Byakhee
ST 18; DX 14; IQ 8; HT 10.
Will 10; Per 10; HP 18; Speed 6; Dodge 9; Move 6
SM +2; 400 lbs.
Traits: Claws (Talons), Doesn’t Breathe, DR 2, Extra Attack (claw), Flight (Winged, Space Flight, Move 20),
No Fine Manipulators, Temperature Tolerance 30, Vacuum Support, Vampiric Bite (Limitation: does not
restore HP, -50%)
Skills: Brawling-12
Weapons: Claws (1d+2 imp each), Bite (1d+1 cut+1 HP blood loss/round)
Fright Check Modifier: -3
Deep One, 90 points
Attribute Modifiers: ST+2 [20]
Secondary Characteristic Modifiers: HP+4 [8]
Advantages: Acute Vision +1 [2], Amphibious [10], Claws (Blunt) [3], Damage Resistance 1 [5], Doesn't
Breathe (Gills) [10], Nictitating Membrane 5 [5], Peripheral Vision [15], Pressure Support 3 [15],
Temperature Tolerance 15 [15], Terror -3 (Always On, -20%) [48], Unaging [15]
Disadvantages: Appearance (Monstrous) [-20], Bad Smell [-10], Callous [-5], Dependency (Total
immersion in water, Daily) [-15], Disturbing Voice [-10], Frightens Animals [-10], No Sense of Humor [-
10]
Features: Lusts for human mates [-1]
Dimensional Shambler
ST 19; DX 10; IQ 7; HT 16.
Will 10; Per 10; HP 19; Speed 6.25; Dodge 9; Move 6
SM 0; 270 lbs.
Traits: Claws (Talons), DR 3, Extra Attack (Claw), Jumper (World, Enhancement: +5 IQ when rolling to
Jump)
Skills: Brawling-9
Weapons: Claws (2d-1 imp each). If both claws hit in the same round, the victim is grappled (p. B370).
The shambler will most likely attempt to Jump with the unfortunate, if this happens. Abductees of
Dimensional Shamblers are seldom seen again.
Fright Check Modifier: -5
Ghoul, 180 points
Attribute Modifiers: ST+4 [40], DX+1 [20], HT+1 [10]
Secondary Characteristic Modifiers: Perception+3 [15], HP+1 [2]
Advantages: Acute Taste/Smell +2 [4], Claws (Blunt) [3], 2 Extra Attacks (Claw, Bite) [50], Hard to Kill +1
[2], Immunity to Disease [10], Injury Tolerance (Unliving) [20], Night Vision 5 [5], Sharp Teeth [1], Terror
-3 (always on, -20%) [48]
Disadvantages: Appearance (Monstrous) [-20], Bad Smell [-10], Callous [-5], Odious Racial Habit (Eats
human carrion) [-15]
Features: Although the ghouls have Injury Tolerance (Unliving), they are not undead. The Advantage
reflects the ghouls’ peculiar resistance to gunshot wounds.
The Fungi from Yuggoth (the Mi-go), 175 points
Attribute Modifiers: DX+2 [40]
Secondary Characteristic Modifiers: HP+7 [14], Will+1 [5].
Advantages: Dark Vision [25], Doesn’t Breathe [20], Extra Legs (Six, Cannot Kick) [5], Flight (Winged,
Space Flight) [45], G-Experience (All) [10], Improved G-Tolerance (0.5 G) [10], Injury Tolerance (No
Blood, No Eyes, No Vitals) [15], Radiation Tolerance 5 [10], Temperature Tolerance 30 [30], Terror -3
(always on, -20%) [48], Vacuum Support [5].
Disadvantages: Appearance (Monstrous) [-20], Callous [-5], Disturbing Voice [-10], Frightens Animals [-
10], Low Empathy [-20], Restricted Diet (Mi-go food) [-40].
Features: Cannot swim [-1], Humble [-1]; home gravity 0.067 (microgravity).
Mi-go Technology:
Mist Projector: a silvery contraption made of metal tubes and spheres, roughly in a pistol shape. The
weapon shoots a beam of liquid nitrogen; the aliens use it to create either a fogbank of 10 by 10 metres
for cover and concealment, or at close ranges to incapacitate foes susceptible to extreme cold (such as
humans).
Dam.: 2d (Linked: Thermal shock) Acc.: — Range: 50 Wt.: 7 RoF: Jet
Shots: 10 ST: 6 Rcl.: — Cost: ? LC: 0 Bulk: -3 TL: ^
Only totally sealed armour protects at full DR; all others protect with 1/5. Any biological being without
tolerance to extreme cold damaged by the beam must also check for thermal shock (p. B430)
immediately and for every minute thereafter until the liquid nitrogen is scraped off, and the victim is
warmed up.
Mi-go Electric Weapon: this is basically just an electrolaser pistol as those used by human cultures in
some SF settings; use the same stats, except that the mi-go weapon is very compact (Bulk -1), about the
size of a potato (and shaped like one, some would say) and has no apparent trigger. The electrolaser is
activated by the mi-go’s strange biochemical signals, and as such cannot be fired by humans. It is
possible to add a manual trigger with 8 hours of labour and an Electronics (Weapons)/TL9 -4 roll.
Symbiotic Bio-Armor: mi-go armor is a genetically modified, living, biomechanical entity that clamps on
to the wearer and protects him/her/it from projectiles, energy attacks, elements, etc. Cartilage and
chitin protects against impact, and mucus and slime acts as an ablative foam against heat. The armor
feeds off the secretions of the Mi-Go’s alien biochemistry. If worn by a non-mi-go, the armour will die
after about a week, and rot to uselessness. The armor is TL10 and has DR 30 against piercing, cutting and
crushing attacks, DR 15 against burning and impaling. The armor is flexible, but does not count as
flexible against damage, as the armor detects incoming projectiles nanoseconds before impact and
becomes harder than steel, thanks to the mi-go’s advanced bio- and nanotechnology.
Serpent People, Full Atavism, 165 points
Attribute Modifiers: DX+2 [40], IQ+4 [80]
Secondary Characteristic Modifiers: HP+1 [2]
Advantages: Acute Taste/Smell +2 [4], Claws (Blunt) [3], Damage Resistance 1 [5], Immunity to Snake
Venom [10], Innate Attack – Snake Venom 3d dam (Blood Agent; Cyclic (Hourly); Follow-Up (from Sharp
Teeth); Onset (1 minute); Resistible (HT-3); Toxic) [7], Sharp Teeth [1], Terror -3 (Always On, -20%) [48]
Disadvantages: Appearance (Monstrous) [-20], Callous [-5], Cold-Blooded [-10]
Features: None.
Serpent People, Degenerate, 35 points
Attribute Modifiers: DX+1 [20], IQ-2 [-20], HT-1 [-10]
Secondary Characteristic Modifiers: HP+1 [2].
Advantages: Acute Taste/Smell +2 [4], Claws (Blunt) [3], Damage Resistance 1 [5], Immunity to Snake
Venom [10], Innate Attack – Snake Venom 3d dam (Blood Agent; Cyclic (hourly); Follow-Up; Onset (1
minute); Resistible (HT-3); Toxic) [7], Sharp Teeth [1], Terror -3 (always on, -20%) [48]
Disadvantages: Appearance (Monstrous) [-20], Callous [-5], Cold-Blooded [-10]
Features: None.
Servants of Glaaki, -12 points
Attribute Modifiers: DX-5 [-100], HT+5 [50]
Secondary Characteristic Modifiers: HP+6 [12]
Advantages: Doesn’t Breathe [20], Immunity to Metabolic Hazards [30], Injury Tolerance (Unliving) [20],
Terror -4 (Always On, -20%) [56]
Disadvantages: Appearance (Monstrous) [-20], Bad Smell [-10], Frightens Animals [-10], Supernatural
Features (Pallor, No Body Heat) [-15], Unhealing [-30], Weakness (The Green Decay, 1d pr. 30 minutes) [-
15]
Features: Sterile. Not all Servants have Appearance (Monstrous); those recently deceased merely look
very pale and clumsy. These do not have Terror, either. The Green Decay sets in if a Servant active for six
decades or more is struck by sunlight.
Star Vampire (The Shambler from the Stars)
ST 25; DX 10; IQ 8; HT 12.
Will 15; Per 13; HP 25; Speed 7.5; Dodge 10; Move 8
SM +1; 500 lbs.
Traits: 360° Vision, Claws (Long Talons), Doesn’t Breathe, DR 4, 2 Extra Attacks (claws), Flight (Move 16),
Infravision, Injury Tolerance (Homogeneous, No Eyes), Invisibility (electromagnetic, materialises for 30
seconds after feeding), No Fine Manipulators, Temperature Tolerance 30, Vacuum Support, Vampiric
Bite +2, Uncontrollable Appetite (blood)
Skills: Brawling-10, Stealth-20
Weapons: Claws (3d imp each), Bite (2d+1 cut+3 HP blood loss/round)
Fright Check Modifier: -5 (only when visible; a normal Fright Check without modifiers could be called for
when hearing the creature chitter invisibly).
Happy Halloween! Next up, more creatures from the Cthulhu Mythos and from Silent Hill (if I find the
time).
Max
EDIT: So that the poor Deep Ones don't drown in their own habitat I have added Doesn't Breathe (gills)
[10] to the template. Byakhee are now also able to flap their wings in space. How they do it is beyond
me, though.
Added Night Vision 5 to the ghoul.
Star Spawn of Cthulhu
ST 70; DX 10; IQ 20; HT 20.
Will 20; Per 20; HP 70; Speed 7.5; Dodge 10; Move 7
SM +4; 20,000 lbs.
Traits: Claws (Long Talons), Doesn’t Breathe, DR 20, 10 Extra Arms (tentacles, Extra-Flexible, Weak: ST
35), 3 Extra Attacks (tentacles), Flight (Winged, Space Flight, Move 14), Frightens Animals, Pressure
Support 3, Regeneration (Very Fast), Temperature Tolerance 30, Unaging, Vacuum Support
Skills: Brawling-20, Swimming-20, and any the GM find appropriate for a 30-foot gargantuan, squid-
headed obscene, primordial horror.
Weapons: Claw (12d+2 imp or cut) or 3 tentacles (5d+2 cr each); the Spawn will most likely use all ten
tentacles to grapple, instead of using three of them to slap investigators around.
Fright Check Modifier: -10
I also edited the Hound, adding Obsession (stalk human prey) to its traits.
Cthulhu, The Dreamer of R'lyeh
ST 140 [390]; DX 20 [200]; IQ 20 [200]; HT 20 [100]
SM: 7
Basic Lift 3920
Basic Speed 10
Basic Move 10
Damage
Thrust 15d
Swing 17d
Claws-20: 19d cutting or impaling
3 Tentacles-20: 8d crushing; as for his spawn, Cthulhu will probably use all his tentacles for grabbing and
grappling, rather than using three for slapping.
Advantages: Amphibious [10], Claws (long talons) [11], Damage Resistance 45 (tough skin -40%) [135],
Doesn't Breathe [20], Extra Arms 8 (Extra flexible +50%, Weak: ST 70 -50%) [80], Extra Attack 3
(tentacles) [75], Flight (Space Flight +50%, Winged -25%) [50], Injury Tolerance (No Blood; No Vitals)
[10], Pressure Support 3 [15], Regeneration (Very Fast, 1 HP/sec.) [100], Stretching 1 [6],
Telecommunication (Telesend) (Broadcast +50%, Telepathic -10%, Vague -50%), Temperature Tolerance
30 [30], Terror 20 (Always on -20%) [176], Unaging [15], Unkillable 3 [150], Vacuum Support [5]
Disadvantages: Appearance (Horrific) [-24], Callous [-5], Disturbing Voice [-10], Frightens Animals [-10],
Odious Personal Habit -3 (snacks on humans) [-15], Reputation -4 (blasphemous, rugose, extra-galactic
abomination, all the time, large group) [-10], Social Stigma (monster) [-15]
Skills: Uhh...? Whatever comes in handy for the GM.