Fenris Punk | Monsters

Monsters | Details

Monsters for Ar Zed rules.

Monsters

Cosmic Rodent of Unusual Size (CROUS)

Hyper-evolved Space Vermin from radiation exposure, the size of a medium sized dog. They might not be the most sophisticated space beast, but its adaptability and sheer size make it a formidable foe in any galactic adventure. Just watch out for those teeth!

Character Attributes

Ability Attributes

Special Abilities

Vacuum Adaptation

Can survive and traverse in space without protective gear, making it an unexpected stowaway on spacecraft.

Gnawing Menace

Great at biting through cables and structures, causing havoc and potential system breakdowns.

Pack Instincts

When in groups, they coordinate their attacks, boosting their Strength by +1 for each additional CROUS within close range.

Weaknesses

Flame Vulnerability

Averse to fire, which causes them double damage. The mere sight of fire sends them scurrying.

Toxic Thrive

Thrives in environments considered harmful to other life forms, rendering typical pest controls ineffective.


Larvatus Cloud

A Ghostly Metamorph/Possessor. Once a promising explorer drawn to the vast mysteries of space, Larvatus transcended mortal bounds through a cosmic catastrophe, forever tethered to the spectral realm. Now considered a myth among spacefarers, its presence signals something more sinister at play, often manifesting when ships stray too close to forbidden zones—areas steeped in forgotten cosmic lore.

Character Attributes

Ability Attributes

Special Abilities

Possession

Takes control of a host, manipulating their actions and seeing through their eyes while occasionally slipping hints of their own ethereal origin through speech or hand motions.

Metamorphosis

Alters the form or appearance of possessed hosts, unsettling those around them, causing disorientation, or mimicking allies to sow confusion.

Intangible Travel

Moves effortlessly through walls or barriers, eluding capture and setting the stage for its haunting narrative.

Mimicry of Nightmares

Can project a radius of fear-inducing illusions, echoing the deepest fears of those nearby, drawing on its roots from the Larvae myths.

Weaknesses

Anchoring Relic

All Larvatus Clouds have some kind of tangeble bond to a relic related to their past. In the presence of this relic, Larvatus loses its ability to possess hosts and its figure becomes more corporeal and vulnerable. Wisely, it attempts to avoid or conceal the artifact's significance and location, leveraging its ethereal knowledge to mislead those searching for it.


Nosferatu

A Bio-Engineered Beast created from salvaged DNA collected from one of Doctor Evelyn Vance's duplicates. They can appear human in any or all traits, but they have sharper, creepier features that give themselves away.

Character Attributes

Ability Attributes

Special Abilities

Blood Siphon

Regain health by draining from a human; a successful attack can heal 2 points of damage.

Charm

Roll Manipulation to temporarily dazzle or confuse a target, making them forget the Nosferatu's presence or even believe it’s a friend.

Night Vision

Perfect clarity even in the darkest of environments.

Misty Escape

Once per session, convert into mist to slip through cracks or fade into the night, avoiding attacks or making a sneaky getaway.

Weaknesses

Sunlight Sensitivity

It loses one die from all rolls made under direct sunlight.

Relic Aversion

Items of great symbolic purity or historical significance can repel or temporarily weaken it.


Nyctofiend

A Cosmic Horror thought to be the demise of a super intelligent alien species that contacted Earth centuries ago. They tend to be much larger than most adult humans.

Character Attributes

Ability Attributes

Special Abilities

Corrosive Blood

Any successful non-cauterizing attack that causes cutting or piercing hit risks splatter; anyone or anything within close-quarters range suffer 2 damage unless they pass an DEX roll.

Chameleon Skin

Can alter its appearance to blend into its surroundings, making detection nearly impossible when stationary.

Inner Jaws

Once per encounter, unleash a devastating attack with its secondary jaws, inflicting critical damage. They use these jaws both as an attack and to drink the insides of their prey, which they will do over a period of several days when time allows.

Psychic Terror

Induce an overwhelming sense of dread in prey, causing them a WIS penalty upon mere sight of the beast.

Weaknesses

Empathic Blindspot

Cannot see the difference between targets of strategic importance and non-threats, sometimes leading to overkill and exposure.

Sonic Vulnerability

Certain high-pitched frequencies can stun or drive it back, possibly devised by mad scientists hoping to contain the nightmare.