Many and strange are the creatures which your players will encounter. From perfectly normal peoples to misshapen half-alive half-machine horrors, they'll encounter a vast array of interesting creatures in your travels. Creatures are split into three groups, representing the planes where they're most likely to be found.

All creatures have a set of numbers which guide their abilities, as well as details specific to them. Those numbers are dictated by their level. Any create can (in theory) be given any level required by the GM, as long as it makes sense in-world. In practice, most fit into a range most of the time, which is given in the index for each creature. Much like players, NPCs have armour, HP, deal damage and can have unique abilities, and those are listed alongside each creature too.

For a low level party, a small group of level 2 creatures would be an acceptable challenge for combat, if you need to introduce it. A single level 12 creature can kill a group easily if fought without backup. To keep a combat encounter challenging without making it suicidal, as a rule of thumb have the total level count of the creatures being faced roughly similar to the total level count of the party.

In play, the numbers can be amended up or down at GM discretion to allow for the party in play, to keep a encounter challenging without making it impossible. Remember, we're after fun, not all combat needs to end in death, and most encounters shouldn't be based around battle.



Not a frog, nor is it exclusively limited to living in kettles, the nevertheless somewhat aptly named Kettlefrog prefers small, dark, warm, moist spaces to live. In form, it appears to be a small blue-green lizard with a gecko-like body but large skin flaps connecting all its limbs, like a flying squirrel. Around six inches long fully grown. Has large, frog-like eyes and a fixed smile, with vestigial gills on its neck which allow it to breathe underwater. Very good-natured and incredibly loyal.

Able to remember and mimic sounds flawlessly.

Stickyfeet Wingedbeast

The Kettlefrog has skin flaps extending from its forelegs to its body, and hind legs to the end of its tail, making it an excellent glider. Combined with sticky pads on its feet, it's capable of climbing almost any surface and gliding to nearby locations.

Great Listener

Kettlefrog have excellent memories, and are both mines of trivia and jokes, and excellent spies.

Suggested Stats

  • HP: 3
  • Armour: x


Little is known of the Whispers as a race. They are incredibly thin and almost completely transparent, appearing almost like flexible, floating sheets of glass. Whilst lightweight and fragile, they are capable of rippling their bodies like great manta-rays to fly through the air at great speed.

Silent Knife

Moving at high speed, the Whisper attacks edge on and flattens itself perfectly, turning itself into a spinning, flying disc, capable of doing high levels of slashing damage.


By either appearing straight on, or flattening against a wall, the Whisper may hide itself very effectively. Unless light glints off its surface, it's near perfect transparency and incredibly thin nature can hide it from view.

Suggested Stats

  • HP: 8
  • Armour: x


  • Slashing Wing: 5


The Breaker are strange creatures. In appearance they seem much like a floating stone about six inches across, with spiny, metallic protrusions. They appear to break physics around them, although not intentionally or with any degree of control. Every minute, they cause one random effect, lasting for exactly thirty seconds.

Electrical Field

The Breaker hurls small electrical bolts from its form, at a random strength. These may arc out and hit anything within a random distance, determined by the strength of the field.

Thermal Adjustment

The Breaker glows green and causes one object within ten feet to heat up or cool down rapidly. There's no limit on how hot or cold the object may become.

Gravatic Failure

The final area a Breaker can interact with, they suck in light, appearing as a well of darkness. Gravity has no effect within 120' of the Breaker's body.

Suggested Stats

  • HP: 12
  • Armour: 8/8/4


Electrical Blast

GM determined, suggest flat 4, reduced by metal armour to 1

Thermal Ratchet

Heats/cools any object by 1 degree per second


A curious, hideous and entirely horrible creature, the Anglop is little more than a mouth, limbs, beak and lure. Primarily found in caves and other dark places, it attaches itself via a large sucker to the roof, where it dangles a small glowing lure.

Come to the Light

The Anglop pulses its lure, making it glow with a dim light, attracting things to it. Anything venturing close to it is grabbed by six tentacles covered in sharp, serrated suckers, which it then retracts to pull it towards its razor-sharp beak. It then tears apart and devours its prey in short order.


To attack larger targets, an Anglop may drop from its position onto the target, attack it briefly, and then flee using its many tentacles as legs.

Suggested Stats

  • HP: 12
  • Armour: 7


  • Suckerslap: 4
  • Bite: 6


A slow, plodding creature with an armoured shell and heavy tail with bone spikes on the end, it features on its back an array of cones which it can use to stop sound. Any noise within ten yards can be entirely silenced, whilst anything out to thirty is reduced to a whisper. Noises above a certain level will always be heard, but to be loud enough, the sound would have to be equivalent to an explosion at close range.

If you can hear something and you're near a Sylenco, bad things are probably happening to you.

Be Still

The air around the creature stills, making noises stop carrying. This has no time limit.


The Sylenco whips its tail round, impacting the target and doing a large amount of blunt damage. Always adds Knock-Back effect.

Suggested Stats

  • HP: 20
  • Armour: 9


  • Tailstrike: 5


Similar to a giant marshmallow crossed with a leech, these pinkish creatures have an incredibly elastic body with a large, round mouth on one end, full of molar teeth, and a sucker on the other. Vegetarian.


Has a fascinating method of rapid locomotion, namely sucking with its mouth onto something sturdy, whilst walking its rear sucker back, stretching out its body to incredible length. When it lets go with the sucker, it then shoots forward, propelling it into the air up to 200'.

Hard to Damage

With it's bizarre skin, it's very capable of absorbing damage that would cut other creatures.

Piercing weapons are mostly the only things capable of doing any serious damage. Anything else bounces off.

Suggested Stats

  • HP: 30
  • Armour: 15


  • Bodywhip: 10
  • Gnaw: 8


A mantis crossed with a wolf-bear. 12' long, furry, as strong as a Taurac and with two 10' long arms with two elbows, and serrated bone spears instead of paws. It's exactly as horrible to fight as you're thinking.

Oh, and it can run faster than you, and it's got a thick hide and armour plates.


The Lycantis stabs out with one or both of its arms, doing piercing or slashing damage. Targets wearing no armour suffer Hurl effects.


Rearing up to full height and then slamming its arms into the target, it embeds its serrated bone-spears into the target, then pulls apart mightily, doing both blunt and slashing damage.

Suggested Stats

  • HP: 36
  • Armour: 12


  • Slashing Arms: 7
  • Stabbing Spear: 8


A ball of floating darkness. No-one knows what they are composed of, what their purposes is, whether they're intelligent or what they want.

Extremely dangerous.


The Shadow appears to be non-interactive with energy and matter, being able to float through anything apparently at will.

Hole in the Universe

Shadows are capable of seriously tampering with any element of space or time near them, making time slow down or speed up, and making space stretch out or contract, making items larger or smaller, or increasing/decreasing distance. This has a starting range of 120', but if they bring that point in space closer, they can then reach another 120' beyond, making the total range indeterminate. Affects space and time at a rate of around 30' per second.

Suggested Stats

  • HP: 40
  • Armour: 15


  • Break Space: Ranged, 10


Viscous, cruel, brutal creatures with four arms, three legs and a thick torso, standing fully twelve feet tall. Incredibly strong and durable.

In a war against the combined forces of the Nardlor, Humans and Marati: almost a thousand year ago, their numbers were greatly reduced. However, the allied races were unwilling to commit genocide, so they now live in a small area of Matteland, where they are watched over and guarded.

Heedless Rage

When encountered by members of the Nardlor, Human or Marati, the Titan will fly into a rage. They appear to be driven almost entirely by emotion, with no logical check on their feelings.


With their extra pair of arms, they are capable of wielding two bows, four staffs or swords, a pair of lances and a bow, or a variety of other combinations of weapons. Their extraordinary strength also gives them an advantage against most creatures.

Suggested Stats

  • HP: 50
  • Armour: 10


  • Smash: 10
  • Mace Strike: 12
  • Bowman: Ranged, 14


Ancient cousins to the Rikaffin, the Ragaffin are somewhat stricter in their morals. Bipedal, with cloven hoofed feet and three fingered hands, they are distinguished by their larger, spiralled horns, heavier build, large ears and a mane of fur running from the head to half-way down the spine.


The Ragaffin lowers its head and charges, impaling its target on its horns, dealing piercing damage.

Moral Compass

With a strict code of honour, the Ragaffin are most easily provoked to fight due to actions they consider to be immoral or unbecoming of one they consider a friend.

Suggested Stats

  • HP: 20
  • Armour: 11


  • Impale: 9
  • Cleave: 9
  • Shield Hit: 9


A truly despicable creature, this being places part of its DNA inside another creature, to which it links its heartbeat, with instructions that if it dies, the DNA is to replicate, first controlling the host to attack another target and splice the DNA into it while it's unconscious, then eating the host from the inside out and thus replicating itself.

Resembles a 4' long mosquito, with pincer-like secondary jaws under a long, stabbing proboscis.


The Innoviol kills itself, jumping immediately into its safe harbour, which it then begins to control after an hour or so.

Controlling Kiss

After being kissed or bitten by the controlled subject, the creature on the receiving end ends up becoming the next host. Only creatures with immense immune systems or friends with excellent talents in doctoring can overcome this.

Suggested Stats

  • HP: 3
  • Armour: 3


  • Proboscis Bite: 9
  • Bite: 8


The Illusivus can project highly realistic three dimensional images. These are perfect replicas in every way, except that they lack physical presence. It's currently unknown exactly how these projections work. In form, it's a 3' tall humanoid with long black hair and heavy build. They prefer warhammers in close combat, and bows at range.


The Illusivus casts a perfect illusion. Not solid to the touch, but capable of projecting radiant heat, shadows and moving.


The mind of the Illusivus is genuinely horrifying. It's capable of creating things that will terrify all but the hardiest, most mentally tough of beings.

Suggested Stats

  • HP: 50
  • Armour: 5


  • Hammerblow: 11
  • Longbow: Ranged, 15


Many of the races of the world have those of their number specialised in the arts of death. From the Hidden Glove clan of the Nardlor and the Dark Knights of the Taurac to the Owl's Wing of the Henagon, they are all to be feared and respected.

Deadly Strike

Years of training leads to knowing the perfect moment and perfect place to strike. Attacking first from a hidden place, requires exceptional reflexes to dodge.

Suggested Stats

  • HP: See peoples/species
  • Armour: 2-6


  • Deadly Strike: 12
  • Beatdown: 8
  • Poison Dart: Ranged, 3d6 over 1d12 minutes


A creature of stone. May be made of anything from granite or basalt to precious stones and metals. The materials it's composed of indicate the Groll's position in their society, with the King Groll made of diamond, milk-white quartz, silver and gold. It's unknown how rocks gained intelligence, what keeps their bodies together, or how they work, but since they exist, it is clearly possible.

The renowned scientist Masthenyr Richtmoe has theorised that the geological * body is an exosuit for a: separate, smaller creature. However, as no-one has yet conducted an autopsy on one, this remains unproven.

Hand of Stone

The Groll lashes out with its hand, doing huge blunt damage and causing either Knock-Back or Hurl, depending on the type of blow.

Stone Skin

All weapons hitting the skin of a Groll must roll to find out whether they're damaged from impacting it.

Suggested Stats

  • Levels: 3-10
  • HP: Variable between 10 and 300
  • Armour: 18


  • Steel Hand: 20
  • Granite Hand: 20
  • Diamond Hand: 25


A being of incalculable power, it appears to be able to alter reality in any way it chooses within 50' of itself. Physically resembles a large cuboid, 9' by 3' by 1', with a featureless black surface. The only creatures who are immune to its reality distortion appear to be the other members of the Triumvene. There seems to be virtually no limit on what its power can do.

One thousand years ago, was reported to state to the then King of Thorosia that its role was to protect the peoples of the universe and ensure it continues.

Rewrite The World

If physical manipulation powers allow a person to bend physics, Garrian is the breaking of them. The physical laws of the universe are more like guidelines to it. Capable of breaking any rule of physics in an area near to it.

Distort Reality

Able to create or destroy anything within close range, it is simultaneously the embodiment of creation and destruction.

Suggested Stats

  • HP: 500
  • Armour: 50


  • Blast: Ranged, 40

Distort Reality

As above. Can't be used on living creatures


40, immediately reduces armour by 50% max HP

Golden Plane


Little is known of these enigmatic creatures. Outwardly humanoid, although with a more lithe and delicate frame and translucent skin, they possess the ability to disappear at will. Note that this is more than just invisibility; they can in fact move through our world and another, which they describe as a beautiful woodland realm. They can each shift realms around eight times in an hour, although there seems to be no limit on how quickly they can be used in that time.

It should be noted that they seem incredibly child-like in nature, possessed of almost no malice or vice, but instead are characterised most by their innocence.


Instantly jump into their home realm, then reappear anywhere they want that they have seen in the player realm.


The Disapperature partially teleshifts, not moving in location but allowing objects to pass harmlessly through them. Doesn't use up a Teleshift jump, but can only last three seconds, or starts to take 1HP damage per second. If re-materialising with something inside them, take piercing damage equivalent to the object's stats/at GM discretion.

Suggested Stats

  • HP: 8
  • Armour: 4


  • Dagger Slash: 3
  • Dagger Stab: 5
  • Shield Hit: 4


A truly bizarre creature. In their resting state, they resemble a large blackbird but with bronze and gold feathers, and golden eyes. A spine of feathers runs down their back which can be raised to form a beautiful, multic-oloured fan. Even in Midplane, the Squank had no natural lifespan, but instead chose when they wished to end their lives. The oldest known are several tens of thousands of years old. They also artificially control their population. They do not allow for more than 50,000 of their kind to exist at any given time, and so limit children to a one in, one out policy.

Their other main feature is their tears; Squank can shed tears which hold memories. These tears are kept in a great library in the City of Light and Sorrow. Accessible only to the Squank, Uffrith and those they grant the knowledge of its travel to, it contains a library of tears, which can be used to access the memory of the moment when it was wept.

Tears of the Squank

In the City of Light and Sorrow, ten thousand scribes imbibe the tears sent back by the Squank out in the world, who then relive the memories wept and transcribe them to be held in the city Library of Memory. This can be done by anyone who drinks the tears of a Squank.

Pool of Tears

Upon being captured, a Squank may commit suicide by converting its entire body over the course of a few seconds into nothing more than a pool of tears. These tears contain all the moments they saw that would come to pass.

Suggested Stats

  • HP: 3
  • Armour: 2


  • Peck: 4
  • Claw: 4

Cries a tear and flicks it onto the attacker, causing them to be confused. Forces a Fitness test. Ranged A


Often seen travelling with Squank, the Uffrith look much like their cousins, but with plumage in blues and deep greens, and with a feather-fan of black and silver.

They cast some form of memory-altering field around themselves, and often work with the Squank, taking tears to the City of Light and Sorrow to ensure a Squank can report back what it saw at any time. No-one knows how they travel back, but it does not appear to involve flying. They are also notoriously hard to remember.

Hidden From View

At a moments notice, the Uffrith may disappear. This appears to take the form of psychic suggestion, as they tap into the minds of those around them and make them believe they are not important enough to notice.

Tamper With Minds

The Uffrith may alter a single memory in the mind of a single person each day. The new memory will last for a period of one day per Uffrith who was present when it was made.

Suggested Stats

  • HP: 3
  • Armour: 3


  • Peck: 4
  • Claw: 4
Beyond Notice

Makes the Uffrith and anything it wishes appear beyond notice. Forces a Fitness test. Ranged.


A rare and huge creature, the Azodin has the head of a bear, the body of a lion, and is covered in an almost pure, white fur. In legend, it's considered an omen of good luck and a warrior for truth and justice.

Primordial Roar

With its huge chest and powerful vocal chords, the Azodin can roar with a volume and power to shame any other creature. Inspires its allies and causes its foes to quake in terror.

Mighty Smite

A single blow from one of its huge, clawed paws is enough to fell even the mightiest creatures.

Suggested Stats

  • HP: 30
  • Armour: 8


  • Mighty Smite: 9
  • Bite: 8
  • Slash: 7

Adds +3 to Fitness checks for the next 3 turns, cause all enemies within 12' to make an Fitness check


Roughly humanoid, with long fingers, delicate limbs and green skin. Their origin stories tell that they are descended from a plant, which they call Garsemine. This plant grew to have a consciousness, networked between millions of individual nodes. Over time, it grew to be able to control the scents it produced, causing a specific creature, the Geriopode, to eat it. Upon doing so, the plant became indigestible, and entangled itself in the systems of its host, like a parasite.

Both sides benefited from this - the Garsemine gained locotion and the ability to manipulate its environment directly, whilst the Geriopodes gained the ability to communicate via scent, excreted through sweat glands.

Scent Control

Through the Garsemine inside, the Kinisepath can excrete scents which have a variety of effects. For example, making the inhaler suggestible, to lustful, angry, or ill.

Great Wisdom

The Garsemine/Geriopode relationship, over time, causes the host to suffer memory loss, as the brain slowly gets overwhelmed. To prevent eternal madness, they therefore only host for 50 years at a time, and then rest for another 50 to recover. However, the Garsemine retains all its memories and knowledge, and thus given their now vast age, has resulted in them becoming both incredibly knowledgeable, and considered very wise. They're often sought out as oracles by other races of the Golden Plane.

Suggested Stats

  • HP: 20
  • Armour: 6


  • Vine Whip: 5
Scent Control

Attempts to cause an emotional response in the target, using scents. The target must pass a fitness check to ignore it.


Bereoback is possibly the single oldest creature on the Golden Plane. Most others of its kind either eventually took their own lives, in the ritual of Passing Beyond the Veil, or returned to Midplane, where they could age and die. Bereoback is therefore, as far as anyone knows, the last of its kind, and has lived on their own since Manovelar brought all the creatures it did to this place.

Fully two miles long, 500 feet wide, 200 feet deep and weighing an estimated 2.5 million tonnes, it is so vast it carries a small island on its back.

Fluke Blast

With a mighty whoosh, Bereoback blows air from its lungs, smashing anything within 10 feet into the sky.


Bereoback's tail is fully 600 feet across. When it raises it up and smashes it down on the ocean surface, it sends waves which travel for miles, and creates a deafening concussive shock to anything nearby.

Suggested Stats

  • HP: 800
  • Armour: 20


  • Fluke Blast: 17, causes Hurl
  • Tailwhip: 17, causes Hurl


A quadrupedal, elegant creature, similar to a gazelle or deer, with long, forward-leaning horns. Grazes on grasses and leaves, and seems to lack any form of language, making it nearly unique amongst creatures of the Golden Plane, most of which are capable of language in some form.

Also, entirely uniquely, they possess no ability to manipulate the universe whatsoever. Mostly peaceful and gentle.


The Quiren rears up and hurls its body forward, straightening out its body to stab with its horns.

Also, thanks to its size or strength, anything medium-sized or smaller hit by it suffers Knock-Back.

Suggested Stats

  • HP: 20
  • Armour: 6


  • Charge: 6, can cause Knock-Back


Narwabbits are similar to normal rabbits, but with a pair of bone horns protruding from their heads, one large (the front) and one smaller. They're also vastly larger than normal rabbits, being around four feet tall when stood up.

Capable of running incredibly fast, and jumping over 10'.

Thumper Kick

Using its powerful legs, the Narwabbit lashes out and hits the object of its frustration with incredible force.


The Narwabbit propels itself at its target and slams into it using its tough horns.

Suggested Stats

  • HP: 25
  • Armour: 7


  • Thumper Kick: 5
  • Headbutt: 8


Much like a giant octopus, some sixty feet from the top of their heads to the end of their tentacles, these curious creatures float hither and thither, rarely interacting with other species. They communicate with a series of groans and chirps, combined with flashes of colour from their skin. To date, no-one has translated this complex language, and they seem disinclined to teach us.

On the rare occasions when they have met with other species, they seem to do so to offer guidance. No-one knows why they do this, but it appears to be without bias to any nation or group. Whilst we do not know their language, they speak all of ours fluently, albeit in a massive, bass "voice".

Non-Linear Thought

The Octophele perceive time not as an ant on a string, moving from one side to the other, but as a person looking down on a loop. Their entire existence is known to them from the moment of their birth. They can impart knowledge to a party, although only through the form of setting a task to be completed, and through doing so, the person will come to a realisation that aids them.

Floating Gas-Bags

When Octophele get old and die, they float exactly 3,141 yards into the sky and explode violently.

Suggested Stats

  • HP: 120
  • Armour: 12


  • Detonate: 3d6
  • Massive Smash: 9
  • Acid Spit: Ranged, 3d6


It's unknown whether Myrthin is one person or many. Light seems to fall off it, making identification nearly impossible. In either case, it appears to have near complete control over the ability to make portals between two points within a half mile of each other. Doesn't require line of sight, but does require that it has been to or at least seen both the start and end locations.


Myrthin creates two holes in space. Anything that enters one exists the other at the same speed it went in. Myrthin will not create portals that intersect with a sentient creature.

Broken World

Pushing its powers to the limit, Myrthin rends space apart, creating a hole into which things go and do not come out again. It's theorised that it might be able to find things it's put there, but no-one has seen this happen.

Suggested Stats

  • HP: 16
  • Armour: 8


  • Staff Hit: 6

Ranged. Rends space, doing 1.5x damage to armour


Tall with cold, but beautiful features, the Silacarius dress like monks in robes of varying colours. They're outwardly Nardloresque in appearance, but with the ability to make glass explode into shards, turn to sand (and visa versa), and sing with great beauty.


Anything they wish nearby made of glass explodes, sending glass shards everywhere. Treat like a frag grenade.

Sonic Blast

Sends out a pulse of air, blasting into anything in its way. Treat like Hurl.

City of Glass, Heart of Stone

The Silacarius live in a city built entirely from different types of glass. As a result of this combined with their powers, they have incredible control over their minds.

Suggested Stats

  • HP: 8
  • Armour: 5


  • Detonate: Ranged, 9
  • Glass Dart: Ranged, 9
  • Sonic Blast: Ranged, causes Hurl
  • Sandstorm: Ranged, requires sand


A creature with incredible powers over gravity, it's able to fly, induce massive gravitational shifts in any direction it chooses, and even turn gravity itself off within 30' of itself. Physically resembles a large orange blob with large eyes and ears at the front, along with a small nose and toothless mouth.

Reverse Gravity

Turns gravity off around itself. The effect to which gravity disappears fades out to 30', but within a 12' radius is nullified.

Define Gravity

The Malegaros chooses an object and increases its gravitational pull to 1.1g. This effect radiates from the central point in the same way as reverse gravity

Massive Slam

Manipulating gravity on a small scale, the Malegaros imbues an object nearby with resistance to and then massive increase in gravity. This allows it to float objects around and then smash them into the ground (and anything between the object and the ground) with incredible force.

Suggested Stats

  • HP: 20
  • Armour: 5


  • Slam: 11
  • Fall: 4d6, akes the target fall into a specified wall within 15' of it
  • No Damage: Ranged. Turns off gravity as something tries to hit the Malegaros, reducing melee damage by half rounded down, and causing Knock-Back to the attacker.


Sentient tree. Communicates through a form of branch based sign language. Has a parasitic relationship with the Raloren flower, which wraps itself around the Willownian's trunk, and gives it an ability to "see" heat.

Incapable of locomotion, they are nonetheless incredibly useful allies, being considered very wise and capable of incredible control over electrical energy, from helping revive the very recently killed, to blasting lightning from their leaves.


The Willownian pools charge in its branches, then lashes out with bolts of lightning, doing high levels of electrical damage.

Deadly Sap

Anything getting too close can be dripped on by the Raloren flowers which cover the Willownian. The sap dripped is incredibly sticky, and is normally used to drip onto birds. Their wings then stick together and then get stuck to the ground, meaning they die and decompose, feeding both tree and flower.

Suggested Stats

  • HP: 80
  • Armour: 12


  • Thunderstrike: Ranged, causes Electrocuted
  • Weeping Willow: 11

Man of Stone/Manovelar

Immovable, inviolable, possessed of seemingly impossibly dense mass, Manovelar is a marble-white humanoid with featureless face which ripples when "talking". He appears to be ageless, and does not require food or drink. He is the believed to be the first of the Triumvene, considered the three most powerful beings in the world.

He seems incredibly weak despite his strange talents, as he apparently is incapable of lifting more than two kilos. However, he has been observed holding up more than six tonnes of granite on his head after a failed attempt to attack him, so this appears to be self-imposed.


Manovelar puts itself into the path of an oncoming object. Irrelevant of the object's size, mass, density, speed, temperature or anything else, on hitting the Man of Stone it will fall to the ground, or if travelling at high enough speed, break or disintegrate.

Pillar of Light

The energy from an incoming object is normally channelled through the Man of Stone into the ground far below as heat. However, the energy may instead be put into a beam of light projected from the creature's face. The brightness of the beam is proportional to the amount of energy being absorbed.

Suggested Stats

  • HP: 500
  • Armour: 50


  • Hit: 40, causes Hurl

Anything physically hitting Manovelar takes the same hit itself.



Carrialit are an insect-like creature with wings made of metals that are currently unidentifiable. Roughly an inch long, they are engineered to explode and cause a variety of interesting effects, based on the poison they carry. Hard to hit individually, if you see a swarm, it's fair to assume bad things will happen. They're better dealt with as a cloud if possible.

If they land on a target, they can cause an effect...



Everything within 14' takes 15 damage -1 for each foot away they are. Anything within 3' suffers Hurl, anything within 6' suffers Knock-Back


Suffer 30% movement penalty for the next three minutes.


Envelopes the air for 30' in every direction in a thick fog which allows no light through it. Lasts for 3 minutes


Creates a silvery gaseous cloud which repairs HP of four damaged items in it fully, over the course of half a minute


Creates a colour-changing gas spread over 15' which makes every living creature within it laugh uncontrollably


A small thundercloud appears, projecting blasts of lightning at the tallest targets at random intervals for one minute



Lose 1HP every turn spent moving more than quarter speed


Lose 1HP every turn spent moving less than full speed


Instantly gain 15XP


Render the target unconscious in 10s


Restore 10HP


Reduce the target HP by half, irrelevant of its current number


The creature jabs with its sting, doing piercing damage.

Suggested Stats

  • HP: 1
  • Armour: 3


  • Stab: 4

For everything else, see above


This unholy hummingbird-like creature is possessed of a machine-made digestive tract which contains some strange, grey digestive juices capable of dissolving anything.

It also possesses the ability to open its stomach and skin and squirt this sticky liquid onto anything it wishes, which will then convert an equal amount of any material it lands on into sand. Seems to be equally effective against absolutely anything.


The Bilanotar splits open and unloads its digestive goo at a target. Wherever the spit lands, for the next twelve seconds up to 100g of the target turns to a grey sand.


With its unique digestive tract, the Bilanotar can eat pretty much anything, reducing it to slag in moments. This goes for anything from grenades to swords to guns. Only things capable of doing massive damage to metal (super-heated plasma, molten metals and other such substances) are capable of harming its digestive system.

Suggested Stats

  • HP: 6
  • Armour: 6


  • Bite: 3

Ranged, See above


A set of metal blocks connected by metal chains, this bizarre oddity writhes its way around like a snake. It can be seen about once a month spreading huge "wings" out on the ground, which seems to be its way of feeding. Exactly what it feeds on when this happens is unknown.

Frosty Reception

The Frostration drains heat from the target, freezing it down to below 0C in moments.


The "head" block is capable of splitting into four at the top, revealing needle-like protrusions. On being bitten, the target gets poisoned. In this state, they become cold and clammy to the touch. In return, they gain the ability to commune mentally with the Frostration that bit them, directing it to act in their stead.


A single large needle appears from the tail and blasts a beam of light out, burning everything it touches immediately.

Suggested Stats

  • HP: 80
  • Armour: 10


  • Needlebite: 6
  • Headbutt: 6
  • Lightburn: Ranged, 10, Burning


Very small humanoid, with a jovial disposition and a wicked sense of humour. Seems to be rather like a naughty child, although their incredibly long lives and advanced technology make many believe that this is unlikely to be their true nature.

Great inventors and tinkerers, it is they whom we have to thank for the gift of heavier than air transport.

Pile of Scrap

From little more than a pile of scrap, given the right tools, an ingenious Nimp can create all manner of interesting machines, from clockwork watches to weapons, defensive shields, medical gizmos and more.

Suggested Stats

  • HP: 10
  • Armour: 8


  • Dualist's Strike: 7
Cunning Bomb

12 + d6, can be timed or tripwire activated


Ranged, 3 + d12. A Nimp tends to carry 3/4 grenades


Identical humanoids, with mid-sized bodies, ordinary in every way except that they all appear to be clones. They are tight-lipped on how they reproduce, so why they all share the same appearance is pure conjecture at this point.

They do however appear to have an affinity for escaping small spaces, and appear remarkably well informed, even on things about which they should have no knowledge. Despite this, they are reportedly not telepathic. It is rumoured that they may not in fact be as they appear.

Flow Around

The Mot'zalla may become a near frictionless liquid, flowing from one location to the next. While in this form they are extremely difficult to harm, as they will simply reform and carry on doing whatever they were doing before.


While in combat, the Mot'zalla may liquefy part of their body and then reform it to grant extra range, allowing them to act in melee as if they have a ranged grappling weapon.

Suggested Stats

  • HP: 20
  • Armour: 7


  • Hit: Ranged, 6


Appears to be roughly human, but with large white and gold wings in place of arms. Also, their skeletons has been highly changed to be far lighter, with the bones replaced with metal.

Not much for combat, they use their massive (and very strong) wings as clubs.

Pretty Fly

Capable of flying long distances and at great heights, although not capable of carrying much.

Light of Truth

Capable of radiating a gold-white light, which while a person is looking at it, they find it incredibly hard to tell a lie.

Suggested Stats

  • HP: 16
  • Armour: 12


  • Wingsmash: 12
  • Swordblow: 16


A large, muscular creature with green skin covered in bark. Appears to originally have been some form of tree. Their own legends tell of an alliance between a group of Hadas and Kabakuro, which resulted in this being being created from scratch. With the level of technology these races possess, it's entirely possible that this is in fact true.

Clouds of Seedlings

On being killed, the body will rapidly decompose, releasing hundreds of thousands of white, fluffy seedlings, which float into the sky to find ground to plant in and grow. 99% of these never germinate, and 99% of those that do will become a small plant with white flowers, much like a thornless miniature rose. However, a tiny percentage will find the right spot and grow into a new Funglin.

Feels No Pain

Funglin may have a very high pain threshold, or simply be unable to feel pain at all. No-one knows, but they have often been observed with grievous wounds, fighting on when any normal creature would have long since given up and died.

Child of Logic

Highly intelligent and emotionless, the Funglin appear to be creatures of pure logic. Highly adept at complex reasoning, they are forging a path as a race of scientists. They don't yet appear to be conscious though in the same way as most other races.

Suggested Stats

  • HP: 25
  • Armour: 10


  • Sword Strike: 9
  • Sword Stab: 9
  • Bowman: 9


A reptilian creature, and the precursor to the Draconian, the Vhalrak are grown from crystals. Possessing a soft skin that grows many hundreds of small, hard, crystal plates as a means defence. Bipedal, rather tall, with a long snout and vicious claws.

Crystal Claws

The Vhalrak slashes with crystalline claws, which will grow small crystals where they damage, if impacting stone or metal.

Suggested Stats

  • HP: Variable between 50 and 80
  • Armour: 12


  • Amethyst Claw: 8
  • Topaz Claw: 12
  • Corundum Claw: 15


The far too successful result of a splicing of lizard and machine. Apparently someone thought it'd be a good idea to create a dragon by taking a crocodile, making it really big, covering it in metal armour and giving it huge metal wings. They were wrong. It was a bad idea.

50' from nose to tail.

Flame Breath

Projects a blast of flaming liquid, which sticks to whatever it lands on. Burns incredibly hot.

Steel Flesh

The Draconician is armoured with metal plates over the large areas of its body, metal scales where they're needed for flexibility, and metal skin where even scales are too big.

Very hard to penetrate with blunt weapons.

Magnesium Wings

Oh, and it can fly.

Suggested Stats

  • HP: 40
  • Armour: 25


  • Powerful Bite: 9
  • Tailswipe: 8
  • Flamebreath: Ranged, 10, Burning


Rucans or "Shakers" as they are sometimes colloquially known, are a medium sized dog-like creature. Quadrupeds with powerful rear legs, they can leap great distances for their size, and are capable of short bursts of extreme speed. They find their home in junkyards, industrial storage facilities, and other miscellaneous areas of large collections of metals. They have a stomach containing a bacteria which digests metals and plastics, which in turn releases energy which feeds the Rucan.

Possessed of extremely powerful jaws used to cut through metal.

Angry Daddy

Shakers are very skittish in daylight and are more likely to flee than fight. However, they are highly territorial when they have a litter.

Deadly Toxic

The "Shaker" nickname comes from their habit of shaking and making metallic screeching noises when threatened. If provoked further, attacks by releasing a noxious cloud of toxic gas.

Metallic Tracker

With their highly advanced noses, Rucans are capable of sorting through and identifying metals highly accurately.

Suggested Stats

  • HP: 35
  • Armour: 12


  • Toxic Gas: Poisons - use the poison rules
  • Bite: 9


A large white translucent egg, with a sphere on top of it, and four "limbs" made of a steel rod attached to an articulated blade which splits at the end into a three fingered grabbing claw. The limbs attach to the egg-like portion. Inside the egg are all the creature's vital organs except for its brain, which resides in the sphere. The casing is a super-tough unknown material.

It's unknown how the creature feeds, but its nature means it's equally at home on land as under the sea.

Slice 'n Dice

Extends the upper limbs and spins round at high speed, turning into an intelligent, mobile blender which does slashing damage.


Essentially a walking exosuit, it's a particularly poor climber, but suffers no mobility penalty for moving through water or in vacuums.

Suggested Stats

  • HP: 50
  • Armour: 10


  • Slice 'n Dice: 11
  • Stabby Stabby: 12
  • Side-blade Smack: 10


An intelligent machine, with the ability to control other machines. Has no body of its own, but is capable of jumping into any machine with sufficient storage to take its "mind".

Appears in form as a machine, and always one with significant processing power, but that's the only way it's limited.


The Arti leaps from its current residence into another machine, wiping its existing data and creating itself anew.

Futile Resistance

Reaching out to any AI around, it forces the other AI to do what it wills.

Suggested Stats

  • HP: 500
  • Armour: 50