate it with shadows and secrets hidden from view. They believe it lives somewhere at the heart of our world.

On the rare occasions when N’gornath manifests on the surface, it appears as a vast mass of black tar-like material that can ooze across any surface, throwing out cancerous tentacles whenever it wishes to touch a person or object to engulf them. When used in anger, such tentacle whip attacks are deadly not just to an individual victim, but to everything (and everyone) nearby.

POW 28

Size category: Medium.

Physical Attacks: Lethality 10% with a Kill Radius 10 yards/meters (explosive whip of writhing tentacles).

Great Old One: N’gornath is so vastly powerful that it exists and acts beyond the limits of the human imagination. As such, it has no physical stats, and the GM is free to decide the consequences of direct contact. For regular humans, however, an encounter usually means certain death or insanity. Its physical form is huge (roughly the size of a train carriage).

Unnatural Insight (+1D10): Directly encountering N’gornath inevitably increases a character’s Unnatural skill by +1D10 points. The character simultaneously loses SAN points of the same amount and suffers the usual consequences. No sanity test protects against this trait. The Unnatural Insight occurs immediately after the regular sanity check and irrespective of its result.

SAN Loss: 1D6/1D20 to see N’gornath. Making mental contact with this alien horror costs 1/1D4 SAN.


Pallid Revelers

OGL CITATION

Starlight on the Gutter © 1995–2022, Simon Lee and Dean Engelhardt

Pallid Revelers are weird alien creatures most often found in the court of the King in Yellow, where they dance for his pleasure. They appear as humanoid figures dressed in strange rags or veils; during their dances they sometimes discard these raiments – if they ever cast aside the final one, observers can plainly see that there is nothing at all beneath. In fact, the bodies of the revelers are little more than wooden scaffolds like a marionette, clad in cloth. Nevertheless, they can produce concealed blades from within their robes and viciously attack, usually as an extension of the elaborate dance moves which they seem eternally to be following, apparently to some music that no human ear can perceive.

STR 14 CON 16 DEX 27   INT 20 POW 25
HP 15    WP 25

Size category: Medium.

Movement: Pallid Revelers can move 7—8 meters/yards in a combat turn.

Armor: None.
vs Lethal Damage: EMPTY INSIDE – aside from the wooden struts which give the Reveler structure, most of its physical form is made up of clothing suspended over empty space. Thus, a successful lethal attack with a firearm or other projectile weapon may simply pass right through the creature’s body: for such attacks, if the Lethality die roll was an odd number, the entity takes no damage at all. Other forms of non-directed lethal damage (fire, electricity, acid, etc.) affect the creature as they would a human target.

Attacks:

Hidden Blade 65%, damage 1D6+1 and Mesmerize (see below).
Strangulation 30%, damage special (see below).

Skills: Dodge 75%.

Mesmerize: If hit by one of the Revelers’ blades, a victim must succeed in an opposed POW vs POW test against the entity or be mesmerized into immobility, as whirling filaments of the reveler’s costume inflict another 1D4–1 damage each following round. A victim can re-attempt the opposed POW roll at the end of each round.

Strangulation: The Dancer slips its rags around the victim’s throat and tries to strangle them. The victim can make a STR×5 or DEX×5 test (player’s choice) to break or slip free. While they are being strangled, the victim must make a CON test every turn. For the first turn, this test is at CON×5; if they fail, the check goes from CON×5 to ×4. If they fail again, it goes to ×3, and so on all the way to CON×1. If this last roll is failed, the victim dies of suffocation.

SAN Loss: 0/1D3 to witness the unnatural grace of the Pallid Revelers [Unnatural].


Patchwork Courtier

OGL CITATION

Starlight on the Gutter © 1995–2022, Simon Lee and Dean Engelhardt

Patchwork Courtiers are disgusting monstrosities which appear stitched together from a dozen different species of alien corpses. They are fleshy analogies of a patchwork quilt, spare parts pulled together and granted terrible life to serve as courtiers to do the bidding of The King in Yellow. In his palace on the Lake of Hali, scores of these hybrid horrors reside — each a unique and disgusting abomination.

The stats below are for a creature which resembles a 12-foot tall ape-like body fused with insectoid head and owl-like razor-sharp talons. Other forms of Courtiers might have different attributes, powers and modes of attack.

STR 19 CON 17 DEX 10   INT 7 POW 10
HP 18    WP 10

Size category: Medium.

Movement: Pallid Revelers can move 9 meters/yards in a combat turn.

Armor: 3-point thick hide.
vs Lethal Damage: RESILIENT — a successful Lethality roll does not kill a Patchwork Courtier but inflicts normal Hit Point damage. Take the percentile roll made for Lethal Damage, treat each of the dice as a D10 and add them together, then subtract the creature’s normal armor. This is the amount of Hit Point damage inflicted.

Attacks:

Talon 45%, damage 1D8+2.

Skills: Dodge 30%.

SAN Loss: 0/1D10 to see a Patchwork Courtier.


The Sark (Mental Parasites)

OGL CITATION

Miskatonic Mysteries #3: Smoke Green © 2018–2022, Noah Lloyd.

The Sark are a strange and poorly-understood race of space-hopping alien parasites. They can exist in a number of different states of being. For travelling vast interstellar distances they can abandon physical form and ride on radio waves. When such waves come into the proximity of a complex brain, they can trigger the development of a tumorous growth which becomes a new “body” for the Sark intelligence. Once the tumorous form is fully-developed the Sark fully controls the actions of the being whose brain they have taken. Sometimes they are forced to flee from such cozy bodies: to do this the tumor spontaneously develops vestigial wings and the whole mass ejects itself from the host brain. Such messy separations always leave the host individual dead.

In this winged-tumor form Sark can survive in the outside physical world for an indefinite period, although they are far more vulnerable than usual. Because of this, most choose to quickly find a way to inhabit another body — either by turning themselves back into radio waves, or finding a way to physically burrow into the body of an intelligent creature (and eventually worm their way into its brain).

The stats below describe the winged-tumor form of a Sark. When possessing a person, they only have INT and POW; the other statistics derive from the host body.

STRCONDEX 16   INT 16  POW 19
HP 2    WP 19

Size category: Very Small (target size penalty –20%).

Movement: Exposed Sark can fly up to 25 meters/yards in a combat turn; if they need to travel on the ground they can only crawl 4 meters/yards in a turn.

Armor: None.
vs Lethal Damage: SUSCEPTIBLE — any Lethal Attack successful against an exposed Sark Tumor automatically kills it, without the need to roll against Lethality Rating.

Attacks:

Flesh Burrow 60%, damage 1D6, armor-piercing 3 points, plus POSSESSION.
Pain Beam 50%, Range 5yds, damage see below.

Skills: Alertness 80%, Dodge 80%, Stealth 80%.

Possession: If an attempted Flesh Burrow attack delivers at least 3 HP of damage, the tumor-form has created a wound large enough to slip into the victim’s body. It does not immediately take control of the individual, but the tumor does begin its journey of tunneling through the host to get to its brain. For the next 1D6 hours, the victim will be in constant pain, losing 1 HP per hour. If the mass can somehow be removed in this period, the possession can be thwarted. Otherwise, as soon as the mass is inside the victim’s brain, the Sark takes full control. Such possession involves the person’s original personality being fully suppressed and supplanted by the Sark intelligence. Each month of possession, the original consciousness can attempt an opposed POW vs POW test to overcome the malign control: three consecutive successes mean the Sark consciousness has been killed.

Pain Beam: The tumor form of the Sark has no real methods of physically attacking but it does have the ability to project a beam of light that creates intense pain in intelligent creature it touches. The beam has only a limited range (5 yards). When someone is struck, he or she must immediately make an opposed POW vs POW test against the Sark. If the victim loses the test, intense pain wracks their body and they cannot do anything but fall to the ground in agony. The attack does not cause HP damage but fully immobilizes (STUNs) the victim.  If the victim succeeded in the opposed POW test they are still infused by pain but they are not immobilized: instead they can continue to act, albeit with –20% to all actions. Even after the exposure to the beam has ceased, the effects persist for a number of hours equal to 24-CON.

SAN Loss: 0/1D6 to see the exposed form of a Sark; witnessing it entering or exiting a person’s body invokes an additional loss of 1/1D6.


Serpentine Humanoids

OGL CITATION

Scales of Justice © 2022, Chris Rosen.

An ancient race of humanoid snakes that once controlled vast empires, the Serpentine Humanoids were overthrown by men and driven underground, where they operate weird techno‐sorcery laboratories. Serpentine Humanoids hate humanity and plot to one day retake the Earth. While there are many Serpentine Humanoids individuals and small communities around the globe, most remain undetected due to the creatures’ advanced use of spells rendering their appearance fully human.

Serpentine Humanoids are experienced users of Mythos Magic, and during their long history on Earth have also constructed a staggering array of different technological devices. This includes weapons with technical specifications far exceeding human firearms. In combat, Serpentine Humanoids may employ such advanced weaponry, or simply use readily‐available human weapons.

STR 11  CON 10  DEX 13   INT 17  POW 13
HP 11    WP 13

Size category: Medium.

Movement: Serpentine Humanoids can move 10 meters/yards in a combat round.

Armor: 3 points of scaly skin.
vs Lethal Damage: SUPERHUMAN QUICKNESS – Serpent Humanoids can avoid firearm attacks with a successful Dodge roll. This also applies to Lethal Damage from firearms. If the Dodge roll is not successful, the Serpentine Humanoids is affected by the Lethal Damage as normal. This ability does nothing to avoid Lethal Damage caused by explosions or Magical powers.

Attacks:

Bite 35%, damage 1D8 + TOXIC VENOM (see below).
Weapons, base chance and damage.

Toxic Venom: The bite of a Serpentine Humanoids injects a potent toxin with a Lethality Rating equal to the individual’s CON.

Illusion of Human Form: In addition to standard Mythos spells, most Serpentine Humanoids also know forms of magic which can allow them to mask their appearance, making humans see them as other members of the human race.

Spellcasters: Serpentine Humanoids are renowned practitioners of ritual magick. These can be chosen by the GM: common examples include Dominate Will, DHO-HNA Formula, Erase Memories, Immobilizing Trance.

SAN Loss: 0/1D6.


Spectral Vampires

OGL CITATION

Parasite © 2022, Michel Masó.

The Spectral Vampire is a huge mass of pulsing, moving jelly with dozens of scarlet tentacular trunks. It is an alien creature and can apparently survive in outer space. It is usually invisible, but if it drinks blood, it becomes partly visible, as the Spectral Vampire lacks the ability to hide the drunken blood inside its body (until it is metabolized).

STR 26  CON 13  DEX 9   INT 11  POW 15
HP 20    WP 15

Size category: Very Large (no targeting when creature is invisible, but +20% after it has fed).

Movement: Spectral Vampires can move 7½ meters/yards in a combat round on the ground; 11 meters/yards while flying.

Armor:4 points of slimy invisible skin.
vs Lethal Damage: NORMAL – affected by Lethal Damage the same way humans are affected.

Attacks:

Talons 40%, Lethality 9% + Target Grappled (STR vs STR to break).
Bite 80%, damage BLOOD DRAIN (see below); can only be used against Grappled target.

Blood Drain: The bite of the Spectral Vampire drains blood from the victim each round until forcibly detached. For each round of blood loss, the victim loses 1D6 STR. If STR reaches zero the victim dies, however if he or she survives the attack, it will be slowly regained at the rate determined by the Keeper.

Invisible: Attempts to hit a Spectral Vampire while it is invisible are halved. After feeding, a Spectral Vampire is visible for 1D6 rounds during which this penalty does not apply. When this period expires, the creature has effectively metabolized the blood and returns to being transparent.

SAN Loss: Seeing a Spectral Vampire or experiencing an attack causes a loss of 1/1D10 SAN.


Subterranean Land Serpents

OGL CITATION

Dark Visitations © 2022, Kevin A. Ross.

These enormous underground‐dwelling creatures resemble giant squid with a mass of tentacles at one end, though it is land‐based. Its huge body is covered by noisome secretions. These curious but destructive beings have been given a variety of names over history but remain unknown to human science. The subterranean land serpents burrow through the very crust of the Earth. They can also, sometimes band together in large groups and manipulate the fabric of the planet in a fashion not understood. Subterranean land serpents avoid water but are said to be completely immune to any form of heat and can even resist lava.

The statistics below describe an adult specimen – for adolescent serpents or hatchlings, the GM should moderate the powers and abilities downwards.

STR 52  CON 40  DEX 7   INT 17  POW 18
HP 46    WP 18

Size category: Extremely Large (targeting bonus +40%).

Movement: Subterranean Land Serpents can move 7½ meters/yards in a combat round along the ground or 1½ meters/yards while burrowing.

Armor: 5 points of thick membrane and gristle.
vs Lethal Damage: HIGHLY RESILIENT – a successful Lethality roll does not kill a Land Serpent but inflicts normal Hit Point damage equal to the Lethality Rating, less the normal armor rating (minimum 1 HP).

Attacks:

Tentacle 75%, Lethality 7% + BLOOD DRAIN (see below).
Crush 80%, Lethality 15% with a kill radius of 5 metres/yards.

Blood Drain: If one of the Land Serpent’s tentacle attacks is successful the pseudopod attaches itself to the victim and continues to drain blood in subsequent rounds, until removed. For each round of blood loss, the victim loses 1D6 CON. If CON reaches zero the victim dies, however if he or she survives the attack, it will be slowly regained at the rate of 1D3 CON per day of quiet rest, up to the original value.

Regeneration: Regenerates 5 HP per round after being wounded; if the creatures HP ever reach zero it is dead and will not regenerate.

Mental Control: Some species of Subterranean Land Serpents have the power to control humans via mental dominance. Resolve such attempts as an opposed POW vs POW roll; if the human’s will is overcome, he or she is compelled to remain in close proximity to the area where the mental control was initiated. Once controlled, a dominated human can be mentally contacted by the Land Serpent regardless of where it is, anywhere on Earth. This communication costs the Land Serpent 1 Magic Point.

Create Earthquakes: Every Subterranean Land Serpent has the power to cause earthquakes. The magnitude (on the Richter Scale) of the largest quake which a given Serpent can produce is derived by dividing its POW by 4. This strength of earthquake is felt in a 100‐yard radius centered upon the point where the Serpent exercised its power. For the next 100 yards further from that point the quake magnitude is one less (on the Richter Scale), and so on for further 100‐yard increments. Several Subterranean Land Serpents can coordinate to make a larger quake – in that case, simply total the POW of all Serpents and use the same formula above to figure the force of the resulting earthquake.

SAN Loss: Seeing and adult member of the Subterranean Land Serpents causes a loss of 1D3/1D20 SAN. Witnessing an adolescent causes a loss of 1/1D10. There is no sanity loss for seeing a hatchling.


The Walker on the Winds

OGL CITATION

Throne of Corpses © 2020, Emily O’Neil.

Known by various names among the people of the northern climes, the Walker on the Winds is a terrible creature associated with winds. Wendigo appears as a shapeless, translucent mass that constantly expels vigorous winds, but also appears as a roughly human, large‐footed mammalian who traverses the wilderness and the winds with equal ease.

POW 35

Physical Attacks:Lethality 24% with a Kill Radius 10 yards/meters (wind blast).

Great Old One: The Walker on the Winds is so vastly powerful that it exists and acts beyond the limits of the human imagination. As such, it has no physical stats, and the GM is free to decide the consequences of direct contact. For regular humans, however, an encounter usually means certain death or insanity. Its physical form is huge (roughly the size of a zeppelin).

Unnatural Insight (+1D10): Directly encountering The Walker on the Winds inevitably increases a character’s Unnatural skill by +1D10 points. The character simultaneously loses SAN points of the same amount and suffers the usual consequences. No sanity test protects against this trait. The Unnatural Insight occurs immediately after the regular sanity check and irrespective of its result.

SAN Loss: 1D10/1D100 to see The Walker on the Winds. Making mental contact with this alien horror costs 1D3/1D6 SAN.


Xiggotl Plants

The chances of anything coming from Xiggotl are a million to one … but if they come …

OGL CITATION

Miskatonic Mysteries #1: To Touch The Untouchable © 2022, Dean Engelhardt.

These alien carnivorous plants are about sixteen feet high, comprising an imposing trunk and a bizarre collection of branches and “leaves”. Amongst the foliage the Xiggotl Plants have concealed tentacles which possess incredible strength and tenacity. They exist to capture prey and drag it into the slavering maw which lies at the heart of each plant.

STR 50 CON 36 DEX 14   INTPOW 10
HP 43    WP 10

Size category: Large.

Movement: Xiggotl Plants can move 7—8 meters/yards in a combat turn.

Armor: 8-points of green fibrous flesh.
vs Lethal Damage: HIGHLY RESILIENT – a successful Lethality roll does not kill a Xiggotl Plant but inflicts normal Hit Point damage equal to the Lethality Rating, less the normal armor rating (minimum 1 HP).

Attacks:

Tentacle 50%, damage Lethality 8% + Toxic Sap (see below) + PINNED.
Rear Leg Venom 40%, Lethality 5%, onset after 1D10 turns; mucous membrane and skin irritation.

Toxic Sap: When threatened the Xiggotl plant can exude a potent neurotoxin from its branches and tentacles; merely coming into contact with this noxious substance will bring effects 1D6 turns later, resulting in convulsions and asphyxiation. The victim suffers Lethality 8% damage; if the Lethality roll does not kill them outright, the HP damage can be halved on a successful CONx5, or reduced to 1HP on a critical success with the CON test. A fumble on the CON test doubles the HP damage; if the victim is hospitalized, there is a +20% bonus to the CON test.

Unnatural Organism: The extraterrestrial matter that serves as the physical body of a Xiggotl Plant does not have any obvious weak points or vulnerable body areas. A CALLED SHOT to increase damage is therefore not possible. Damage from hand-to-hand weapons is normal, and such attacks can yield criticals. Their weird physical composition also makes them partially resistant to Lethal damage (see above).

SAN Loss: 1/1D6.

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