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Eclipse Cthulhu Monsters

The document provides a bestiary for Eclipse Cthulhu, detailing various mythos monsters such as Deep Ones, Elder Things, K’n-yan, and Mi-Go, along with their attributes, abilities, and combat capabilities. It emphasizes the advanced technology and intelligence of these creatures, which allows them to avoid fair fights and utilize unique biological traits. Each monster is described with specific stats and skills relevant to gameplay, enhancing the understanding of their role in the Eclipse Cthulhu universe.

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mknaomi
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0% found this document useful (0 votes)
29 views10 pages

Eclipse Cthulhu Monsters

The document provides a bestiary for Eclipse Cthulhu, detailing various mythos monsters such as Deep Ones, Elder Things, K’n-yan, and Mi-Go, along with their attributes, abilities, and combat capabilities. It emphasizes the advanced technology and intelligence of these creatures, which allows them to avoid fair fights and utilize unique biological traits. Each monster is described with specific stats and skills relevant to gameplay, enhancing the understanding of their role in the Eclipse Cthulhu universe.

Uploaded by

mknaomi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Eclipse Cthulhu Monsters Updated automatically every 5 minutes

Eclipse Cthulhu: Bestiary


Making Mythos Monsters Menacing
The average Eclipse Phase character carries enough weaponry to
trivialize many of these creatures if simply thrown into a fair
fight with them as they are statted here. However, every
intelligent race in the cosmos is smart enough to avoid a fair
fight, and likewise knows better than to come unarmed. The
intelligent species presented here are thousands of years more
advanced than humanity, and will undoubtedly employ
technology far beyond transhuman capabilities to give them an
edge. Their devices might bend gravity, magnetic fields, or even
time itself, or perhaps they could emit waves which interfere
with transhuman thought, affecting both biological and
cyberbrains. The Exsurgent Psi Epsilon sleights in the corebook
are a good start, but remember that the average Epsilon capable
exsurgent is a monster barely hanging on to sanity, while the
races of the mythos have had centuries if not millennia of
calculating study to perfect their craft.
It goes without saying that the more technologically advanced
extraterrestrials are more than capable of replicating the effects
of almost any transhuman hardware, from augmentations to
weaponry. Spotting something like a Deep One or Tcho Tcho
probably won’t cause any psychological damage, while a
Shoggoth or Star Spawn will pile on the mental stress.
New Trait: Not of This Earth
Beings which are Not of This Earth have alien biology, perhaps
being composed of exotic elements or matter not found on earth.
As such they are immune to electric shocks, toxins, and
biological agents.
Deep One

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“I think their predominant color was a greyish-green, though


Published using Google Docs they had white bellies. They were mostly shiny and slippery, but Report abuse Learn more
the ridges of their backs were scaly. Their forms vaguely
suggested the anthropoid, while their heads were the heads of
fish, with prodigious bulging eyes that never closed. At the sides
Eclipse Cthulhu Monsters of their necks were palpitating gills, and their long paws were Updated automatically every 5 minutes
webbed. They hopped irregularly, sometimes on two legs and
sometimes on four. I was somehow glad that they had no more
than four limbs. Their croaking, baying voices, clearly used for
articulate speech, held all the dark shades of expression which
their staring faces lacked”
Deep Ones are a sentient race of amphibious race of marine
dwelling bipeds. The species originated on earth, and while
certain anthropologists argue they share a common ancestor with
humanity, it is certain that the Deep One race far predates
anatomically modern man. Deep Ones make their homes far
below the surface of the ocean, dwelling in breathtaking
underwater cities. They worship Cthulhu along with Dagon and
Hydra, two enormous Deep Ones said to be the eldest of their
race, although all Deep Ones are immortal. Deep Ones are
rarely seen on land, emerging only occasionally to mate with
groups of humans whom they have formed special pacts with.
The offspring of these pairings appears human at first, but as it
ages its amphibious traits begin to express, eventually
transforming the hybrid into a full Deep One.
Attributes Cog Coo Int Ref Sav Som Will

Base 20 25 15 15 10 30 15

Moxie TT Luc IR WT Dur DR DB Init Speed

- - - - 10 50 75 3 6 1
Movement: Shuffling 3/15, Swimming 6/30
Relevant Skills: Fray 45, Freerunning 15, Polearms 45, Swim
75, Throwing 30, Unarmed 45
Notes: Claws (D10+1 -1 AV), Echolocation, Gills, Grip Pads,
Hydrostatic Pressure Adaptation Temperature Tolerance
Deep Ones often carry coral spears or knives, which they either
thrust into their target or hurl before closing with their claws and
teeth. Deep one coral spears deal D10+1 damage with -2 AV,
while knives deal D10 damage with -1 AV. If a spear thrust or

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toss is defeated by the target’s armor, it snaps and is useless, save


Published using Google Docs as an improvised knife. If a spear or knife causes sufficient Report abuse Learn more
damage to inflict a wound, it has become embedded in the
target’s body. Any spear thrust causing damage has a 10 percent
chance to break the spear, leaving pieces embedded in the
Eclipse Cthulhu Monsters wound. In either case, the victim has D5 turns before the coral Updated automatically every 5 minutes
begins growing inside them, dealing D10 damage per turn to
biomorphs and D5 damage per turn to synthmorphs (not
mitigated by armor) as it tears through their body. Medichines
and Nanophages are able to combat this, but will eventually be
overcome by an embedded weapon if it is not removed in a
timely manner.
Elder Thing
"Objects are eight feet long all over. Six-foot five-ridged barrel
torso 3.5 feet central diameter, 1 foot end diameters. Dark grey,
flexible, and infinitely tough. Seven-foot membraneous wings of
same colour, found folded, spread out of furrows between ridges.
Wing framework tubular or glandular, of lighter grey, with
orifices at wing tips. Spread wings have serrated edge. Around
equator, one at central apex of each of the five vertical, stave-
like ridges, are five systems of light grey flexible arms or
tentacles found tightly folded to torso but expansible to
maximum length of over 3 feet. Like arms of primitive crinoid.
Single stalks 3 inches diameter branch after 6 inches into five
sub-stalks, each of which branches after 8 inches into five small,
tapering tentacles or tendrils, giving each stalk a total of 25
tentacles.
At top of torso blunt bulbous neck of lighter grey with gill-like
suggestions holds yellowish five-pointed starfish-shaped
apparent head covered with three-inch wiry cilia of various
prismatic colours. Head thick and puffy, about 2 feet point to
point, with three-inch flexible yellowish tubes projecting from
each point. Slit in exact centre of top probably breathing
aperture. At end of each tube is spherical expansion where
yellowish membrane rolls back on handling to reveal glassy, red-
irised globe, evidently an eye. Five slightly longer reddish tubes
start from inner angles of starfish-shaped head and end in sac-
like swellings of same colour which upon pressure open to bell-
shaped orifices 2 inches maximum diameter and lined with sharp
white tooth-like projections. Probable mouths. All these tubes,
cilia, and points of starfish-head found folded tightly down;
tubes and points clinging to bulbous neck and torso. Flexibility

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surprising despite vast toughness.


Published using Google Docs At bottom of torso rough but dissimilarly functioning Report abuse Learn more
counterparts of head arrangements exist. Bulbous light-grey
pseudo-neck, without gill suggestions, holds greenish five-
pointed starfish-arrangement. Tough, muscular arms 4 feet long
Eclipse Cthulhu Monsters and tapering from 7 inches diameter at base to about 2.5 at Updated automatically every 5 minutes
point. To each point is attached small end of a greenish five-
veined membraneous triangle 8 inches long and 6 wide at farther
end. This is the paddle, fin, or pseudo-foot which has made
prints in rocks from a thousand million to fifty or sixty million
years old. From inner angles of starfish-arrangement project
two-foot reddish tubes tapering from 3 inches diameter at base to
1 at tip. Orifices at tips. All these parts infinitely tough and
leathery, but extremely flexible. Four-foot arms with paddles
undoubtedly used for locomotion of some sort, marine or
otherwise. When moved, display suggestions of exaggerated
muscularity. As found, all these projections tightly folded over
pseudo-neck and end of torso, corresponding to projections at
other end."
Elder Things are an advanced alien race of great wisdom and
power that visited Earth in bygone prehistoric ages. The vast
majority of Transhumanity’s knowledge of the species comes
from long fossilized paleontological specimens and a few
sandblasted ruins on mars, but all available evidence points to
the existence of a vast interstellar civilization, possibly still
extant elsewhere in the galaxy. According to some researchers
on the absolute fringe of scientific credibility, much of Earthly
life bears the mark of these barrel shaped crinoids’ genetic
experimentation. Elder Things are able to physically traverse
space by unknown means, with xenobiologists’ hypothesis
ranging from their wings functioning as solar sails, to the “head”
serving as a miniature ramscoop, gathering loose hydrogen
atoms for use in a biological jet engine.
Attributes Cog Coo Int Ref Sav Som Will

Base 40 30 30 30 20 30 30

Moxie TT Luc IR WT Dur DR DB Init Speed

- - - - 20 100 150 3 12 2
Movement: “Feet” 3/15, Wings (Atmosphere/Water) 7/35,

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Wings (Vacuum) 8/40


Published using Google Docs Armor: 20/20 Report abuse Learn more
Relevant Skills: Academics: Molecular Genetics 75, Beam
Weapons 70, Fray 45, Freefall 70, Freerunning 30, Flight 70,
Medicine: Gene Therapy 50, Swimming 50, Unarmed
Eclipse Cthulhu Monsters (Tentacles) 60 Updated automatically every 5 minutes
Notes: 5 Limbs, 360-Degree Vision, Ambidextrous*5, Direction
Sense, Enhanced Hearing, Enhanced Vision, Large Size, Not of
This Earth, Temperature Tolerance, Tentacles (2D10, may
asphyxiate grappled opponents) Vacuum Sealing, Wings
K’n-yan
“To see that the mutual encroachments of pleasure-seeking never
crippled the mass life of the community—this was all that was
desired. Family organisation had long ago perished, and the
civil and social distinction of the sexes had disappeared. Daily
life was organised in ceremonial patterns; with games,
intoxication, torture of slaves, day-dreaming, gastronomic and
emotional orgies, religious exercises, exotic experiments, artistic
and philosophical discussions, and the like, as the principal
occupations.”
K’n-yan are immortal, telepathic, sadistic hedonists who
populate a vast underground civilization beneath Northern
Mexico. Their civilization long ago achieved complete physical
mastery over their own bodies, granting them both immortality
and the power to de and rematerialize at will. Their scientific
achievements were also staggering, by the time the human
industrial revolution was beginning on the surface, the K’n-yan
had already abandoned the vast majority of their technological
developments out of sheer ennui, keeping only what was
absolutely necessary to fulfill their personal whims. To this end,
they employed their skills in bioscience to develop servitors from
several slave races to autonomously perform all manual labor
necessary to sustain their standard of living. This left the
terminally bored K’n-yan free to descend even farther into
religious fervor and mindless hedonism, constantly seeking new
sensations to combat the tedium brought on by centuries of life.
The K’n-yan chiefly worship Yig and Cthulhu, who they know
as Tulu, although some also venerate Shub Niggurath and her
children Nug and Yeb. The K’n-yan originally sealed their
underground civilization from the outside world when R’lyeh
sank beneath the waves, long before the advent of modern man.
With Cthulhu’s reemergence on The Day The Stars Were Right,

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they have gleefully unsealed the passages to the surface, ready


Published using Google Docs for their god to enrapture them with “new ways to shout and kill Report abuse Learn more
and revel and enjoy themselves.”
Attributes Cog Coo Int Ref Sav Som Will
Eclipse Cthulhu Monsters Base 20 20 20 20 20 20 30 Updated automatically every 5 minutes

Moxie TT Luc IR WT Dur DR DB Init Speed

- - - - 8 40 60 2 8 1
Movement: 4/20 Legs
Relevant Skills: Blades 65, Climb 45, Fray 60, Freerunning 60,
Mythos: Nug and Yeb 30, Mythos: Shub Niggurath 30, Mythos:
Yig 45, Sense 65, Unarmed 50
Notes: Immortality Blues, Psi Level 2
K’n-yan, if sleeved in their original bodies, are capable of de and
rematerialization of both themselves and, to a lesser extent, other
objects around them. This ability allows them to pass through
any “solid” object. Furthermore, this ability permits them to
avoid all non-area attacks directed at them entirely if they are
able to pass a Ref*3 check. K’n-yan may dematerialize small
objects, or unwilling targets by winning an opposed Will*3
check. These objects rematerialize if the K’n-yan’s
concentration is broken.
All K’n-yan are telepathic and, regardless of the body they are
sleeved in, are assumed to possess any Psi-Gamma and Chi
sleights they desire.
Mi-Go
“They were pinkish things about five feet long; with crustaceous
bodies bearing vast pairs of dorsal fins or membranous wings
and several sets of articulated limbs, and with a sort of
convoluted ellipsoid, covered with multitudes of very short
antennae, where a head would ordinarily be.”
The Mi-Go, or “Fungi From Yuggoth,” are a sentient race of
extraterrestrials, resembling malformed, winged crustaceans.
The Mi-Go are able to travel through interstellar space without
technological assistance by unknown means, and in the archaean
past arrived in the Solar System to alight on Yuggoth. They are
highly intelligent and have visited the Earth many times in
bygone ages, mainly to establish mining colonies and acquire
resources that the Outer System is poor in. They are as attuned

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to the mythos as other intelligent extraterrestrial races, primarily


Published using Google Docs worshipping Nyarlathotep and Shub Niggurath. Recent events Report abuse Learn more
on Earth have prompted their withdrawal from the planet,
suggesting that they the Mi-go are no friends of the Star Spawn
and their High Priest.
Eclipse Cthulhu Monsters Attributes Cog Coo Int Ref Sav Som Will
Updated automatically every 5 minutes

Base 25 30 15 20 15 15 20

Moxie TT Luc IR WT Dur DR DB Init Speed

- - - - 10 40 60 2 7 1
Movement: Scuttling 4/20, Flying (Microgravity/Vacuum) 5/25,
Flying (Earth Gravity/Atmosphere)
3/15
Armor: Carapace 8/8
Relevant Skills: Academics: Bioengineering 75, Beam Weapons
60, Climb 50, Disguise 45, Flight 75, Fray 45, Freefall 60,
Medicine: Surgery 75, Mythos: Nyarlathotep 45, Mythos: Shub
Niggurath 35, Unarmed (Pincers) 45
Notes: 10 Limbs, 360-Degree Vision, Chemical Sniffer,
Electrical Sense, Enhanced Hearing, Enhanced Vision, Not of
This Earth, Pincers (D10 -2 AP), Vacuum Sealing, Wings
A Mi-Go Beam Gun uses the same stats as a Particle Bolter, but
deals Shock damage to biomorphs. Transhumans attempting to
use the weapon for the first time must make a Beam Weapons
test or otherwise familiarize themselves with its operation before
using it.
Shoggoth
“...a terrible, indescribable thing vaster than any subway
train—a shapeless congeries of protoplasmic bubbles, faintly
self-luminous, and with myriads of temporary eyes forming and
un-forming as pustules of greenish light...”
A Shoggoth, or Servitor, is a creation of the Elder Things, a
vaguely crinoid alien race that visited Earth in the distant past.
The Elder Things were excellent bioengineers, and Shoggoths
are miracles of living picotech, far beyond Transhumanity’s
understanding. Like a biological version of a bush robot, they
are capable of extruding tools and appendages of any shape from
their pseudopods as necessary. Shoggoths may be of two kinds.
The first is unintelligent and operating purely on hypnotic

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commands issued by its Elder Thing masters, or anyone able to


Published using Google Docs simulate these signals. The second has gained sentience after Report abuse Learn more
centuries of servitude. The second type is thought to have been
exterminated after they rebelled, but a few may still exist on
Earth somewhere.
Eclipse Cthulhu Monsters Attributes Cog Coo Int Ref Sav Som Will
Updated automatically every 5 minutes

Base -/10 25 5 25 5 DUR -

Moxie TT Luc IR WT Dur DR DB Init Speed

- - - - - 150 200 DUR/10 6 1


Movement Rate: Rolling 5/25
Relevant Skills: Climb 75, Freefall 75, Freerunning 75,
Unarmed (Grappling/Enveloping) 75
Notes: 360-Degree Vision, Chemical Sniffer, Electrical Sense,
Enhanced Hearing, Enhanced Vision, Fractal Digits, Nanoscopic
Vision, Not of This Earth, Shape Adjusting, Pseudopods (D10),
Temperature Tolerance, Very Large Size*
Shoggoths have a Som value equal to their current Durability.
They do not suffer Wounds, and cannot be harmed by Kinetic
damage. Energy damage harms them at half the damage value
rolled. A Shoggoth’s size changes with its durability, at full size
it is as large as a subway car, when reduced to zero durability it
is roughly the size of a basketball. At any size, a Shoggoth can
reconfigure its shape to squeeze through any opening.
Shoggoths which successfully grapple a target with a
pseudopod, or which succeed in overrunning targets during
movement, may envelop the victim. Enveloped victims take
2D10+DUR/10 Acid Damage. Worn armor mitigates this
damage, but is permanently eaten away at a rate equal to damage
soaked. Shoggoths may consume morphs to replenish their own
Durability by a value equal to the Durability of the morph
consumed, at a rate of 5 per turn.
Star Spawn
“...the nightmare corpse-city of R'lyeh, that was built in
measureless aeons behind history by the vast, loathsome shapes
that seeped down from the dark stars. There lay great Cthulhu
and his hordes, hidden in green slimy vaults and sending out at
last, after cycles incalculable, the thoughts that spread fear to
the dreams of the sensitive and called imperiously to the faithful

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to come on a pilgrimage of liberation and restoration.”


Published using Google Docs The Star Spawn are servitors of and perhaps descended from Report abuse Learn more
Great Cthulhu himself, although their exact familial relation is
unknown. The Star Spawn resemble smaller versions of the Old
One himself, and possess powers and attributes similar to his on
Eclipse Cthulhu Monsters a reduced scale. Since The Day The Stars Were Right the Star Updated automatically every 5 minutes
Spawn have run riot, slavishly carrying out their god-king’s
inscrutable edicts. The Star Spawn emerged from R’lyeh and
have so far only been encountered on Earth, as for reasons
known only to themselves they have declined to attempt any
large scale movements offplanet, which the Planetary
Consortium’s killsat network would be unable to stop.
Attributes Cog Coo Int Ref Sav Som Will

Base 25 30 25 30 10 40 30

Moxie TT Luc IR WT Dur DR DB Init Speed

- - - - 10 150 300 4 11 1
Movement Rate: Walking 5/25 Swimming/Flying 6/30
Relevant Skills: Fly 50, Fray 65, Mythos: Cthulhu 99, Swim 70,
Unarmed (Tentacles/Claws) 50
Notes: Gills, Large Size, Not of This Earth, Wings
Star Spawn are able to heal damage at a rate of D5 points of
durability per turn. They are equipped with any skills,
augmentations or traits the Keeper thinks appropriate for the
circumstance, and may both gain new ones and improve their
armor values in response to damage.
Tcho Tcho
“His eyes flashed recognition, and he stared up into my face as
memory returned to him, and unutterable horror crossed his
features. “Tcho Tcho,” he muttered. “Little men-from the Lake of
Dread... walled city.”
Anthropologists posit that the Tcho Tcho people migrated from
Tibet to Southeast Asia some time between the 5th and 6th
centuries CE, tales of pre Bhuddist cultures in the Tibetan
Plateau practicing cannibalism, orgies and “devil worship”
aligning with the tribe’s proclivities. Their main claim to fame
has always been their practice of cannibalism, which the French
did their best to suppress during their colonization. Following
French withdrawal from the region, the Socialist government

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which seized power engaged in what was widely criticized as


Published using Google Docs ethnic cleansing of the Tcho Tcho. In fact the majority of the Report abuse Learn more
tribe retreated to their hidden strongholds deep in the jungles,
raising populations of abhuman cattle and waiting for the Stars to
come Right. The Tcho Tcho have worshipped Zhar, Lloigor, and
Eclipse Cthulhu Monsters Chaugnar Faugn for centuries, the latter of whom they claim Updated automatically every 5 minutes
descent from. Their government is a theocracy, with ritualized
cannibalism subsidized by the state. Though small in stature, the
average Tcho Tcho is a formidable opponent in hand to hand
combat, as their training emphasizes savage grabs, throws, and
the strengthening of the jaw muscles, allowing the teeth to be
used as a “third hand.”
Attributes Cog Coo Int Ref Sav Som Will

Base 20 20 15 20 15 20 30

Moxie TT Luc IR WT Dur DR DB Init Speed

- - - - 8 40 60 2 7 1
Movement Rate:
Relevant Skills: Academics: Human Anatomy 45, Art: Franco-
Thai Cuisine 45, Blades 35, Climbing 40, Fray 65, Freerunning
45, Mythos: Chaugnar Faugn 60, Mythos: Zhar and Lloigor 60,
Unarmed (Bite) 65
Notes: Teeth (D10 Damage -2 AV)

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