Entities
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Iä! Iä! Cthulhu fhtagn!
Entities
Man is not alone in the universe - this is the terrible truth of the Cosmic Horror. And compared to most of the beings in this chapter, man also represents only an insignificant marginal figure of evolution. FHTAGN would like to motivate game masters and authors to come up with their own beings and characteristics based on the suggestions made here. This gives horror a new direction and helps to keep the Cthulhu mythos evolving.
CREATURE TRAITS
Creature traits are special characteristics that distinguish a creature from human player characters. Creature traits can be of natural or unnatural origin. The range of characteristics in which the unnatural differs from commonly accepted laws of nature, the constraints of physics, or simply the general expectations of the human mind is simply infinite. The following, therefore, considers a few, but distinctive, characteristics that creatures may exhibit.
GENERAL CREATURE CHARACTERISTICS
Special living conditions: The creature requires very specific environmental conditions to survive.
Special Sense: The creature has special perceptive abilities. These include echolocation, heat vision, vibration sense, as well as particularly acute senses such as a keen sense of smell, acute hearing, or eagle eyes.
Flight ability: The creature can move through the air.
Shapeless: The creature has no fixed form. It can therefore squeeze through the narrowest openings and cracks. It can also adjust its shape at will in other ways. Additionally, either Unnatural Organism or Unnatural Matter should be chosen.
Thought Transmission: The creature can interact with other creatures by means of thought transference. For example, the creature can send dream messages, project a voice into a player character's head, or read their thoughts and memories.
Mind Control: With this creature trait, the creature can impose its will on others. This is done by means of hypnosis, pheromones, infrasound, or thought transference. Once per turn, the creature can command another creature in addition to its action. If the creature wins a comparative POW test against the target, the target must follow the creature's command.
Shapeshifter: The creature can mimic the appearance of objects and other creatures to disguise itself.
Great Old One: The being is so powerful that it exists and acts outside of the human imagination system. Therefore, it does not have values and the game master freely decides the consequences of direct contact with this being. However, an encounter usually means certain death or madness for humans. Great Old Ones usually also possess the creature trait Unnatural Cognition.
Swarm: All creatures in a swarm are initially treated as a single opponent. HP applies to the entire swarm, not to individual creatures. All enemies within the range of a swarm are automatically attacked per turn. Successful attacks against a swarm cause a maximum of 1 HP of damage. If the attacks have a lethal area of effect, the roll for lethality fails automatically and the HP is reduced by the smaller of the two dice. If a swarm's HP drops to 0, it is considered scattered or Annihilated.
Aggressive Swarm: In addition, any melee attack against the swarm provokes a counterattack.
Tough Swarm: If the swarm's HP drops to 2 or less, only individual creatures remain, and they may retreat and regroup. Attacks against these last creatures receive a -20%/-40% percent penalty depending on the circumstance (size, surface speed, or environment).
THE NATURE OF SWARMS
FHTAGN emphasizes lean accounting and quick handling of game situations. Therefore, swarms are only represented in rules when it really makes sense. A single creature from a swarm will hardly ever pose a threat to a player character. Therefore, the group of creatures is always considered and not a single individual. This is also reflected in the values of a swarm. Individual stat are not relevant and only the hit points of the whole group are noted.
EXAMPLE: SPIDER SWARM
HP: 10
Attacks: Bite 20%, 1x per turn, see spider venom for damage.
Spider venom: surface speed 1W6 hours, lethality 5%.
Stability loss: 0/1 due to helplessness.
Unnatural Knowledge: An encounter with this entity necessarily increases the player character's Unnatural Knowledge by +1W4 to +1d10 points. The player character then simultaneously loses sanity points equal to this amount and suffers the usual consequences. No Stability trial protects against this trait. The unnatural realization occurs immediately after the regular Stability trial and regardless of its result. This creature trait only has an effect on the first encounter with the creature. For Great Old Ones, the 1d10 points should be exhausted in any case.
Unnatural Strength/Constitution: The creature has an unnaturally high Strength or Constitution. Normally, the ranges for Strength or Constitution depend on the size category of the creature. This creature does not adhere to the rules of the natural order and is much stronger or tougher than can be explained by its stature.
Water Dweller: The creature is adapted for life in water.
OFFENSIVE CREATURE FEATURES
Penetrating Attacks: This type of attack penetrates any known armor and completely ignores the target's armor value.
Pin: On a successful attack by the creature, the target is pinned. This can also cause additional damage, depending on the creature. Exactly what pinning looks like depends on the nature of the creature. For large, very large, and extremely large creatures, the only way to avoid being pinned is to dodge.
Knockdown: If the creature successfully attacks, the target is thrown to the ground. Depending on the creature, this can also cause additional Harm. For large, very large, and extremely large creatures, the only way to avoid being knocked down is to dodge.
Frenzy: The creature can make two melee attacks at once with a penalty of -20%.
Transmission: The creature can transmit a disease, poison, or curse. Sometimes a touch is enough, sometimes an open wound is needed, and sometimes the target must be brought to 0 HP to do so.
Unnatural Speed: The creature is always considered a target with fast move. It can also use the Dodge action against firearms.
DEFENSIVE CREATURE FEATURES
Flicker: The creature is partially on another plane of existence or uses it to move around. Therefore, some attacks simply pass through it. The likelihood of the target lingering outside the normal plane of existence is given as a percentage.
EXAMPLE: FLICKER
A creature with Flicker 25% may use a d100 after a successful attack against it to determine whether it cannot be hit (01 - 25) or hit (26 - 100).
Immune to Damage Type: The creature loses no hit points from the specific damage type.
Massive: A massive target loses hit points from ordinary attacks, but attacks with lethality value are less efficient. They only deal damage equal to the specific lethality value.
EXAMPLE: MASSIVE
A creature with the massive trait takes a fixed damage equal to 15 HP on a successful attack with a weapon with lethality 15%. No roll for lethality is executed.
Regeneration: In each combat round, before performing its action, the creature first regenerates hit points equal to the specified amount.
Example: Regeneration
A creature with Regeneration +1W4 regenerates 1W4 HP per turn at the beginning of its action.
Transcendent: Transcendent beings are immune to physical damage. Perhaps they exist in dimensions we cannot perceive, or are built in such a way that pure force and matter cannot harm them. Such beings can easily penetrate matter. No earthly living being or material is transcendent. Humans can become transcendent only by unnatural and extremely dangerous ways.
Unnatural Matter: Beings made of unnatural matter suffer a maximum of 1 HP of damage from successful attacks. Provided the attack has a lethality value, the roll for lethality automatically fails and the HP is reduced by the lesser of the two dice. This trait should not be combined with the Armor, Massive, or Resist Damage traits, as a creature made of unnatural entities reacts fundamentally differently to damage.
EXAMPLE: UNNATURAL MATTER
A being made of unnatural entities is successfully attacked by a normal weapon with 1W6 damage potential. It suffers only 1 HP of damage. If the creature also had armor, a damage roll would have been made and counted against the armor value. If any damage remains in this case, the creature would again have taken only 1 HP of damage.
If the creature is successfully attacked with a weapon with lethality 15%, roll for lethality (e.g. roll 57) and reduce the HP by the smaller of the two dice (in this case 5). Any armor is still subtracted from this.
Unnatural Entity: The physiology of the entity does not reveal any weak points or particularly significant areas of the body. Targeting to increase damage is therefore not possible, nor are critical hits. Nevertheless, the creature takes ordinary damage as normal.
Unnatural Armor: The creature's armor also provides full protection against armor piercing weapons.
Unnatural Toughness: The creature has a number of additional HP not derived from its CON or STR.
Invisible: The creature is nearly or completely invisible. This results in a -40% penalty to all attacks against the creature, regardless of its size.
Resistance to Damage Type: Any damage of the named damage type is halved before being charged to the armor value. This also means that the lethality value of weapons is halved on lethality rolls against a resistant target. A successful lethality roll kills the creature. A critical hit does not halve the damage, but it does not double it either.
CREATURE KIT
Lovecraft's stories already contain many unnatural entities. There are already game values for many of them in this chapter. However, much of the appeal of a horror TTRPG is facing the unknown. To help the game master keep creating new unnatural threats, there's this creature builder.
If you want to create a Great Old One, you don't need this kit. Such creatures are so powerful that they are not bound by any rules. Therefore, they only get a description and the creature trait Great Old One, but otherwise no game values.
size category, strength and constitution
Some physical play values are derived from the creature's size and body mass. For this purpose, all beings are divided into seven size categories. Human-sized beings fall into the medium size category. The size category mainly determines the value range for the stat strength and constitution, but also his possibilities in combat. Other game values are assigned independently of the size category.
So first consider how big the creature is and choose an appropriate size category. Use the animals given as examples to guide you. If a creature does not follow the rules of our natural order, it can of course have higher strength and constitution values than its size category specifies. In that case, use the example animals as a guide and note the creature trait Unnatural Strength or Unnatural Constitution. On the other hand, strength and constitution can always be lower than the size category specifies.
Table: Size categories
other stat
The same range of values as for human player characters is used for the rest of the stat values. Choose these attribute values according to your imagination. Only humans get a charisma value.
Table: Other attributes of non-human beings.
derived attributes and skills
Calculate the hit points and Willpower points exactly as you would for a player character. If you want the creature to have even more hit points, you can increase them later via unnatural entities. Unnatural entities do not get sanity points.
HP = (STR + CON) / 2 (rounded up)
WP = POW
Now select appropriate skills. Animals have values between 20% and 80% in their relevant skills. Unnatural entities can of course have higher values. Combat values are not given by skills, but are determined separately in the next step. Suitable skills would be for example:
- athletics
- stealth
- swim
- search
- alertness
DEFENSIVE SKILLS
Particularly large targets are easier to hit, and particularly small targets are harder to hit. If the size categories differ by more than two levels, this results in a bonus or deduction for the player characters when attacking the creature. The size category also results in a possible armor value due to thick skin, a scale dress, horn plates, or simply massive build. Very large and extremely large creatures usually receive the additional creature trait Massive.
Table: Armor and target size
OFFENSIVE ABILITIES
The attack value of a creature is based on its speed and general hunting and combat experience. To make the game master's job easier, the attack values of creatures always refer to human-sized targets. After all, the player characters are at the center of the battle in FHTAGN. Therefore, a bonus or deduction due to the size category of the creature does not have to be taken into account.
Table: Attack values for non-human creatures
The damage a creature does to a human target is also determined by the size category. A strength value of 20 or more usually causes (STR / 2)% lethal Harm. However, the game master may optionally assign regular damage values to large creatures if she deems this more appropriate.
Table: Influence of size category on attack value and damage
SPECIAL PROPERTIES
Now select appropriate creature characteristics for the creature. These special characteristics are then what make a creature truly memorable. It is best not to overload your creature with too many characteristics, but to select them selectively.
STABILITY LOSS
An encounter with an unnatural entity results in a loss of stability in humans. Indicate the effects on the human psyche of a direct confrontation with the creature. The larger and more unnatural a creature is, the worse it claims a player character's mind.
Disturbingly, the creature passes for natural at first glance, but something is very wrong. A stable mind can survive such an encounter with relatively few aftereffects. Loss of control can only occur with particularly large creatures.
- Unnatural: The creature is clearly unnatural. This is the standard for unnatural creatures. The encounter clearly burns itself into the player character's psyche. Loss of control is within the realm of possibility.
- Shocking: the creature is particularly repulsive or terrifying. Its appearance clearly contradicts the known laws of physics and biology. The chance of losing control in an encounter is quite high.
- Grotesque: The creature is the personified Cosmic Horror. An encounter with such a creature often leaves lasting psychological damage. Most Great Old Ones fall under this category.
In addition to this regular loss of Stability, the creature trait Unnatural Knowledge can reduce a player character's Stability points while increasing the character's Unnatural Knowledge. This trait is especially recommended for Great Old Ones. This table is intended only as an aid to orientation and ranking. You can, of course, determine the stability loss completely freely.
Table: Stability losses
unnatural entities
The unnatural entities presented below are mostly, but not exclusively, from the pen of Lovecraft himself. All these beings have in common that their authors have been deceased for more than 70 years and therefore they may be used in the public domain. The Cthulhu myth has of course spawned many more Great Old Ones, gods and horrors. However, they either have a clear copyright claim or such a claim cannot be excluded beyond doubt. FHTAGN therefore lists only those beings whose use is unproblematic to the best of our knowledge and belief.
AZATHOTH
Lord of all things
Azathoth is nuclear chaos, a blind and idiotic god at the center of the universe. He is lord of all things, creating and annihilating worlds while being surrounded by a horde of dull and amorphous dancers who lull him with their thin and monotonous flute music, possibly keeping the chaos in check. A fragment of Azathoth is already enough to devastate entire swaths of the earth.
Azathoth is at the center of many occult rites and secret organizations that are attracted to the power attributed to him. Legends entwine around the meaning of Azathoth's true name, because knowing it promises enormous powers.
Great Old One: The being is so powerful that it exists and acts outside the human imagination system. Therefore, it does not have values and the game master freely decides the consequences of direct contact with this being. However, an encounter usually means certain death or madness for humans.
Behind the Veil: The presence of Azathoth or some of its fragments is enough to disturb the fabric of space-time. This results in special perceptions, in fluctuations of the felt reality. In many cases it seems as if images, sounds and smells are distorted and one can see behind the veil of normality and physical laws.
Cosmic Chaos: The motivations of this Great Old One are so remote from human imagination that they appear random and erratic - utter chaos in the truest sense of the word. Equally random and improbable appear the occurrences that happen when Azathoth's presence condenses in any place.
Cosmic resonance: The flute-playing horrors of Azathoth's court send their blasphemous music through the universe. Sometimes this sound reaches individuals who are receptive or especially gifted to it. It has also been reported that resonance with the cosmic chants can be established through playing on instruments or through scientific experimentation.
Nuclear Chaos: Upon encountering Azathoth - even if only fragments of that being - a player character is exposed to radioactive radiation (see FHTAGN rulebook, Radioactivity). The amount of radiation dose depends on the nature and duration of the encounter and is left to the game master's discretion.
Unnatural Knowledge (+1d100): An encounter with this entity necessarily increases the player character's Unnatural Knowledge by +1d100 points. The player character then simultaneously loses sanity points equal to this amount and suffers the usual consequences. No Stability trial protects against this trait. The Unnatural Knowledge occurs immediately after the regular Stability Trial and regardless of its result. A direct encounter with nuclear chaos results in both profound knowledge of the truths of our universe and inescapable madness.
Stability Loss: 1d10/1d100 (see also Unnatural Knowledge).
Yog-Sothothery: This Great Old One is a very significant figure in the Cthulhu Mythos, along with Yog-Sothoth and Shub-Niggurath. While Azathoth is often associated with Annihilation, he may well be capable of creating new things. Furthermore, there are those who believe that the demon sultan Azathoth was not always blind and idiotic, but was transformed into his current form by an event.
He thought of the ancient legends of Ultimate Chaos, at whose centre sprawls the blind idiot god Azathoth, Lord of All Things, encircled by his flopping horde of mindless and amorphous dancers, and lulled by the thin monotonous piping of a daemoniac flute held in nameless paws.
– The Haunter of the Dark,
Howard Phillips Lovecraft, 1935
BEING OF IB
Faithful followers of the Bokrug
The beings that once inhabited the city of Ib in the land of Mnar are human-sized, but they more closely resemble toads or frogs in texture. No word shall pass their pouting, slack lips, and their eyes are large and bulging. When the people from the cities of Thraa, Ilarnek and Kadatheron advanced to where the stone city of Ib stood by a lake, they killed all the inhabitants, destroyed the city and built their new home Sarnath on its ruins. But the spirits of the Being of Ib and their god Bokrug waited 1,000 years to finally take their cruel revenge. Thus, ruin came upon Sarnath and the Being of Ib helped their god to great recognition in the land of Mnar.
The Being of Ib are said to have descended from the moon. They prefer humid regions, such as bogs or the jungle. They are not at all hostile to humans and can look to numerous worshippers of their god Bokrug, who can be found all over the world.
STR 12 CON 10 DEX 11 INT 12 POW 8
HP 11 WP 8
Size category: Medium.
Armor: 2 points due to rubbery skin.
Attacks: strike with forelegs 30%, damage 1d4. Poison glands on hind legs 40%, lethality 5%, 1d10 turns, mucous membrane and skin irritation.
Skills: Athletics 50%, Swim 75%.
Call of Ib: The Being of Ib summons followers of the Bokrug to perform rituals with them.
Horror of Ib: This ritual spreads terror to all who witness it. If one sees the gestures and dances and perceives the indescribable flames from the golden pans, this can only be endured with a POW × 5 test. Otherwise, one flees headlong to escape the impressions. The terror of Ib costs 1/1W4 SAN per minute that one is exposed to this soundless madness.
Dreams of Ib: Accompanied by flute playing and the Seek Vision of ancient cities with ancient buildings, the Being of Ib can make contact with humans. These dreams are often used as an occasion to pay homage to the beings and their god. Dreamers can hardly tell later whether what they experienced was real or not.
Loss of Stability: 1/1d6.
Yog-Sothothery: The Being of Ib do not seem to be very aggressive. After all, they lived alongside humans in the city of Ib for a long time and eventually became a victim of human greed. The connection to the Dreamlands can be an interesting starting point to make the creatures appear.
It is told that in the immemorial years when the world was young, before ever the men of Sarnath came to the land of Mnar, another city stood beside the lake; the gray stone city of Ib, which was old as the lake itself, and peopled with beings not pleasing to behold. Very odd and ugly were these beings, as indeed are most beings of a world yet inchoate and rudely fashioned. It is written on the brick cylinders of Kadatheron that the beings of Ib were in hue as green as the lake and the mists that rise above it; that they had bulging eyes, pouting, flabby lips, and curious ears, and were without voice.
– The Doom That Came to Sarnath,
Howard Phillips Lovecraft, 1920
BLOODHOUND
Merciless undead hunter
This undead creature is created by transformation using the Jade Soul-Symbol amulet from dead ghouls or humans. Usually this happens when the amulet of a Bloodhound changes hands, and the Bloodhound then hunts and kills it. After his death, the killed person turns into a Bloodhound himself.
The creature retains its basic form at the time of transformation - a half-rotted corpse, a skeleton - but takes on canine features and develops sharp fangs, terrible claws and black web-like wings, while its empty eye sockets phosphoresce in the dark.
If his amulet is stolen, or if a creature otherwise attracts the attention of a Bloodhound, the Bloodhound takes up pursuit. After 1d10 nights, he has caught up with his victim, the faint distant bark of a monstrous hound announcing his approach - a bark that comes steadily closer. Bloodhounds are rational, but completely vicious.
Once they have found their victim, they terrify him for another 1d6 nights before finally tearing him to pieces with teeth and claws: scratching and knocking at the doors, a buzzing or fluttering in the air, insane giggling and incomprehensible chattering, inexplicable claw marks in front of the windows and the feeling of eyes watching you in the dark - always accompanied by the barking of the invisible dog getting louder every night.
STR 20 CON 20 DEX 10 INT 10 POW 20
HP 20 WP 20
Size category: Medium.
Armor: None (see Unnatural Speed).
Attacks: claws 60%, damage 10% lethality, armor piercing 3 (see Pinning). Fangs 40%, damage 1d8+2.
Skills: Athletics 50%, Stealth 60%, Unnatural Knowledge 30%, Tracking (find amulet) 70%.
Special Sense: The creature can locate its amulet over unlimited distance.
Pin: Upon a successful attack by the creature, the target is pinned and then shredded. This condition can only be avoided by dodging.
Curse of the Bloodhound: Being torn to shreds by a Bloodhound automatically triggers the dead creature's transformation into an undead Bloodhound.
Flight Ability: The creature can move through the air.
Light Sensitivity: Light is extremely unpleasant to Bloodhounds, just as it is to Ghouls, and they avoid it where they can. Bloodhounds receive a -20% penalty to all actions in normal daylight and a -40% penalty in bright sunlight.
Unnatural Speed: The creature is always considered a target with fast movement in combat. It can also use the Dodge action against firearms.
Stability Loss: 1/1d8.
Yog-Sothothery: After the hunt, the Bloodhound retreats into its coffin, much like a vampire, where it clutches its amulet with bloody fangs and a sardonic grin. Bats seem to show a special affinity for Bloodhounds. Bloodhounds all belong to the Corpse-eating cult of Leng.
For crouched within that centuried coffin, embraced by a closepacked nightmare retinue of huge, sinewy, sleeping bats, was the bony thing my friend and I had robbed; not clean and placid as we had seen it then, but covered with caked blood and shreds of alien flesh and hair, and leering sentiently at me with phosphorescent sockets and sharp ensanguined fangs yawning twistedly in mockery of my inevitable doom.
– The Hound,
Howard Phillips Lovecraft, 1924
BOKRUG
Corrupter
Judging from the images of Bokrug, often executed as stone sea-green idols or ostentatious works made of glass, onyx or other precious materials, this god takes the form of a water lizard. Bokrug is worshipped throughout the land of Mnar after his faithful servants, the Being of Ib, were slain by the inhabitants of the city of Sarnath. For 1,000 years Bokrug waited, finally resurrecting the spirits of the dead Beings of Ib and bringing ruin upon Sarnath.
Great Old One: The being is so powerful that it exists and acts outside the human imagination system. Therefore, it does not have values and the game master freely decides the consequences of direct contact with this being. However, an encounter usually means certain death or madness for humans.
Spirit of Bokrug: Bokrug is able to bring back dead beings that served him during his lifetime as spirits and command them. They may then continue a life in another plane of existence after fulfilling Bokrug's will.
Unnatural Knowledge (+1d10): An encounter with this entity necessarily increases the player character's Unnatural Knowledge by 1d10 points. The player character loses sanity points equal to this amount and suffers the usual consequences. No SAN test protects against this trait. Unnatural Knowledge occurs immediately after the regular SAN test and regardless of its result. This only applies to the first encounter with Bokrug or a Seek Vision of him.
Bokrug's Corruption: Should disaster befall his followers, or if Bokrug is asked to do so as part of a ritual, he can bring corruption to entire lands. To do so, he sends the spirits of his dead servants to spread terror and madness until there is nothing left and Bokrug's vengeance is satisfied.
Stability Loss: 1d8/1d20 (see also Unnatural Knowledge).
Yog-Sothothery: Bokrug's element of vengeance can be a strong driving force, bringing ruin to other cities as well. Its worship is quite common at least in the Dreamlands. However, there are followers of this Great Old One in the Waking World as well, primarily in swampy or very wet areas. Possibly the creation of spirit beings is not only done in the anger of retribution, but is an integral part of the rituals of his cult.
Thus of the very ancient city of Ib was nothing spared, save the sea-green stone idol chiseled in the likeness of Bokrug, the water-lizard.
– The Doom That Came to Sarnath,
Howard Phillips Lovecraft, 1920
Cat of the Dreamlands
Mysterious and graceful inhabitant of the Dreamlands
In the Dreamlands you can find both native cats and those who follow their favorite pastime on Earth and find their way to this wondrous land at least as well as human dreamers. They live in community with other cats, make plans, converse in their cat language, and can become determined warriors if necessary. Then, with sheer mass, they unleash the fury of battle upon their opponents. Cats have many an enemy, most notably the Zoogs, who are always plotting their subjugation, or the cruel cats from Saturn, who, along with the Moonbeasts, make formidable adversaries.
But normally the Cats of the Dreamlands are peace-loving and benevolently acknowledge attentions from humans. It is even said that they take such familiar human companions with them on their journey to the dark side of the moon, to which they can leap at night in one giant leap. In Ulthar it is the law that no one can harm a cat. The people there already know why ... Because Bastet, the goddess of cats, who is not only worshipped in ancient Egyptian temples, keeps a watchful eye on anyone who turns against her children and charges - whether on Earth or in the Dreamlands. And the Cats of the Dreamlands know how to contact their goddess in an emergency.
STR 3 CON 3 DEX 18 INT 12 POW 10
HP 3 WP 10
Size category: Very small.
Armor: None.
Attacks: claws or bite 60%, damage 1.
Skills: Athletics 65%, Stealth 80%, Military Science 60%, Alertness 55%, Dreamland Knowledge 25%, Tracking (sense of smell) 65%.
Rituals: Cure, Body Swap, Prolongate Life, Open dimensional rift, Domination.
Loss of Stability: 0/1 SAN (outside of dreamlands).
Yog-Sothothery: I wonder if the cats on Earth are different from those in the Dreamlands. Perhaps the transition from one world to the other is all too easy for these velvety four-legged creatures, and perhaps no one has ever heard a cat speak in the Waking World because of the law of these inscrutable beings. Possibly their struggle with the Zoogs extends to this world as well, and perhaps our otherwise seemingly bored house companions go about quite peculiar things at night. To work rituals, cats probably have their very own ways.
It was a stupendous sight while the torches lasted, and Carter had never before seen so many cats. Black, grey, and white; yellow, tiger, and mixed; common, Persian, and Manx; Thibetan, Angora, and Egyptian […]
– The Dream-Quest of Unknown Kadath,
Howard Phillips Lovecraft, 1927
Colour Out of Space
Bodiless devourer of life
Colour Out of Space is an energy sphere that glows in an unknown alien color. Where it resides, life withers and gradually takes on the alien color as well. In one confirmed case, the entity came to Earth in a meteorite and wiped out a large area in the Arkham, Massachusetts, area. The effect on humans and the environment is devastating, ending in madness and death. Whether the color is a unique entity or more exist is a mystery, as are details of its physiology or even its intent and motivation.
STR - CON 14 INT 12 POW 20
HP 10 per size category WP 20
Size Category: Extremely Small (target size penalty: -40%) to Extremely Large (target size bonus: +40%) (see Growth).
Armor: none (see Transcendent).
Attacks: contact 40%, damage 1d6 HP and WP (see Penetrating Attacks and Health Drain).
Skills: Stealth 70%, Alertness 50%.
Special Sense: A Colour Out of Space can sense all living creatures within its area of effect (15m radius per size category).
Penetrating Attacks: Since the Colour Out of Space is an energy creature, its attacks penetrate any known armor and completely ignore the target's armor value.
Flight Ability: The creature can move effortlessly through the air and is not bound by any laws of physics.
Life Force Drain: The color drains life force from its surroundings. This is noticeable through rotting and withering of plants, but also through illness and rapid aging of humans and animals. The color influences an area of 15 m radius per size category. In the area affected by a Colour Out of Space, the natural recovery of hit points is suspended and the regeneration of Willpower points is reduced to 1d4 per night. If a player character stays in the area of effect for a long time, he loses 1d4 SAN per week. Direct contact with the Colour Out of Space results in an immediate drain of hit points and willpower points, as well as visible aging (e.g. gray hair strand or wrinkles).
Transcendent: The Colour Out of Space is immune to physical damage. It is an energy being and can easily penetrate matter.
Growth: Whether it is a single being at all or a colony of countless tiny energy beings is unclear. In any case, even a small amount of the color is enough for it to spread and grow if it can absorb enough life force around it. A color grows by one size category within 1d6 years.
Stability loss: 1/1d6 (extremely small to small), 1/1d8 (medium), 1d4/1d10 (large), 1d6/1d12 (very large) 1d8/1d20 (extremely large).
Yog-Sothothery: The origin and motivation of Colour Out of Space are unknown. Perhaps this being is on an exploratory mission, discovering unknown worlds after traveling through space by meteorite. Possibly the life force drain it exerts on the environment is just part of an experiment, not unlike collecting tests. Or maybe it's just an attempt to make contact, to search for help in an environment completely alien to the color.
West of Arkham, on the former Gardner farm where the old well once stood, there may still be a fragment of the paint.
It was a monstrous constellation of unnatural light, like a glutted swarm of corpse-fed fireflies dancing hellish sarabands over an accursed marsh; and its colour was that same nameless intrusion which Ammi had come to recognize and dread. [...] It was no longer shining out, it was pouring out; and as the shapeless stream of unplaceable colour left the well it seemed to flow directly into the sky.
– The Colour Out of Space,
Howard Phillips Lovecraft, 1927
crawler
Walking corpse made of maggots
These undead ritual casters and sorceresses consist only of swarming maggots - those maggots that have decomposed their dead bodies in the grave, absorbing the spirit of the dead. The maggots form a body and a kind of head, which the crawlers cover with wax masks and clothes to pretend a face and a human body. Their bodies are unnaturally soft and they wrap them in wide cloaks and the worn out clothes of their own era of life. The crawlers cannot speak and communicate through gestures and writing. Because of their composition of numerous individual creatures, they can crawl through the smallest cracks and disappear into holes in the earth.
STR 8 CON 15 DEX 8 INT 18 POW 18 CH 6
HP 12 WP 18
Size category: Medium.
Armor: None (see Unnatural Organism and Swarm).
Attacks: Improvised Weapon 30%, damage 1d4-1.
Skills: Story 60%, Stealth 80%, Occult 90%, Dreaming 80%, Dreamland Knowledge 50%, Unnatural 60%, Alertness 40%.
Formless: The creature has no fixed form. It can therefore squeeze itself through the narrowest openings and cracks. It can also otherwise adapt its shape at will. It can also assume the form of other persons to a limited extent as a shapeshifter - if it has a suitable face mask.
Swarm: Crawlers can break down into the individual creatures that build their bodies, and are then treated as a swarm. Successful attacks against the swarm cause a maximum of 1 HP of damage. Attacks with lethality automatically fail and the HP is reduced by the smaller of the two dice. If a swarm's HP drops to 0, it is considered scattered or Annihilated.
Unnatural Organism: Because crawlers are made up of individual maggots, their bodies have no weak points or particularly significant body parts. Targeting to increase damage is therefore not possible, nor are critical hits. Nevertheless, the creature takes ordinary damage as normal.
Rituals: Aklo Sabaoth (Shub-Niggurath), Call Entity (Night-Gaunt), Harm Gate, and other rituals at the game master's discretion.
Stability Loss: 1d8/1d20.
Yog-Sothothery: The crawlers are not physically dangerous opponents, but they possess centuries of knowledge and numerous rituals. Their ability to impersonate living humans, at least superficially, does not make them any less dangerous either. They mostly belong to the Cult of the Crawlers/ Cult of the worm and probably worship Shub-Niggurath.
The nethermost caverns, wrote the mad Arab, are not for the fathoming of eyes that see; for their marvels are strange and terrific. Cursed the ground where dead thoughts live new and oddly bodied, and evil the mind that is held by no head. Wisely did Ibn Schacabao say, that happy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes. For it is of old rumour that the soul of the devil-bought hastes not from his charnel clay, but fats and instructs the very worm that gnaws; till out of corruption horrid life springs, and the dull scavengers of earth wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where earth‘s pores ought to suffice, and things have learnt to walk that ought to crawl.
– The Festival,
Howard Phillips Lovecraft, 1925
CTHULHU
High Priest of the Great Old Ones
Cthulhu is the priest of the Great Old Ones and sleeps in his dark house in the sunken city of R'lyeh until the stars are right and the island with its gigantic structures will rise again from the floods. The Great Cthulhu sends his call to the people, mainly to the creative and artistic minds, and makes them see in their dreams things that are about coming ages. In addition, cults exist all over the world that worship the Great Cthulhu and long for his resurrection. The most prominent is undoubtedly the so-called Cthulhu Cult itself, whose followers are scattered all over the globe pursuing their obscure and blasphemous rituals.
Great Old One: The being is so powerful that it exists and acts outside the human imagination system. Therefore, it does not have values and the game master freely decides the consequences of direct contact with this being. However, an encounter usually means certain death or madness for humans.
Idols of Cthulhu: Obscure carvings, convoluted depictions on ancient reliefs, signs in incomprehensible language - there are countless idols of Cthulhu, which are essential not only for the Cthulhu Cult. Unnatural vibrations emanate from these Artefacts, which announce the threatening idea of a new time. Rumor has it that the presence of idols also enhances the reputation of Cthulhu in their vicinity.
Cults of Cthulhu: Over the whole world the following of the great Cthulhu reaches, in particular is to be mentioned here the Cthulhu Cult.
Call of Cthulhu: Cthulhu is able to send messages of his coming reign to dreamers around the world, but usually the waters surrounding R'lyeh keep him from reaching the minds of men. On certain occasions, as when R'lyeh appeared in the spring of 1925, or through other circumstances, this becomes possible. Depending on the nature of the dreams and the things witnessed there, SAN losses and conspicuous behavior, even fits of mass panic, accompany them.
Unnatural Knowledge (+1d20): An encounter with this entity necessarily increases the player character's Unnatural Knowledge by +1d20 points. The player character then simultaneously loses sanity points equal to this amount and suffers the usual consequences. No Stability trial protects against this trait. Unnatural Knowledge occurs immediately after the regular Stability trial and regardless of its result.
Stability loss: 1d10/1d100 (see also Unnatural Knowledge).
Yog-Sothothery: Cthulhu's influence throughout the centuries of the story has been ever-present and has never ceased since he slept dreaming in R'lyeh. His followers seem to be well organized and it is more than likely that they have infiltrated public life all over the world, up to the highest circles.
If one believes the reports of Norwegian Johansen, after R'lyeh had risen from the depths of the seas for a short time in 1925, he actually rammed the Great Old One with a yacht - the Alert - and thus stopped the being for a short time. This, however, should not awaken in anyone the hope of completing such a maneuver a second time.
It seemed to be a sort of monster, or symbol representing a monster, of a form which only a diseased fancy could conceive. If I say that my somewhat extravagant imagination yielded simultaneous pictures of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing. A pulpy, tentacled head surmounted a grotesque and scaly body with rudimentary wings; but it was the general outline of the whole which made it most shockingly frightful.
– The Call of Cthulhu,
Howard Phillips Lovecraft, 1926
Dagon and Hydra
Father and Mother of the Deep Ones
These two beings resemble Deep Ones, but are enormous in stature and possess exceptionally great power. They are deeply revered by their people and can be considered the god-father and grandmother of all Deep Ones. It is believed that they can exercise power over nature and influence people in dreams.
In many cases, humans chosen by Deep Ones to replenish the gene pool are brought to Dagon or Hydra to receive the ordinations of their race from them.
Great Old One: These beings are so powerful that they exist and act outside of the human imagination system. Therefore, they do not have values and the game master is free to decide the consequences of direct contact with them. However, an encounter usually means certain death or madness for humans.
Call of Dagon/Call of Hydra: Both Great Old Ones are capable of calling Deep Ones as well as other sea creatures to them, whether for protection or in pursuit of other goals.
Dream Sending: Dagon and Hydra can send dreams to humans on a limited basis. This almost always involves the immediate coastal regions of their location, or the crew and passengers of passing ships.
Unnatural Knowledge (+1d10): An encounter with one of these entities necessarily increases the player character's Unnatural Knowledge by +1d10 points. The player character then simultaneously loses sanity points equal to this amount and suffers the usual consequences. No Stability trial protects against this trait. Unnatural Knowledge occurs immediately after the regular Stability check and regardless of its result.
Weather Control: Dagon and Hydra can summon severe storms at will, as well as doldrums, fog banks, and giant waves. The area of influence of their ability is limited to the sea, islands, and coastal regions.
Stability Loss: 1d10/1d20 (see also Unnatural Knowledge).
Yog-Sothothery: Dagon and Hydra are of elemental importance to all Deep Ones and are central to the social order of the species. How far their contact with the sleeping Cthulhu extends is not known. However, it may be assumed that Cthulhu, the Deep Ones and Dagon and Hydra share much more than only the sea.
It seemed to be a sort of monster, or symbol representing a monster, of a form which only a diseased fancy could conceive. If I say that my somewhat extravagant imagination yielded simultaneous pictures of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing. A pulpy, tentacled head surmounted a grotesque and scaly body with rudimentary wings; but it was the general outline of the whole which made it most shockingly frightful.
– The Call of Cthulhu,
Howard Phillips Lovecraft, 1926
DEEP ONE
Scourge of the seas
This race of amphibious denizens of the seas has been at home for a very long time in the dark trenches of the deep sea and in the reefs off the coasts of man. There they have built cities, established their kingdoms, and there they pay homage to their gods Dagon and Hydra, and above all to the Great Cthulhu. Deep Ones are lethal hunters underwater and equally dangerous on land.
Their stature is human-like, but far more powerful, and their head more resembles that of fish. Their skin is grayish-green with a white belly and a scaled dorsal crest. They have webbed feet and gills and croaking, barking voices. In principle, Deep Ones are immortal, and so you can see the knowledge of the Aeons in their eyes - provided you survive an encounter with a Deep One. This depends in large part on whether the Deep One has an interest in the other person at such a moment. Animals fear and shy away from them, dogs yelp at them, and Deep Ones themselves fear the Elder Sign like nothing else.
Deep Ones have maintained a special relationship with humans for thousands of years, primarily those who live in remote localities near the sea. They also mate and make pacts with humans, such as in the Esoteric Order of Dagon.
Y'HA-NTHLEI
This city of Deep Ones is located off the coast of Innsmouth, Massachusetts at a site also known as Devil's Reef. In 1928, Y'ha-nthlei was damaged by submarine torpedoes during the storm on Innsmouth by U.S. authorities. To what extent this resulted in the destruction of the entire structure of the town or caused only superficial damage is impossible to say.
However, since the Deep Ones' activities have never completely ceased, there is some evidence that Y'ha-nthlei still exists. Alternatively, there may be more of their cities along the coast.
Deep One Hybrids
As a rule, joint descendants of humans and Deep Ones look largely human at birth. However, they develop increasingly bizarre anatomy as they age, although not all hybrids transform at the same surface speed. Heads become oddly elongated, noses flatter. The bug-like eyes emerge and eventually seem to barely close. The hair comes out, the skin appears wrinkly, scaly, and in advanced age hybrids develop gills on the sides of their necks and webbed fingers and toes. Many develop into full Deep Ones over time and enter the water where, having become immortal, they join the Deep One colonies. Some, however, get stuck at one point forever in the course of this development. They then often retreat because of their appearance, which has been given the name "Innsmouth Look."
STR 25 CON 30 DEX 13 INT 15 POW 20
HP 28 WP 20
Size category: Large.
Armor: 3 points due to thick skin (see Unnatural Armor).
Attacks: claw slash 50%, lethality 10%, armor piercing 3 (see Throwing Down).
Skills: Athletics 40%, Stealth 40%, Swim 80%, Alertness 60%.
Amphibious Lifeform: Deep Ones can breathe for any length of time both on land and in water. However, they will dry out if separated from water for too long. Long-term separation from water means the death of a Deep One.
Reproduction: Deep Ones can reproduce with other species. This occurs either voluntarily or under the influence of the call of the deep. The resulting hybrids sometimes have fishy body features, but otherwise have the same characteristics as normal members of their species. According to rumors, however, it is possible for hybrids to develop into Deep Ones during the course of their lives and then disappear into the sea. Even small amounts of the unnatural genetic information are said to be sufficient as a prerequisite for this, and this can remain undetected for generations. What exactly triggers a transformation is as yet unclear. This could even be the fundamental way in which this species reproduces.
Prostration: Should the victim still be alive after a successful attack, the paw strike will propel them through the air and they will land on the ground.
Call of the Deep: Deep Ones can force other creatures under their control. The Deep One can make a comparative test of power against another creature once per turn in addition to its action to bring it under control. Once the victim is under the Deep One's influence, he no longer has control over his actions. However, if the victim is aware of his situation, he may make a comparative test of Determination against the Deep One after each of his own actions in order to escape. A Deep One can normally control only one victim at a time. However, there are said to be particularly powerful specimens that can control multiple victims at once. Becoming aware of mind control costs 1/1d8 SAN.
Unnatural Armor: The armor value is due to the general toughness of Deep entities. Deep Ones can always simply take a certain amount of damage. Therefore, they ignore the armor fragility value of the attacker.
Immortality: Deep Ones are immortal in principle. However, this does not mean that damage inflicted cannot be dangerous to them.
Rituals: Aklo Sabaoth (Dagon and Hydra), Call Entities (Dagon and Hydra).
Stability Loss: 1/1d8.
Yog-Sothothery: Deep Ones not only resemble humans in many aspects, they are apparently capable of procreating with them, indicating a frightening genetic closeness. Are the Deep Ones our ancestors or just a degenerate branch in human evolution? Is there a reason why so much of the world's oceans have remained unexplored? Will climate change have an impact on the Deep Ones' underwater cities, or is this possibly even in their best interest?
And yet I saw them in a limitless stream—flopping, hopping, croaking, bleating—urging inhumanly through the spectral moonlight in a grotesque, malignant saraband of fantastic nightmare. And some of them had tall tiaras of that nameless whitish-gold metal ... and some were strangely robed ... and one, who led the way, was clad in a ghoulishly humped black coat and striped trousers, and had a man's felt hat perched on the shapeless thing that answered for a head.
I think their predominant colour was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but 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 of their necks were palpitating gills, and their long paws were 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.
– The Shadow Over Innsmouth,
Howard Phillips Lovecraft, 1931
DHOLE
World Destroyer
Dhole are supposedly worm-like creatures of the Dreamlands, dwelling in the valley of Pnath in the underworld. It is said that no one has ever seen a Dhole - and could tell about it - also because they mostly walk in the dark. If one follows vague rumors of dubious quality, it seems that there are also creatures called Bhole. Whether these are two different beings or perhaps different forms of existence is unknown.
STR 300 CON 400 DEX 8 INT 13 POW 24
HP 350 WP 24
Size category: Extremely large (target size bonus: +40%).
Armor: 10 points due to massive physique (see Massive).
Attacks: Down-rolling 30%, lethality 99%, armor piercing 10 (see Down-rolling). Devour 30%, lethality 99%, armor piercing 10.
Skills: Athletics 80%, Alertness 50%.
Sense of Vibration: Dhole use echolocation to orient themselves. However, their song is also used to communicate with each other and can penetrate miles of ground. Some even say that a Dhole's song can penetrate through space and time. Because of this special perceptive ability, a Dhole can sense the slightest vibration in the ground.
Massive: A Dhole is a gigantic giant worm from the Dreamlands. Its massive body loses hit points from ordinary attacks, but attacks with lethality value are less efficient. They only deal damage equal to their respective lethality value. In both cases, the damage must then still penetrate the worm's natural armor.
Pinning: If the victim is still alive after a successful attack, they are buried under the Dhole and are considered pinned.
Wormhole: Dholes eat through any type of rock or soil with ease. Their skin secretes a secretion that stabilizes their tunnels. Dholes are actually inhabitants of the Dreamlands. However, a Dhole can eat its way not only through the ground, but also through time and space, which enables it to reach other worlds. When it changes, it leaves a strange tunnel in the ground or rock, which ends suddenly. The actual portal closes again after a short time. However, if you are fast and crazy enough, you might be able to follow a Dhole through its wormhole. In combat, a Dhole can use this ability as part of its normal move to flee or drastically shorten the distance to the enemy.
Stability Loss: 1d8/1d20.
Yog-Sothothery: It is believed that Dhole also dig their tunnels outside of the Dreamlands. They pose an immense threat, as they are capable of destroying entire worlds. A single specimen can reduce cities to rubble. But their ability to dig through time and space opens up many interesting starting points beyond that: Are such wormholes stable, where do they lead to and in what time?
Now Carter knew from a certain source that he was in the vale of Pnoth, where crawl and burrow the enormous Dholes; but he did not know what to expect, because no one has ever seen a Dhole or even guessed what such a thing may be like. Dholes are known only by dim rumour, from the rustling they make amongst mountains of bones and the slimy touch they have when they wriggle past one. They cannot be seen because they creep only in the dark.
– The Dream-Quest of Unknown Kadath,
Howard Phillips Lovecraft, 1927
Elder Thing
Ancient creators of life
This ancient race has inhabited the earth for many millions of years and may be the creator of earthly life as it appears today. Elder Thing prefer water as their habitat, but can also move effortlessly on land and even fly.
The appearance resembles a cylindrical shape a good two meters high, each end of which tapers somewhat, so that an Elder Thing almost resembles a barrel. The body is covered with furrows and ridges of strange growths, and the wings and strange head, which looks like a five-pointed starfish, give the creature characteristics of both animal and vegetable life.
The Elder Thing built at least one great city in Antarctica, and there they also created the Shoggoths, whom they used as slaves. During the millions of years of their existence on Earth, the Elder Thing engaged in many conflicts, but seem to have since retreated.
STR 30 CON 50 DEX 8 INT 50 POW 20
HP 50 WP 20
Size Category: Large.
Armor: None (see Unnatural Organism).
Attacks: grapple and tear 30%, lethality 15% (see Pin).
Skills: Athletics 30%, Flying 80%, Swimming 80%, Unnatural Knowledge 95%.
Pinning: Upon a successful attack by the creature, the target is pinned. This condition can only be avoided by dodging.
Form Matter: Elder Thing can reshape matter they touch with their prehensile arms to their liking. Thus, they are able to create completely new objects, creatures and structures with ease. Living beings can resist this effect with a CON × 5 test. A transformation does not necessarily have to be fatal for the affected creature. However, it is very painful and leads to a loss of 1d4/1d10 SAN.
Unnatural Organism: An Elder Thing's physiology does not reveal any weak points or particularly significant areas of the body. Targeting to increase damage is therefore not possible, nor are critical hits. Nevertheless, the creature takes ordinary damage as normal.
Unnatural Toughness: The creature has a number of additional HP not derived from its CON or STR.
Rituals: Elder Sign, Banishing Spell, Dho Hna Formula, Call Entity (Shoggoth).
Stability Loss: 1d4/1d10.
Yog-Sothothery: The Elder Thing are described in great detail in the story At the Mountains of Madness. In this context, it is interesting to ask whether or where other dwellings of these beings might exist besides Antarctica. If they see themselves as architects of life forms, what might they have accomplished in the past millennia?
Complete specimens have such uncanny resemblance to certain creatures of primal myth that suggestion of ancient existence outside antarctic becomes inevitable. Dyer and Pabodie have read Necronomicon and seen Clark Ashton Smith's nightmare paintings based on text, and will understand when I speak of Elder Things supposed to have created all earth life as jest or mistake.
– At the Mountains of Madness,
Howard Phillips Lovecraft, 1931
FOLK OF LENG
Almost-human merchants of terror
The Folk of Leng live under the rule of the Moonbeasts and every form of humiliation, every act of violence that the Folk of Leng have to experience, they pass on twice as bad. They are the merchants of horror and the crews of the black galleys that sail the seas of the Dreamlands, and beneath whose decks blasphemous monstrosities seize the oars.
When the horned and hooved near-humans go about their business among humans in the Dreamlands, they not infrequently disguise themselves as ordinary citizens, cloaking their satyr-like form from prying eyes. The only thing they cannot hide is their mouth, which is much too wide. They sell their exotic wares in the towns along the coasts, and the large rubies that are their main trade goods are especially popular in Dylath-Leen.
STR 10 CON 12 DEX 14 INT 13 POW 13
HP 11 WP 13
Size category: Medium.
Armor: 3 points due to leather armor (not bulletproof).
Attacks: Fists 50%, damage 1d4-1. horns 50%, damage 1d6. Sabers or spear 50%, damage 1d8.
Skills: Athletics 50%, Stealth 30%, Unnatural Knowledge 20%, Disguise 70%, Alertness 60%.
Stability loss: 1/1d6.
Yog-Sothothery: The people of the Folk of Leng do not seem to have had a very good story. Once forced to defend their homeland against the Spiders of Leng, they were then enslaved by the cruel Moonbeasts and have been under their violent rule ever since. Towards the more human inhabitants of the Dreamlands they appear only in disguise. Their whole life is determined by violence, deviousness and lies.
They leaped as though they had hooves instead of feet, and seemed to wear a sort of wig or headpiece with small horns. Of other clothing they had none, but most of them were quite furry. Behind they had dwarfish tails, and when they glanced upward he saw the excessive width of their mouths. Then he knew what they were, and that they did not wear any wigs or headpieces after all. For the cryptic folk of Leng were of one race with the uncomfortable merchants of the black galleys that traded rubies at Dylath-Leen; those not quite human merchants who are the slaves of the monstrous moon-things!
– The Dream-Quest of Unknown Kadath,
Howard Phillips Lovecraft, 1927
Formless Hunting-Horror
Flying Terror
This creature appears as a writhing, formless darkness. Survivors usually describe it quite contradictorily. Basically, it's also hard to see anything at all accurately when a Formless Hunting-Horror is hurtling toward you. The creature can best be compared to black smoke or a black veil in the wind. And if mouths, wings, teeth, or claws are necessary, the creature can form them effortlessly.
The Formless Hunting-Horrors are thought to be somewhat close to Nyarlathotep, in whose service these creatures are often said to have been seen.
STR 30 CON 20 DEX 16 INT 12 POW 15
HP 25 WP 15
Size category: Large.
Armor: None (see Formless and Flicker).
Attacks: claw slash 50%, lethality 15%, armor piercing 3.
Skills: Athletics 60%, Flicker 50%, Stealth 60%, Alertness 50%.
Formless: The physiology of the creature does not reveal any weak points or particularly significant areas of the body. Therefore, a targeted attack to increase damage is not possible, nor are critical hits. Nevertheless, the creature takes ordinary damage quite regularly. In addition, the creature can squeeze through the narrowest of openings.
Flicker: Formless Hunting-Horror is partially on another plane of existence and moves around there. Thus, a large part of the creature does not even enter our plane of existence. Therefore, some attacks simply pass through it. The probability of the target lingering outside the normal plane of existence is given as a skill.
Flying: Formless Hunting-Horrors move through the air. This does not mean that they actually fly. Their moves simply do not adhere to the laws of physics.
Vulnerability to Sunlight: Formless Hunting-Horror cannot tolerate sunlight. It causes them pain and makes them retreat to their original plane of existence. Prolonged exposure to sunlight is lethal to them. After every minute a Formless Hunting-Horror is exposed to sunlight, it suffers 20% lethal damage. In the short term, sunlight only repulses a Formless Hunting-Horror or makes it very angry.
Stability Loss: 1d4/1d10.
Yog-Sothothery: These efficient hunters pose an immense threat to anyone on the wrong side of these amorphous creatures. While they appear to have originated in the Dreamlands, it should be easy for a Formless Hunting-Horror to become active on Earth as well.
Stars swelled to dawns, and dawns burst into fountains of gold, carmine, and purple, and still the dreamer fell. Cries rent the aether as ribbons of light beat back the fiends from outside. And hoary Nodens raised a howl of triumph when Nyarlathotep, close on his quarry, stopped baffled by a glare that seared his formless hunting-horrors to grey dust.
– The Dream-Quest of Unknown Kadath,
Howard Phillips Lovecraft, 1927
GHAST
Hunter of the underworld
Ghasts are human-like creatures of the size and mass of a horse. They move erratically and their legs resemble those of kangaroos. Their primary habitat is the vaults of Zin, which extend deep into the underworld of the Dreamlands. Ghasts prey on Ghouls and are in turn pursued by the merciless Gugs.
STR 30 CON 30 DEX 14 INT 8 POW 10
HP 30 WP 10
Size category: Large.
Armor: 3 points due to thick skin.
Attacks: claws 50%, 2W8 damage.
Skills: Athletics 50%, Tracking (sense of smell) 60%.
Excellent Sense of Smell: Ghasts rely on their sense of smell to track their prey.
Light Sensitivity: Light is extremely unpleasant to Ghasts and they avoid it where they can. Ghasts already receive a -20% penalty to all actions when exposed to candlelight or torchlight, and a -40% penalty to stronger light sources.
If they are ever exposed to daylight, they take 1d6 damage per turn.
Leap: Ghasts are capable of jumping more than 3 m from a standing start and more than 3 m with a running start. Athletics determines whether they can perform another action in the same turn.
Loss of Stability: 1/1d8.
Yog-Sothothery: The Ghasts live in a primitive society characterized primarily by strength and ferocity. Like the Gugs, they are subject to the curse that imprisons them in the underworld of the Dreamlands. Their life is a single struggle to eat or be eaten. Whether they were the former builders of Zin, in whose ruins most of them now dwell, is not known.
The ghasts try to come out when the Gugs sleep and they attack ghouls as readily as Gugs, for they cannot discriminate. They are very primitive, and eat one another. The Gugs have a sentry at a narrow in the vaults of Zin, but he is often drowsy and is sometimes surprised by a party of ghasts. Though ghasts cannot live in real light, they can endure the grey twilight of the abyss for hours.
– The Dream-Quest of Unknown Kadath,
Howard Phillips Lovecraft, 1927
GHOUL
Immortal Corpse Eater
Ghouls are said to prowl the underground like dark shadows. However, only a few have ever actually seen these immortal corpse-eaters and can tell about them. The origin of these creatures is unknown. However, it is believed that some Ghouls were once human.
At first glance they resemble humans, but closer inspection reveals a lurking posture and their pale, hairless, rubbery skin stretched over their bones. There is something dog-like about their appearance. In close combat, their claws and fangs make them clearly superior to unarmed humans. Ghouls attack primarily for two reasons: When they feel a strong hunger or feel cornered. They feed on corpses, whether fresh or old, is unclear. Therefore, Ghouls are often found near cemeteries or gravesites.
They often appear in small groups and go about strange business, which is intended only for their kind. To communicate, Ghouls use sounds ranging from chattering or whistling to deep rumbling and growling. Disturbingly, they are reported to be organized into social structures and to be able to feel emotions such as joy, gratitude, and even fear. They seem to be more insensitive to cold, disease, and pain than humans.
For all their horrible and repulsive behavior, Ghouls are quite capable of communicating with humans and even conducting business on their own behalf. There are even reports of a king or queen of the Ghouls. In this context, Egypt seems to play a significant role, indicating a very early settlement of this land by Ghouls. After all, there are partly ancient necropolises and burial sites in the land of the pharaohs.
STR 20 CON 20 DEX 18 INT 10 POW 10
HP 20 WP 10
Size category: Medium.
Armor: 3 points due to rubbery skin (see resistance to physical damage).
Attacks: claws 60%, damage 1d10, armor piercing 3. Bite 40%, damage 1d8+2 (see Biting Hard).
Skills: Athletics 60%, Foreign language (type) 30%, Stealth 70%, Unnatural knowledge 20%, Tracking (sense of smell) 70%, Disguise 30%, Alertness 70%.
Excellent Sense of Smell: Ghouls rely on their sense of smell to track their prey.
Biting Hard: After a successful bite attack, a Ghoul can bite down on its victim. As a result, it loses 1d4 HP per turn, while the Ghoul can act freely.
Living Underground: Preferably, Ghouls dwell underground near graveyards. They can also move underground if necessary.
Feasting on a Corpse: If a Ghoul feasts on a corpse, it regains 1d4 HP once per day.
Light Sensitivity: Light is extremely unpleasant to Ghouls and they avoid it where they can. Ghouls receive a -20% penalty to all actions in normal daylight and a -40% penalty in bright sunlight.
Immortality: Ghouls are undead creatures and are immortal. However, this does not mean that damage inflicted cannot be dangerous to them.
Resistance to Physical Damage: All physical damage is halved before being charged to the armor value. This also means that the lethality value of weapons is halved on lethality rolls against a Ghoul. A successful lethality roll kills the creature. A critical hit does not halve the damage, but it does not double it either.
Rituals: Some Ghouls are capable of casting rituals, for example, if they were ritual casters in their previous human life or are particularly old and have accumulated a great deal of knowledge.
Stability Loss: 1/1d6.
Yog-Sothothery: Ghouls combine two interesting aspects. On the one hand, they resemble humans in appearance and actions. On the other hand, their nature and eating habits are alien and repulsive. These beings are intelligent, social in their own way and live in an organized structure. They are in possession of unnatural knowledge, which they have been able to accumulate for centuries. Moreover, the Ghouls know about the secret connections between the Waking World and the Dreamlands: long forgotten tunnels, caves full of blackness and mysterious catacombs. They can travel to places hidden from ordinary people and may even create crossings between the Dreamlands and the Waking World.
There, on a tombstone of 1768 stolen from the Granary Burying Ground in Boston, sat a ghoul which was once the artist Richard Upton Pickman. It was naked and rubbery, and had acquired so much of the ghoulish physiognomy that its human origin was already obscure.
– The Dream-Quest of Unknown Kadath,
Howard Phillips Lovecraft, 1927
GNORRI
Builders of the deep
The Gnorri are a peaceful people who build their elaborate and magnificent structures of exotic materials primarily off the coasts of the larger cities in the Dreamlands. These labyrinthine and intricate dwellings, some as large as the neighboring cities of humans, can be glimpsed from a ship and they shine on the seabed in many different colors.
Gnorri are used to trade and can survive out of the water for a while, but they are gifted swimmers and try to keep their stays out of their element as short as possible.
STR 12 CON 13 DEX 14 INT 12 POW 12
HP 13 WP 12
Size category: Medium.
Armor: None.
Attack: spear 50%, damage 1d8, armor piercing 3.
Skills: Swim 80%, Alertness 60%.
Maritime Lifeform: Gnorri are adapted to life underwater and move there with great agility. They can survive for a short time without water, but in the long run they dry up and die.
Rituals: Aklo Sabaoth (Nodens), Cure, Harm, Vision.
Stability Loss: 1/1W4.
Yog-Sothothery: The Gnorri are very open-hearted and like to settle near human settlements or build a big city together with them, as in the case of Ilek-Vad. Their whole nature and way of life makes them a loyal ally of the humans, who face a variety of threats in the Dreamlands. There are traditions according to which the Gnorri are in the service of Nodens and carry out his will in the Dreamlands. This, on the other hand, allows speculation as to whether the Deep Ones of the Waking World, in addition to Dagon and Hydra, are ultimately subject to the will of Cthulhu. Whether there is a larger plan or goal here is as always with the limited possibilities of the human mind not to penetrate.
It is rumoured in Ulthar, beyond the River Skai, that a new king reigns on the opal throne of Ilek-Vad, that fabulous town of turrets atop the hollow cliffs of glass overlooking the twilight sea wherein the bearded and finny Gnorri build their singular labyrinths, and I believe I know how to interpret this rumour.
– The Silver Key,
Howard Phillips Lovecraft, 1929
God of the Drowned Temple
Nightmare under the sea
Whether this being was buried with the legendary Atlantis or can be found in other ruins under the sea, hardly anyone is able to say. Sometimes small ivory figurines depicting a youth crowned with laurels testify to his existence or even an encounter with this Great Old One. It is said that the God of the Drowned Temple can create transitions from the Waking World to the Dreamlands and vice versa, and perhaps even portals to entirely different places or times. Throughout the ages, sailors have reported a strange glow under the water and images of the god on the exotic wares of foreign lands.
Great Old One: The being is so powerful that it exists and acts outside the human imagination system. Therefore, it does not have values and the game master freely decides the consequences of direct contact with this being. However, an encounter usually means certain death or madness for humans.
Call of the Deep: The God of the Drowned Temple sends out his call to sailors and those who find his markings and likenesses on jewelry or goods, preferably traded in markets in foreign lands. A player character who hears the call must pass a POW × 5 test to avoid immediately following the god's will. If the player character remains near the item, he must repeat the test daily until he falls to the call of the deep. A successful INT × 5 test causes the player character to become aware of this effect and its cause.
Gateway to Alien Worlds: If a player character succeeds in approaching the God of the Drowned Temple, which mostly requires descending into the cold and dark realms of the ocean, he or she may, with luck, be able to pass through the portal to strange worlds located near the god. Whether this portal leads to Atlantis, the Dreamlands or somewhere else entirely is up to the game master.
Unnatural Knowledge (+1d10): An encounter with this entity necessarily increases the player character's Unnatural Knowledge by +1d10 points. The player character then simultaneously loses sanity points equal to this amount and suffers the usual consequences. No Stability trial protects against this trait. Unnatural Knowledge occurs immediately after the regular Stability Trial and regardless of its result.
Stability loss: 1d10/1d100 (see also Unnatural Knowledge).
Yog-Sothothery: It is not known whether the God of the Drowned Temple and the Great Old One Cthulhu share common roots. However, the similarity of their fate is striking. With Nodens, the God of the Drowned Temple shares the domain of water, and with both, dolphins seem to act as a kind of trusted companion. People whisper to each other behind closed doors that it must be the god of Atlantis, who can be seen on the old coins and trinkets that appear from time to time in the markets. However, there is also a city under the water in the Dreamlands, the ruins of which Randolph Carter noticed from his ship.
Our men searched him for souvenirs, and found in his coat pocket a very odd bit of ivory carved to represent a youth's head crowned with laurel.
[...]
I could not forget the youthful, beautiful head with its leafy crown, though I am not by nature an artist.
[...]
The head of the radiant god in the sculptures on the rock temple is the same as that carven bit of ivory which the dead sailor brought from the sea and which poor Kienze carried back into the sea.
[...]
And over all rose thoughts and fears which centered in the youth from the sea and the ivory image whose carving was duplicated on the frieze and columns of the temple before me.
– The Temple,
Howard Phillips Lovecraft, 1925
Great Race of Yith
Temporal Manipulators
When the Great Race came to Earth through space and time 600 million years ago, it took the form of beings whose outer shape resembles giant cones, lined with extremities that appear no less bizarre and whose physiology is beyond human imagination. Whether Yith was their homeworld or only a stopover, nobody can say. But it is known that the Great Race uses a very advanced technology and apparently follows an eons-long plan to ensure the survival of the former Yithians for a coming existential threat.
From the cone-shaped bodies, which are about 3 meters tall, spring four greenish extremities at the top that can be extended or contracted, as well as a head that also sits on a movable stalk. On two arms are large pincer-like claws that are used for transporting objects and for communication by means of clicking or scratching sounds. Locomotion is by expansion and contraction of the viscous cone base.
The Great Race is able to send its mind into the past and future, and furthermore, to interchange with the minds of intelligent beings. Thus the Yithians can experience firsthand all knowledge from all times and furthermore influence future time lines in their sense.
STR 50 CON 50 DEX 12 INT 45 POW 25
HP 50 WP 25
Size category: Very large (target size bonus: +20%).
Armor: 5 points due to thick skin and sturdy build.
Attacks: Scissor attack 40%, 25% lethality.
Skills: all 80% (see Masterful Skills).
Consciousness Projection: Yithians are able to exchange their consciousness with another being across space and time. To do this, they use a so-called projection machine. Before swapping back, the swap partner's Eredicate Memories are usually completely erased.
Infinite Knowledge: The Great Race carries knowledge from the past, present, and future together. This enables actions that seem to make no sense from a human's point of view or refer to future events that are actually impossible to predict. A Yithian can also fall back on this knowledge when his consciousness is projected into another being. Sometimes fragments of this knowledge and incompletely erased memories remain in the affected being after the end of a projection. With a successful Luck check, the afflicted being can access fragments of infinite knowledge, gaining a one-time +1d10 Unnatural Knowledge.
Mastery Skills: All of a yithian's skills are considered masterful with a skill value of 80%. This creature trait also applies to taken humans.
Unnatural Matter: Creatures made of unnatural matter take a maximum of 1 HP of damage from successful attacks. If the attack has a lethality value, the roll for lethality automatically fails and the HP is reduced by the lesser of the two dice. This creature trait does not apply to taken humans.
Unnatural Entity: The physiology of the creature does not reveal any weak points or particularly significant areas of the body. Targeting to increase damage is therefore not possible, nor are critical hits. This creature trait does not apply to taken humans.
Rituals: Elder Sign, Dho Hna Formula, Eredicate Memories, Body Swap, Open dimensional rift, Voorish Sign, Domination.
Loss of Stability: 1d6/1d12.
Yog-Sothothery: Because of their immense knowledge and ability to manipulate the future, Yithians can be responsible for many events that, at first glance, seem to make no sense at all. This paradox arises especially when player characters believe they have completed a situation and the next moment there is an intelligent reaction to it that no one expected: be it supplies of forces, materials, or the domination of a human mind to have a compliant body in place for the purposes of the Great Race.
The Great Race's members were immense rugose cones ten feet high, and with head and other organs attached to foot-thick, distensible limbs spreading from the apexes. They spoke by the clicking or scraping of huge paws or claws attached to the end of two of their four limbs, and walked by the expansion and contraction of a viscous layer attached to their vast, ten-foot bases.
– The Shadow out of Time,
Howard Phillips Lovecraft, 1936
GUG
Cursed monstrosities of the underworld
Gugs are one of the dominant species in the underworld of the Dreamlands. They are formidable in size and strength, and prey on anything that moves between their city of Koth Tower and the ruins of Zin - where the Ghasts dwell - and the Plane of Bones. Gugs have black fur and their mouths open vertically to devour any prey with their razor-sharp teeth. Like many other creatures, they are also subject to a curse that keeps them trapped in the underworld. The Tower of Koth has a trapdoor at its top that leads directly up into the Enchanted Forest. However, the Sign of Koth is emblazoned there, making it impossible for the Gugs to pass through, no matter how much they would like to hunt down the dreamers from the Waking World who come and go there.
STR 50 CON 50 DEX 7 INT 12 POW 10
HP 50 WP 10
Size category: Very large (target size bonus: +20%).
Armor: 5 points of thick fur.
Attacks: claws 60%, lethality 30%.
Skills: Athletics 60%, Stealth 30%, Tracking (sense of smell) 70%, Alertness 60%.
Excellent Sense of Smell: Gugs rely on their sense of smell to track their prey.
Massive: A massive target loses hit points from ordinary attacks, but attacks with lethality value are less efficient. They only deal damage equal to their respective lethality value.
Stability Loss: 1d6/1d12.
Yog-Sothothery: The Gugs were once apparently zealous servants of Nyarlathotep and the Great Old Ones, and made numerous sacrifices to them. But this angered the gods of the Dreamlands - or perhaps something particularly terrible they had done - and they cast a spell. Since then, the Gugs have been trapped in the Dreamlands' underworld. Whether they were less savage and bestial in earlier times may be considered speculation. At least they seem to have built the city around the Tower of Koth, which speaks for a certain mental strength and social behavior.
The Gugs, hairy and gigantic, once reared stone circles in that wood and made strange sacrifices to the Other Gods and the crawling chaos Nyarlathotep, until one night an abomination of theirs reached the ears of earth's gods and they were banished to caverns below. Only a great trap door of stone with an iron ring connects the abyss of the earth-ghouls with the enchanted wood, and this the Gugs are afraid to open because of a curse.
– The Dream-Quest of Unknown Kadath,
Howard Phillips Lovecraft, 1927
HASTUR
Lord of the shepherds
Hastur is turned towards the lonely souls who do their day's work in remote and deserted places. Or to the introverted creative spirits who pursue their profession with strength of will and of their own accord. People who lead or drive, he shows himself well-disposed; weak and wavering individuals he will impose his will like sheep and sacrifice them for his purposes.
Hastur is a cruel being who appears in many guises. Even those who follow him and are at his service pay a high price for it, for Hastur brings madness to the people. Along the way, he leads the weak from one mindless abomination to another. Those who serve him may look upon the burning remnants of decency and sanity in this apocalypse - only to stand at the end of the road before the great, empty nothingness that was once their life.
Great Old One: The being is so powerful that it exists and acts outside of the human imagination system. Therefore, it does not have values and the game master freely decides the consequences of a direct contact with this being. However, an encounter usually means certain death or madness for humans.
Yellow Sign: Hastur's mark, used by his faithful shepherds to separate themselves from the sheep. If looked at for too long, it has a corrosive effect on the mind and is accompanied by a loss of 1W4 SAN per minute. Exactly what this sign looks like seems to be a mystery. Possibly it changes and adapts to the mind of each observer. The only certainty seems to be that it has found many imitators, though the true Yellow Sign can always be created by Hastur's will alone.
Favor of Hastur: A few are granted the favor of Hastur and gain frightening power through the Great Old One. Rumor has it that such individuals are able to manipulate others psychologically and physically through their knowledge and certain rituals (see Control of the Weak). However, the price of marching in the front line of the Army of the Insane is high: you lose 1W4 SAN per week. This continues until there are no bonds left and all motivation has been extinguished. The respective mental disorders when the stress limit is reached are to be chosen in the context of Hastur.
Control of the Weak: Hastur has the ability to manipulate, even control, weak individuals. This ranges from changing a mood, to prescribing thoughts and ways of thinking, to performing concrete deeds and actions. If the victim is aware of such manipulation, which requires an INT × 5 test or psychology, he or she can defend against it with an POW × 5 test. This ability is sometimes granted to Hastur's minions as well.
Cult of the Yellow Sign: Throughout the world there are individuals who are in Hastur's favor and serve the Great Old One's purposes. Their distinguishing mark is the Yellow Sign, and they all stand ready when the Lord of Shepherds calls.
Unnatural Knowledge (+1d20): An encounter with this entity necessarily increases the player character's Unnatural Knowledge by +1d20 points. The player character then simultaneously loses sanity points equal to this amount and suffers the usual consequences. No Stability trial protects against this trait. Unnatural Knowledge occurs immediately after the regular Stability trial and regardless of its result.
Stability loss: 1d10/1d100 (see also Unnatural Knowledge).
Yog-Sothothery: Hastur is often associated with Carcosa, the city on Lake Hali ruled by a yellow-masked king. But whether Hastur resides there and what connections he has with other Great Old Ones remains hidden from most people.
Just as the shepherd protects his sheep until they are sheared or go to the slaughter, Hastur may protect those who might once be useful to him as mass victims. But those in his favor may catch a glimpse of the future when Hastur has brought madness upon the world.
In the heart of Haïta the illusions of youth had not been supplanted by those of age and experience. His thoughts were pure and pleasant, for his life was simple and his soul devoid of ambition. He rose with the sun and went forth to pray at the shrine of Hastur, the god of shepherds, who heard and was pleased.
- Haïta the Shepherd,
Ambrose Bierce, 1891
Night fell and the hours dragged on, but still we murmured to each other of the King and the Pallid Mask, and midnight sounded from the misty spires in the fog-wrapped city. We spoke of Hastur and of Cassilda, while outside the fog rolled against the blank window-panes as the cloud waves roll and break on the shores of Hali.
– The King in Yellow,
Robert William Chambers, 1895
I found myself faced by names and terms that I had heard elsewhere in the most hideous of connections—Yuggoth, Great Cthulhu, Tsathoggua, YogSothoth, R'lyeh, Nyarlathotep, Azathoth, Hastur, Yian, Leng, the Lake of Hali, Bethmoora, the Yellow Sign, L'mur-Kathulos, Bran, and the Magnum Innominandum.
– The Whisperer in Darkness,
Howard Phillips Lovecraft, 1931
HYPNOS
Lord of Sleep
Hypnos appears as a middle-aged man resembling a faun and bearing some resemblance to statues of ancient Rome or Greece. In his black eyes is the knowledge of eons. Hypnos seems to take pleasure in showing people the transcendence of their reality and embarking with them on a journey to the various planes of existence. This may leave the person in question insane and a burnt-out human wreck in the end. The Lord of Sleep simply searches for new traveling companions.
Great Old One: The being is so powerful that it exists and acts outside of the human imagination system. Therefore, it does not have values and the game master freely decides the consequences of direct contact with this being. However, an encounter usually means certain death or madness for humans.
Hypnosis: The Great Old One can put any creature into a hypnosis-like trance state, from which only a successful POW × 1 test protects. In this state, the victim is receptive to instructions for action and also gives information about all his knowledge. The communication is telepathic.
Unnatural Knowledge (+1d10): An encounter with this entity necessarily increases the player character's Unnatural Knowledge by +1d10 points. The player character then simultaneously loses sanity points equal to this amount and suffers the usual consequences. No Stability trial protects against this trait. Unnatural Knowledge occurs immediately after the regular Stability Trial and regardless of its result.
Stability loss: 1d10/1d20 (see also Unnatural Knowledge).
Yog-Sothothery: The Lord of Sleep is driven by an unquenchable thirst for knowledge of the human mind, which he pushes to the point of destroying the sanity of his victims. It is possible for him to create transitions between the waking world and the dreamlands. The same applies to even stranger places and levels of reality. He seems to be interested in how people react to knowledge that exceeds their understanding.
The role of Hypnos in relation to the sleep of many Great Old Ones remains unclear. Perhaps it was he who provided the relative calm between the eons during which humanity could evolve undisturbed.
But always I shall guard against the mocking and insatiate Hypnos, lord of sleep, against the night sky, and against the mad ambitions of knowledge and philosophy.
– Hypnos,
Howard Phillips Lovecraft, 1922
KEZIAH MASON
Nahab, vicious witch from nightmares
Keziah Mason of Arkham was accused of witchcraft at the Salem Witch Trials in 1692, and under torture confessed to her oath to the Bogeyman and to traveling through time and space by means of a magic of "lines and curves" before she disappeared from her cell without a trace by means of just such lines and curves, painted in blood on the walls of her cell.
In fact, she escaped into transdimensional space, from where she continued to haunt Arkham. Keziah is not undead, but the centuries spent in the space between dimensions have changed her. On May 1 and Halloween, she sacrifices children for her own Prolongate Life and as offerings to the bogeyman. Her appearance is described like that of the typical fairy tale witch: hunchbacked, with a long nose, malicious eyes and a croaking voice.
She had a familiar, a Rat being named Brown Jenkin, who served as her messenger and fed on her blood.
STR 13 CON 12 DEX 13 INT 16 POW 22
HP 13 WP 22
Size category: Medium.
Armor: None.
Attacks: Fingernails 30%, 1d4 damage. Ritual Dagger 40%, 1d4+1 damage.
Skills: Stealth 60%, Natural Science (math) 80%, Psychology 60%, Dreaming 40%, Unnatural Knowledge 50%.
Mind Control: Keziah can enter people's dreams and influence their decisions by means of a kind of Hypnos. Once per dream, she can give the dreamer a command. If she wins a comparative POW test against the target, the target must follow her command.
Transfer: Keziah can transfer a curse if she gets close enough to the dreamer in the dream to touch her.
Rituals: Prolongate Life, Call Entities (Elder Thing), Call Entities (Black Man), Harm, Gate in the Angles, Annihilation, Voorish Sign, Domination.
Stability Loss: 1/1W4.
Yog-Sothothery: While Keziah was supposedly killed by Walter Gilman in the 1930s, who knows if such a vicious and clever spirit can really be killed.
OTHER WITCHES
Keziah Mason is just one possible manifestation of a witch. Witches can be human (and comparatively harmless), undead, or outright monstrous beings. But whether they appear as nightmare creatures like Keziah Mason, neatly organized in a coven, or as superficially friendly new-age witches: Witches are extremely clever and dangerous opponents, relying less on their physical strength and more on their spirit and the numerous rituals they know.
Other suggestions: The triple Baba Jaga personifies virgin, mother, and hag. She is an immortal shapeshifter who lures with promises of help - but the price for that help is very high.
The human Wiccan follower who entered into a covenant with the Black Man and received unnatural knowledge and rituals in return - knowledge that will soon shatter her sanity.
Possible rituals for witches: Aklo Sabaoth (Shub-Niggurath), Aklo Sabaoth (Yog-Sothoth), Erase Memories, Cure, Body Swap, Prolongate Life, Call Entities (Night-Gaunt), Call Entities (Black Man), Harm, Open dimensional rift, Annihilation, Vision, Voorish Sign, Domination.
Possible unnatural traits for witches: Special Sense, Flight, Mind Transfer, Mind Control, Shapeshifter, Transference.
[...] It was this house and this room which had likewise harboured old Keziah Mason, whose flight from Salem Gaol at the last no one was ever able to explain. That was in 1692—the gaoler had gone mad and babbled of a small white-fanged furry thing which scuttled out of Keziah's cell, and not even Cotton Mather could explain the curves and angles smeared on the grey stone walls with some red, sticky fluid.
– The Dreams in the Witch-House,
Howard Phillips Lovecraft, 1933
KING IN YELLOW
Madness in yellow shreds
The King in Yellow is more of a concept than a real entity. He stands for decay and decadence, for alienation and doubt, for anxiety and fear. No one has ever looked behind the pale mask that the King in Yellow tends to wear and remained sane. He may be the avatar of many beings who embody chaos. He is the quintessence of entropy, which runs counter to all order and tears it to shreds - just as the robe of the King himself hangs from his body in sickly yellow rags.
In all ages, power and arrogance brought powerful people closer to the King in Yellow. And quite a few of them paid for it with their sanity or their lives, and in many cases still dragged whole kingdoms down with them. Less influential people are also attracted to this being, but his power does not affect them any less horribly. The King in Yellow is a virus, a corrosive force that leaves chaos and destruction wherever it appears.
There are countless reports of incidents from all over the world and from different times that are associated with the King in Yellow. Again and again, similar patterns of behavior, constellations of people, events and dangerous thoughts manifest themselves in completely unrelated situations. Each incident on its own may be disturbing, but grasping the big picture is highly worrisome.
Some sources also establish a relationship between the King in Yellow and the Hastur cult. Is the King in Yellow a servant or even high priest of Hastur? An answer to this question can be found at most by a thorough study of the play of the same name. And reading it is a direct path to madness.
CARCOSA
This city of great black buildings, labyrinthine alleys and even stranger inhabitants, is located in the Hyades star cluster. Carcosa itself is located on the shores of Lake Hali, whose dark waters do not even reflect the light of its two moons or that of Aldebaran, the main star of the constellation of Taurus.
In Carcosa, the King in Yellow reigns and few have made the journey to this city and returned from it. Those who have seen the flowing shreds of his garb and what lurks behind his pale mask find themselves in the bare rooms of a psychiatric ward or in the filthy alleys of the big city, stammering incoherent words to themselves: "Shadows ... in lost Carcosa."
CASSILDAS SONG
Along the shore the cloud waves break,
The twin suns sink beneath the lake,
The shadows lengthen
In Carcosa.
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost Carcosa.
Songs that the Hyades shall sing,
Where flap the tatters of the King,
Must die unheard in
Dim Carcosa.
Song of my soul, my voice is dead;
Die thou, unsung, as tears unshed
Shall dry and die in
Lost Carcosa.
– Cassilda's Song, Act I, Scene 2
Great Old One: The being is so powerful that it exists and acts outside the human imagination system. Therefore, it does not have values and the game master freely decides the consequences of direct contact with this being. However, an encounter usually means certain death or madness for humans.
Decadence and Decay: The influence of the King in Yellow reaches everyone who deals with it - be it in a play, a poem or a computer game. If a player fails a SAN test, the character goes on a downward slide of sanity, accompanied by debauchery and decay. Things beyond the general taste norm now shape the perception and actions of the player character, whereby lust is always part of the drive. Parallel to this occurs the loss of 1d4 SAN and 1d4 WP. The whole thing repeats itself every time a new act begins, which is meant both literally and figuratively. Should the player character fall below 2 WP, the act becomes increasingly impetuous and eventually escalates into a passionate frenzy that does not stop even at 0 WP and can lead to death by exhaustion.
Mask of the King: Those who claim to have seen the King in the flesh report that he wore a yellow mask. Often these testimonies are only the incoherent stammerings from the dark rooms of a psychiatric ward or come from the poor souls rolled up in rags under the bridges of the metropolises. In very few of these remarks do the words "Mask? No mask!".
Unnatural Knowledge (+1d10): An encounter with this entity necessarily increases the player character's Unnatural Knowledge by +1d10 points. The player character then simultaneously loses sanity points equal to this amount and suffers the usual consequences. No Stability trial protects against this trait. Unnatural Knowledge occurs immediately after the regular Stability Trial and regardless of its result.
Stability loss: 1d10/1d100 (see also Unnatural Knowledge).
Yog-Sothothery: No one can say for sure who or what is behind the mask of the Yellow King. Perhaps the whole appearance is just an empty shell, dressed in pale rags and represents the result of decadence and decay. Perhaps the mask hides a mirror of one's own worst fears. It is also possible that this being is merely a projection screen for the degenerate state of society.
„You are speaking of the King in Yellow,“ I groaned, with a shudder.
„He is a king whom emperors have served.“
„I am content to serve him,“ I replied.
[...]
Night fell and the hours dragged on, but still we murmured to each other of the King and the Pallid Mask, and midnight sounded from the misty spires in the fog-wrapped city. We spoke of Hastur and of Cassilda, while outside the fog rolled against the blank window-panes as the cloud waves roll and break on the shores of Hali.
– The King in Yellow,
Robert William Chambers, 1895
MI-GO
Fungi from the Yuggoth
The body of a Mi-Go is basically a kind of colony of fungus-like microorganisms. They are all part of a larger whole and together form an independent, functional unit designed for a specific task. Depending on the situation, such a unit can be redesigned and reconfigured. As a result, eyewitness descriptions often differ drastically. For example, some claim to have seen a hairy "snowman," while others report seeing crab-like creatures, and still others claim to have seen horrible mushroom creatures. Actually, they are all right.
To transport minerals and ores, they can form hair-shaped tentacles all over their bodies, which they can use to hold chunks of rock. In combat situations, Mi-Go can defend themselves with crab-like claws. To move among other creatures, they camouflage their exterior with a waxy substance. This allows them to take on an approximate human appearance. In some situations, Mi-Go also form membranous wings that enable them to make interstellar flights. However, due to the dense atmosphere, their wings are not suitable for flight on Earth.
The body of the "Outer", as the Mi-Go are also called, interacts with light in an unnatural way and therefore cannot be captured on common film or digitally. Because of this, and because they have numerous sensory organs that are foreign to humans, they are extremely sensitive to light. During the day they retreat into mines and cave systems and only come out at night.
STR 16 CON 14 DEX 13 INT 17 POW 15
HP 15 WP 15
Size category: Medium size.
Armor: See resistance to stabbing and firearms and Unnatural Organism.
Attacks: shears 50%, damage 1d6+2. lightning launcher 50%, range 20 m, electric shock (see Electric Pulse Weapons) and up to 20% lethality depending on setting (PB: normal armor does not protect against electric shock).
Skills: Athletics 40%, Stealth 60%, Alertness 60%, and numerous expert-level science and engineering skills.
Limited Shapeshifting: A Mi-Go's body can be reshaped for its current activity to a limited extent. This takes a few minutes. No matter what a Mi-Go looks like on the outside, its insides remain a hideous mushroom creature.
Electro Pulse Weapons: When hit, the sensory and motor nerve centers are paralyzed and the target is immobilized. The target is allowed a CON × 5 test each turn to shake off the immobility and act normally the following turn. After the immediate paralysis has worn off, the victim suffers -20% to all actions for 1d20 turns. The human body is an excellent conductor of electricity. Anyone who touches the target of a taser attack suffers the same effects.
Thought Transmission: The Mi-Go usually communicate by means of telepathy. Without technical aids, they are unable to speak. However, through a communication implant, they can understand and imitate human speech.
Light Sensitivity: Light is very unpleasant to Mi-Gos and they avoid it where they can, as it confuses their senses. They receive a -20% penalty to all tests when exposed to stronger light sources or daylight.
Superior Technology: Mi-Go have all sorts of superior technology at their disposal. Among them are lightning launchers and brain cylinders. The former are used as weapons. The latter can keep a human brain alive outside the body.
Unnatural Organism: The mushroom-colony-like body of a Mi-Go does not reveal any weak points or particularly significant areas of the body. Targeting to increase damage is therefore not possible, nor are critical hits. Nevertheless, the creature takes ordinary damage as normal.
Resistance to stabbing and firearms: Any damage that only affects points is halved. This also means that the lethality value of weapons is halved on lethality rolls against a resistant target. A successful lethal roll kills the creature. On a critical hit, the damage is not halved, but it is not doubled either.
Stability Loss: 1/1d8.
Yog-Sothothery: The Mi-Go are exceedingly intelligent and can be presumed to have both economic and strategic goals on Earth, where they mine certain mineral resources. It can be assumed that they have both infrastructure such as technology and suitable structures and mine designs in place for this purpose, as well as appropriate organizational measures in place. Last but not least, it is conceivable that they even cooperate with humans or even put them in their service. Thus, the Mi-Go could be behind the FHTAGN Network. Their headquarters in our solar system is located on Yuggoth, which is supposed to correspond to Pluto.
The second facet of the Mi-Go is their immense spirit of research, which does not stop at experiments with humans and animals. Because of their superior technology and extensive knowledge of surgery, biology, and chemistry, one can only puzzle over what the Mi-Go find in Earth and its inhabitants.
The Mi-Go worship Nyarlathotep, Azathoth, and Shub-Niggurath, and perhaps they are the One Million Minions of Nyarlathotep spoken of in some books. At the same time, there seems to be a Hastur-worshipping cult that hunts down and exterminates the Mi-Go wherever it can get hold of them. Why this is so is not clear.
The Outer Beings are perhaps the most marvellous organic things in or beyond all space and time-members of a cosmos-wide race of which all other life-forms are merely degenerate variants. They are more vegetable than animal, if these terms can be applied to the sort of matter composing them, and have a somewhat fungoid structure; though the presence of a chlorophyll-like substance and a very singular nutritive system differentiate them altogether from true cormophytic fungi. Indeed, the type is composed of a form of matter totally alien to our part of space – with electrons having a wholly different vibration-rate. That is why the beings cannot be photographed on the ordinary camera films and plates of our known universe, even though our eyes can see them. With proper knowledge, however, any good chemist could make a photographic emulsion which would record their images.
– The Whisperer in Darkness,
Howard Phillips Lovecraft, 1931
Moonbeast
Business-minded slavers from the dark side of the moon
Moonbeasts are gray, gelatinous creatures resembling toads, but with pink tentacles growing from their blunt faces. They emit a nauseating stench. They delight in torture and the death of other entities and have a reputation for cruelty and lack of compassion. They have enslaved the Folk of Leng, who serve as crew for their black galleys. The Moonbeasts themselves sit unseen at the oars, propelling the galleys with inhuman surface speed and strength, despite the fact that they cannot swim. Their home is the dark side of the moon, where they dwell in stone cities in windowless structures. They serve Nyarlathotep, the terror of infinite forms and messenger of the other gods.
STR 30 CON 30 DEX 8 INT 12 POW 14
HP 30 WP 14
Size category: Large.
Armor: 4 points of rubbery skin.
Attacks: paw 50%, lethality 10%.
Skills: Athletics 30%, Alertness 40%.
Frenzy: Once Moonbeasts can taste the blood of their opponents, they unleash a kind of frenzied fighting zeal. They can then make two melee attacks at once with a penalty of -20%.
Leap: Moonbeasts are capable of jumping more than 10 feet from a standing start and more than 20 feet with a running start. Athletics determines whether they can perform another action in the same turn.
Rituals: Aklo Sabaoth (Nyarlathotep), Domination.
Loss of Stability: 1d4/1d10.
Yog-Sothothery: Moonbeasts, despite their appearance and all the terrible stories about them, lead largely structured lives in a solid social setting. They are busy traders, making the Folk of Leng work for them as slaves (and occasionally eating them), and are able to maintain trade routes via their Black Galleys between the Moon and the Dreamlands.
They are close to Nyarlathotep in this regard, and it is more than likely that within a community of Moonbeasts there are also priests of Creeping Chaos who are responsible for the spiritual leadership of their community.
There around a hideous fire fed by the obnoxious stems of lunar fungi, there squatted a stinking circle of the toadlike moonbeasts and their almost-human slaves.
– The Dream-Quest of Unknown Kadath,
Howard Phillips Lovecraft, 1927
Night-Gaunt
Terrors of the Night
Night-Gaunts appear as black, faceless creatures with rubbery skin that bear horns on their heads. Their large, membranous wings enable them to carry or take humans and other creatures with them. They seem to enjoy tickling their victims as they carry them away. Ghouls are said to use Night-Gaunts as mounts, using a secret keyword. Night-Gaunts make no sounds, presumably because they have no organs to do so. They are most common in the Dreamlands, though some have been sighted in the Waking World. Some say the Night-Gaunts serve the Great Old One Nodens, but whether they act of their own accord or on behalf of other powers remains the mystery of these grave-silent creatures.
STR 30 CON 20 DEX 15 INT 7 POW 12
HP 25 WP 12
Size category: Large.
Armor: 3 points due to rubbery skin (see Aura of Darkness).
Attacks: claws 50%, damage 2W6. Clinch 65% (On success, the victim is pinned and is mostly taken down into the air by the Night-Gaunt).
Skills: Athletics 60%, Stealth 70%.
Aura of Darkness: A cloak of unnatural darkness surrounds the body of every Night-Gaunt. This darkness cannot be penetrated by light sources or night vision devices. As a result, attacks on a Night-Gaunt always receive a -20% penalty due to poor vision. This penalty is also applied to vigilance checks to detect the creature.
Flight: The creature can move effortlessly through the air.
Silent: Night-Gaunts are silent hunters, able to approach their victims in complete silence. Only the beating of their wings creates a barely perceptible hiss.
Stability Loss: 1/1d8.
Yog-Sothothery: Little is known about this race: Where they come from, where they live, whether they inhabit cities or similar dwellings, and the like. It is also unknown whether they have free will or are merely creatures conjured in dark rituals. The fact that they are mainly found in deserted places suggests that they have been banished and expelled. For example, they seem to guard Mount Ngranek on the island of Oriab.
On the other hand, a certain affinity to the Ghouls of the Dreamlands cannot be denied. And even humans are said to have been at Night-Gaunt's service. Perhaps it is a curse attached to these creatures, waiting to be banished in the ages to come.
Out of what crypt they crawl, I cannot tell,
But every night I see the rubbery things,
Black, horned, and slender, with membranous wings,
They come in legions on the north wind’s swell
With obscene clutch that titillates and stings,
Snatching me off on monstrous voyagings
To grey worlds hidden deep in nightmare’s well.
Over the jagged peaks of Thok they sweep,
Heedless of all the cries I try to make,
And down the nether pits to that foul lake
Where the puffed shoggoths splash in doubtful sleep.
But ho! If only they would make some sound,
Or wear a face where faces should be found!
– Night-Gaunts,
Howard Phillips Lovecraft, 1939
NODENS
Lord of the Great Abyss
Nodens often appears in his human form, which resembles a bearded old man and has certain similarities with ancient depictions of the Greeks and Romans. His activity takes place primarily in the Dreamlands, where he is referred to as the Lord of the Great Abyss. Possibly his power is even more significant and extends over the whole Dreamlands, if not even over parts of the Waking World. Nodens has often appeared and helped people for whatever reason.
Great Old One: The being is so powerful that it exists and acts outside the human imagination system. Therefore, it does not have values and the game master freely decides the consequences of direct contact with this being. However, an encounter usually means certain death or madness for humans.
Words of Power: Nodens commands a multitude of beings in the Dreamlands and can even give orders to Great Old Ones. Should a human be addressed directly by Nodens, the order must be carried out unless an POW × 1 test succeeds. In that case, resisting costs 1d6 SAN and is very likely to draw Nodens' displeasure to the resister.
Unnatural Knowledge (+1d10): An encounter with this entity necessarily increases the player character's Unnatural Knowledge by +1d10 points. The player character then simultaneously loses sanity points equal to this amount and suffers the usual consequences. No Stability trial protects against this trait. Unnatural Knowledge occurs immediately after the regular Stability Trial and regardless of its result.
Stability loss: 1d10/1d20 (see also Unnatural Knowledge).
Yog-Sothothery: Nodens is not infrequently referred to as a moderate force among the Great Old Ones, presumably due to his appearance. However, those who have been deceived by it have had to pay a high price. For this powerful being also pursues goals that are intangible to the human mind.
Trident-bearing Neptune was there, and sportive tritons and fantastic nereids, and upon dolphins' backs was balanced a vast crenulate shell wherein rode the gay and awful form of primal Nodens, Lord of the Great Abyss. And the conchs of the tritons gave weird blasts, and the nereids made strange sounds by striking on the grotesque resonant shells of unknown lurkers in black seacaves.
– The Strange High House in the Mist,
Howard Phillips Lovecraft, 1931
NYARLATHOTEP
Crawling Chaos and Messenger of the Old Gods
Nyarlathotep brings chaos and the end of order. His means are manipulation, deception, deceit and betrayal. No other Great Old One interferes so much in the affairs of men. For millennia Nyarlathotep has walked the land in the guise of his avatars, whether as an Egyptian pharaoh, a dark-skinned man, a formless cloud, or in even more nightmarish apparitions.
Whether Nyarlathotep is thereby advancing the goals of the Great Old Ones, whose messenger he is, or following his own agenda, is, by human standards, completely incomprehensible. He seems to delight in those whose last spark of sanity he robs with his game and leaves to a cruel fate. The greater the despair on the part of the people, the more fulfilling the crawling chaos. Not a few report about having seen the Great Old One in human form in high offices or at the top of influential organizations - mostly he has a captivating outer appearance and is exceedingly well off.
Great Old One: The being is so powerful that it exists and acts outside the human imagination system. Therefore, it does not have values and the game master freely decides the consequences of a direct contact with this being. However, an encounter usually means certain death or madness for humans.
Avatars of crawling chaos: Nyarlathotep often does not appear in his true form. Instead, he walks among humans in various disguises and plays his game in secret. When he does use another guise, Loss of Stability and Unnatural Knowledge usually occur once he drops his mask.
AVATARS OF THE CRAWLING CHAOS
Nyarlathotep - the mighty messenger, He-who-is-in-the-abyss and is said to reside on a world of Seven Suns, the father of the One Million Minions - he has numerous avatars and also takes on the appearance of humans, clad in robes and a wax mask. Some appearances attributed to him are as follows:
Egyptian Pharaoh: Tall slender man with a youthful face, colorful robes and a golden ancient Egyptian double crown on his head. He has the charisma of a fallen angel, a capricious glint in his eye and his voice is soft when he speaks. In part, he even uses the name Nyarlathotep in this form, and it is in this form that he is known in the Dreamlands.
Hunter from the Dark: The being that dwells in the Shining Trapezohedron is also considered an avatar of Nyarlathotep, who has promised secret knowledge to those who are willing to listen for eons.
Black Man: Called upon by the witches, he appears as a tall, slender man with pitch-black skin and no hair or beard. He wears a shapeless robe of heavy black cloth. He appears to have hooves instead of feet, and for the most part he does not speak, but makes himself understood with gestures.
High Priest-Who-Must-Not-Be-Described: He resides in a monastery on the plateau of Leng and is also considered by some to be Nyarlathotep's avatar.
Trickster: Nyarlathotep breaks rules, creates conflicts, provokes and manipulates. He is ambivalent, good one moment and showing the true horror under his mask the next.
Unnatural Knowledge (+1d20): An encounter with this entity necessarily increases the player character's Unnatural Knowledge by +1d20 points. The player character then simultaneously loses sanity points equal to this amount and suffers the usual consequences. No Stability trial protects against this trait. Unnatural Knowledge occurs immediately after the regular Stability Trial and regardless of its result.
Stability loss: 1d10/1d100 (see also Unnatural Knowledge).
Yog-Sothothery: The role of crawling Chaos, who on the one hand is a messenger of the other gods and on the other hand seems to pursue his own goals, offers almost unlimited material for human drive and action. Haven't the job offers of late been far too good? Does the foreign business partner really not want anything in return for this extraordinary deal? And what's the catch in this simple favor someone asks of you? Nyarlathotep works in small ways as well as large, and his goals are so obscure that only crawling chaos can penetrate them.
Nyarlathotep ... the crawling chaos ... I am the last ... I will tell the audient void ...
– Nyarlathotep,
Howard Phillips Lovecraft, 1920
It is understood in the land of dream that the Other Gods have many agents moving among men; and all these agents, whether wholly human or slightly less than human, are eager to work the will of those blind and mindless things in return for the favour of their hideous soul and messenger, the crawling chaos Nyarlathotep.
– The Dream-Quest of Unknown Kadath,
Howard Phillips Lovecraft, 1927
Polypous Race
Invisible masters of the winds
These beings are said to have come to earth 600 million years ago. They consist only to a part of known matter and have completely unknown sense organs. Thus they perceive their environment e.g. over their spirit and less by visual impressions. Despite their strangeness, they are able to interact with material things and use this ability, among other things, to build cities of basalt with windowless towers.
When the Great Race of Yith appeared on Earth, even it failed to make contact with the Polypous Race, but the Yithians were able to drive the Polypous Race back into the deep caverns of Inner Earth using sophisticated technology. They then sealed the entrances and henceforth took over the dwellings of the Polypous Race, which they used for their own purposes.
STR 100 CON 100 DEX 15 INT 25 POW 30
HP 100 WP 30
Size category: Very large (target size bonus: +20%).
Armor: None (see Unnatural Matter).
Attacks: tentacle slash 60%, damage 50% lethality (see Throw Down). Unnatural wind blast 99% (see wind blast).
Skills: Athletics 80%, Stealth 60%, Alertness 60%.
Penetrating Attacks: This type of attack penetrates any known armor and completely ignores the target's armor value.
Flying Ability: The creature can move through the air.
Knockdown: A successful attack by the creature throws the target to the ground. This effect can only be avoided by dodging.
Weakness to Electricity: Damage caused by electricity is doubled and takes full effect with no penalties.
Unnatural Matter: Polypous Race suffer a maximum of 1 HP damage from successful attacks. If the attack has a lethality value, the roll for lethality automatically fails and the HP is reduced by the lesser of the two dice.
Gust of Wind: Polypous Race can create a violent directional gust of wind as an action, which easily whirls people through the air and knocks them down. Such a gust of wind affects all creatures and objects that have a maximum size category of Large and are not somehow attached to a surface. Thus, a Polypous Race can effortlessly throw cars at the player characters. Only with a successful athletics test can you hold on to something. Cover also protects against wind blasts. The area of effect of such a gust of wind has a radius of 3 meters. However, since the wind blast is generated in an unnatural way, the range is not limited as long as the Polypous Race can perceive its target. The resulting damage depends on the situation (e.g. height of fall or mass of the thrown object).
Invisibility: Polypous Race can turn invisible at will and appear as an air vortex. They are then difficult to see and hit, but the invisibility has no effect on damage taken. The characteristic roar and whistle that a Polypous Race makes when flying is retained.
Stability Loss: 1d6/1d12.
Yog-Sothothery: After the defeat in the battle against the Great Race of Yith, enclosed and sealed enclaves of the Flying Octopuses likely still exist deep underground. Perhaps this race has since perished in isolation. Or perhaps they are still waiting in their basalt cities for the breaking of the seals and their liberation. Perhaps there are more of these beings outside the Earth, who will one day step forward to liberate their brothers and sister.
According to these scraps of information, the basis of the fear was a horrible elder race of half-polypous, utterly alien entities which had come through space from immeasurably distant universes and had dominated the earth and three other solar planets about 600 million years ago. They were only partly material—as we understand matter—and their type of consciousness and media of perception differed widely from those of terrestrial organisms. For example, their senses did not include that of sight; their mental world being a strange, non-visual pattern of impressions.
– The Shadow Out of Time,
Howard Phillips Lovecraft, 1936
RAT BEING
Brown Jenkin and others
These creatures are no larger than a handsome rat. The human-like face, beard and sharp teeth, and tiny human hands are probably only noticeable at second glance. Rat beings often serve as familiars to those with appropriate knowledge and are readily used as messengers, as they seem to know all the languages of the world.
STR 2 CON 5 DEX 13 INT 16 POW 4
HP 4 WP 4
Size Category: Very small (target size penalty -20%).
Armor: None (see Unnatural Speed).
Attacks: Bite 40%, damage 1d4, armor piercing 3.
Skills: Athletics 30%, Foreign Languages (all) 80%, Stealth 60%, Unnatural Knowledge 60%, Alertness 60%.
Thought Transmission: The creature can interact with other creatures by means of thought transference. For example, the creature can send dream messages, project a voice into a player character's head, or read a player's thoughts and memories.
Teleportation: The creature knows some rat holes in space-time, through which it can get to any distant place very quickly. It can take small objects with it, as long as they are not larger than the being itself. Opening and passing through such a portal costs the Rat being one turn.
Unnatural Speed: The creature is always considered a target with fast movement in combat. It can also use the Dodge action against firearms.
Stability Loss: 1/1W4.
Yog-Sothothery: There are only vague reports about Rat beings. They seem to play an important role as messengers and familiars, especially in the context of witches. For example, in the context of the Salem witch trials surrounding the witch Keziah Mason, there are reports of a being called Brown Jenkin. Whether and to what extent these beings also pursue their own goals remains unclear, however. Their ability to speak all languages of the world and their possibly profound knowledge about the Fourth Dimension and such possible journeys to far away places and times make them an interesting object of study.
Witnesses said it had long hair and the shape of a rat, but that its sharp-toothed, bearded face was evilly human while its paws were like tiny human hands. It took messages betwixt old Keziah and the devil, and was nursed on the witch's blood, which it sucked like a vampire.
– The Dreams in the Witch House,
Howard Phillips Lovecraft, 1932
Reanimated Corpse
Reanimated horror
Resurrecting a corpse can be done in many ways: Be it through voodoo, black magic or the workings of science. The result is a living dead that is highly unpredictable due to the difficult-to-predict process of reanimation. This applies to its inherent characteristics as well as the undead's motivations and courses of action. In some cases, living corpses may possess impressive knowledge or even rituals. All this makes them very dangerous opponents that should not be underestimated.
Looking at the results of reanimating the dead, all rituals and methods have in common that the goodness and completeness of the source bodies contribute much to the success of the process.
STR 8-16 CON 8-16 DEX 6-14 INT 4-12 POW 10-18
HP 8-16 WP 10-18
Size category: medium.
Armor: depending on body armor worn (see resistance to stabbing and firearms).
Attacks: Slash or bite 30% - 60%, damage 1d4+2.
Skills: Athletics 30% - 60%, Stealth 20%, Alertness 40%.
Unpredictability: Depending on the type of resurrection, a living corpse may have different properties. Living corpses are highly unpredictable, so ranges of attributes and derived attributes are also given for this creature. Attributes such as Frenzy and Unnatural Swiftness are possible if the resurrection strengthens the corpse's physical functions. Transference is possible if a disease caused the resurrection. Unnatural Organism and Unnatural Toughness are conceivable if the corpse is moved by pure magic and is basically just a puppet. Due to the unpredictable nature of these creatures, only suggestions for the game master are given here for the stat and other game values in the form of value ranges. The game master selects appropriate values based on the type and cause of the resurrection itself.
Resistance to stabbing and firearms: Any damage that only has a point effect is halved before being charged to the armor value. This also means that the lethality value of weapons is halved on lethality rolls against a resistant target. A successful lethality roll kills the creature. A critical hit does not halve the damage, but it does not double it either.
Rituals: A Reanimated Corpse can perform rituals, provided the remains were complete enough for the raising and the undead has its full memories and knowledge.
Stability Loss: 1/1d6.
Yog-Sothothery: While the nature of the rituals necessary to raise corpses is reason enough for fear and loathing, the idea that bonds or even player characters themselves might be affected by the process is downright horrifying. Add to this the possibility of spreading the disease via contagion, and the door is opened to a possible mass panic with all its unpleasant side effects.
The procurement of suitable bodies for resuscitation is of central importance for the quality of the undead, especially if planned or even businesslike resuscitations are involved. It need not be elaborated further that such a thing can only take place in secret and any form of attention is always avoided by all those involved in it.
It was West who first noticed the falling plaster on that part of the wall where the ancient tomb masonry had been covered up. I was going to run, but he stopped me. Then I saw a small black aperture, felt a ghoulish wind of ice, and smelled the charnel bowels of a putrescent earth. There was no sound, but just then the electric lights went out and I saw outlined against some phosphorescence of the nether world a horde of silent toiling things which only insanity – or worse – could create. Their outlines were human, semi-human, fractionally human, and not human at all – the horde was grotesquely heterogeneous. They were removing the stones quietly, one by one, from the centuried wall. And then, as the breach became large enough, they came out into the laboratory in single file; led by a talking thing with a beautiful head made of wax. A sort of mad-eyed monstrosity behind the leader seized on Herbert West. West did not resist or utter a sound. Then they all sprang at him and tore him to pieces before my eyes, bearing the fragments away into that subterranean vault of fabulous abominations. West’s head was carried off by the wax-headed leader, who wore a Canadian officer’s uniform.
– Herbert West – Reanimator,
Howard Phillips Lovecraft, 1922
SHANTAK
Conqueror of the sky
Shantaks resemble birds, but instead of feathers they wear a kind of scaly dress, which can prove to be very slippery. Adult specimens are larger than an elephant, the head is not unlike that of a horse, and like these, Shantaks are often used as mounts. Their sounds resemble giggling tones that quickly resemble the scratching of glass on stone. Shantaks are said to have a great fear of Night-Gaunts. Shantak eggs are colossal in size and extremely tasty, making them a sought-after commodity throughout the Dreamlands. However, obtaining them is a dangerous business that has cost many lives. On the one hand, the nests of the Shantaks are located at dizzying heights, and on the other, these enormous creatures defend their nests fiercely.
STR 50 CON 50 DEX 10 INT 4 POW 10
HP 50 WP 10
Size category: Very large (target size bonus: +20%).
Armor: 8 points of thick skin.
Attacks: Bite 20%, lethality 25%.
Skills: Athletics 25%, Alertness 50%.
Flight skill: The creature can move through the air.
Massive: A massive target loses hit points from ordinary attacks, but attacks with lethality value are less efficient. They only deal damage equal to their respective lethality value.
Knockdown: On a successful attack by the creature, the target is thrown to the ground. The only way to avoid this effect is to dodge.
Stability Loss: 1d4/1d10.
Yog-Sothothery: Shantaks can be tamed as mounts and are a viable means of transportation for many Dreamland creatures. They are often said to perform services for the Great Old Ones, whether voluntarily or under duress is unclear. Some report that Shantaks can also move through space and have dragged some poor souls all the way to the throne of Azathoth.
Trapped though he was by fabulous and hippocephalic winged nightmares that pressed around in great unholy circles, Randolph Carter did not lose consciousness. Lofty and horrible those titan gargoyles towered above him, while the slant-eyed merchant leaped down from his yak and stood grinning before the captive. […] It was hard work ascending, for the Shantak-bird has scales instead of feathers, and those scales are very slippery.
– The Dream-Quest of Unknown Kadath,
Howard Phillips Lovecraft, 1927
Shoggoth
Shapeless horror of ancient times
Shoggoths were once used by the Elder Things as slaves to build their cities and perform heavy labor. It is said that they were even bred specifically for this purpose. The result was a life form that was impressive in almost every aspect: strong, resilient, and able to adapt to a wide variety of environments.
Shoggoths consist of a kind of protoplasm, which they can shape at will. This allows them to take on any shape and create any expression of extremities. Common manifestations are sometimes the size of a locomotive and have countless sensory organs and mouths that form and disappear throughout the organism. Since many cities of the Elder Thing were underwater, Shoggoths are excellently adapted to life in the sea and are excellent swimmers.
Whether the ability to imitate other life forms was a result of the Elder Thing's experiments or perhaps came about through evolution remains unknown. In any case, Shoggoths can imitate forms, sounds, and possibly even behavioral and thought patterns of other life forms, especially if they have previously assimilated them. Thus, the Tekeli-li! often associated with Shoggoths could be either a sound of a Shogoth or a sound of a Shogoth. Tekeli-li!, which is often associated with Shoggothen, could either represent a sound with which the Elder Thing once communicated with their slaves, or it could even be the expression of their own language. This opens frightening thought games, whether one day the race of the Shoggoths will not be able to act independently and to pursue own goals.
STR 100 CON 100 DEX 10 INT 12 POW 18
HP 100 WP 18
Size category: Very large (target size bonus: +20%/variable - see Shapeshifting).
Armor: None (see Unnatural Matter).
Attacks: tentacle slash/roll down 50%, lethality 50%, and throw down. Absorb 50%, damage 1W4 HP per turn and 1W6 SAN per turn.
Skills: Stealth 70%, Swim 90%, Alertness 80%.
Absorb: When a creature enters the gelatinous body of the Shoggoth, it is completely absorbed within minutes. Some Shoggoths are said to be able to absorb a living being's memories in this manner. A living being within the Shoggoth loses 1d4 HP and 1d6 SAN per turn while being dissolved alive.
Shapeshifting: A Shoggoth can change its shape, appearance, and size at will. This is an excellent way for a Shoggoth to disguise itself. In doing so, the Shoggoth can change its size category at will. Some Shoggoths are even said to be able to take on the shape of people they have previously absorbed. In its gelatinous form, a Shoggoth can naturally fit through even the smallest of openings.
Unnatural Matter: A Shoggoth is made of unnatural matter and suffers a maximum of 1 HP of damage from successful attacks. If the attack has a lethality value, the roll for lethality automatically fails and the HP is reduced by the lesser of the two dice.
Unnatural Organism: A Shoggoth's physiology does not reveal any weak points or particularly significant areas of the body. Targeting to increase damage is therefore not possible, nor are critical hits.
Stability Loss: 1d8/1d20.
Yog-Sothothery: This lifeform was created with the purpose of serving the Elder Thing and performing work for them. They are perfectly adapted to Earth's living conditions, so it should hardly be surprising if Shoggoths still exist in the abandoned cities of Antarctica or other unknown places, their DNA driving them to evolve, grow, and eventually leave their prisons. A population of Shoggoths escaped from the yoke of the Elder Thing, possibly having become intelligent, is likely to pose one of the most terrifying threats to all of human civilization. On the other hand, there may be people to whom the Shoggoth protoplasm may seem like a miraculous twist of fate or a gift from heaven. It is impossible to imagine what could be achieved with the knowledge of this organism.
I came only just short of echoing his cry myself; for I had seen those primal sculptures, too, and had shudderingly admired the way the nameless artist had suggested that hideous slime coating found on certain incomplete and prostrate Old Ones—those whom the frightful Shoggoths had characteristically slain and sucked to a ghastly headlessness in the great war of re-subjugation. They were infamous, nightmare sculptures even when telling of age-old, bygone things; for Shoggoths and their work ought not to be seen by human beings or portrayed by any beings. The mad author of the Necronomicon had nervously tried to swear that none had been bred on this planet, and that only drugged dreamers had even conceived them. Formless protoplasm able to mock and reflect all forms and organs and processes—viscous agglutinations of bubbling cells—rubbery fifteen-foot spheroids infinitely plastic and ductile—slaves of suggestion, builders of cities—more and more sullen, more and more intelligent, more and more amphibious, more and more imitative! Great God! What madness made even those blasphemous Old Ones willing to use and carve such things?
– At the Mountains of Madness,
Howard Phillips Lovecraft, 1931
SHUB-NIGGURATH
The black goat of the forest with a thousand cubs
This being is the cosmic incarnation of the ancient power of fertility and life, which, however, seems perverted and oversized in every way to the human mind. Shub-Niggurath may have poured out the spark of life into the cold and empty universe eons ago, but her essence is both life-giver and devastating doom. She unites all sexes, every DNA, all characteristics of all beings in herself. People have always prayed to her and her names have been many: Osiris, Demeter, Ceres or Freya. Therefore, Shub-Niggurath has a whole range of cults that worship and pay homage to the black goat of the forest. This is also the reason why Shub-Niggurath plays a role in so many rituals and is part of countless invocations and writings.
Great Old One: The being is so powerful that it exists and acts outside of the human imagination system. Therefore, it does not have values and the game master freely decides the consequences of a direct contact with this being. However, an encounter usually means certain death or madness for humans.
Young of Shub-Niggurath: Shub-Niggurath and her children are not seldom found in the deep and dark forests, where fertile nature thrives unchecked. Time and again there are reports of living trees that are said to have devoured many a lonely wanderer here. The sight of such a boy is already bloodcurdling, but once the forest opens its black maw and reveals the horde, even a follower of the black goat almost always loses his mind.
Life Giving: Shub-Niggurath is capable of creating life from nothing. This ranges from single-celled life forms to complex fungi, plants, and even animals.
Mutation: In the presence of the Great Old Ones, terrestrial life tends to mutate. Often this begins with increasing growth of plants and small animals, especially insects. As time progresses, the mutations become more pronounced and do not stop at more complex life forms.
Black Milk: The black milk of Shub-Niggurath is considered sacred by all its followers and cults. It has immense mutagenic effects on the human organism.
Unnatural Knowledge (+1d20): An encounter with this entity necessarily increases the player character's Unnatural Knowledge by +1d20 points. The player character then simultaneously loses sanity points equal to this amount and suffers the usual consequences. No Stability trial protects against this trait. Unnatural Knowledge occurs immediately after the regular Stability Trial and regardless of its result.
Stability loss: 1d10/1d100 (see also Unnatural Knowledge).
Yog-Sothothery: The exact whereabouts and appearance of Shub-Niggurath have not been passed down. Since she has been worshipped by many cultures through the ages, she may well manifest in various places. There are blasphemous writings that seek to connect Shub-Niggurath and other Great Old Ones in a way that seems to profoundly contradict any human conception. Perhaps the highest followers of the cults of the black goat know more about it, however, this secret seems to be well guarded so far.
... is the Lord of the Wood, even to ... and the gifts of the men of Leng ... so from the wells of night to the gulfs of space, and from the gulfs of space to the wells of night, ever the praises of Great Cthulhu, of Tsathoggua, and of Him Who is not to be Named. Ever Their praises, and abundance to the Black Goat of the Woods. Ia! Shub-Niggurath! The Goat with a Thousand Young! [...] Iä! Shub-Niggurath! The Black Goat of the Woods with a Thousand Young!
– The Whisperer in Darkness,
Howard Phillips Lovecraft, 1931
spider of leng
Hunters of the desolate plains of Leng
These creatures resemble earthly spiders, but are many times larger and more dangerous. Their bloated purple bodies may be the most obvious difference from known members of this species, but the Spiders of Leng possess a surprising level of intelligence, making them deadly hunters. They once ruled the plains and valleys of Leng, but were driven out by the Folk of Leng. Almost nothing is known about their way of life, including whether they build colonies and whether there is such a thing as a spider queen. Since the Plateau of Leng has always been a place where the boundaries between the Dreamlands and the Waking World are blurred, it is likely that the influence of the Spiders is not limited to Leng itself. A notion that could provide for many a sleepless night.
STR 20 CON 20 DEX 16 INT 14 POW 12
HP 20 WP 12
Size category: Large.
Armor: 5 points due to chitinous armor.
Attacks: Bite 60%, damage 2W6 HP, armor piercing 3 (see knockdown and poison).
Skills: Athletics 40%, Stealth 60%, Alertness 40%.
Egg Laying: The fear of spiders laying their eggs in living creatures is widespread. These spiders really do it. And they grow to be over two meters tall.Sense of Vibration: the spider can sense even the smallest vibrations in its environment and detect its victim in this way.
Venom: If a Spider of Leng's venom enters a player character's bloodstream through a bite, the player character suffers stunned and must make a CON test after 1d6 turns. If the test fails, the player character falls into a deep sleep. His metabolism and bodily functions are then reduced to a minimum. How long a player character survives in this state and when he wakes up again depends on the dose of poison and is entirely up to the game master.
After a successful bite, the spider usually retreats and waits for the venom to take effect. Then it drags its sleeping victim into its den and eats it there. Sometimes, however, stunned victims are stored as supplies or used to lay eggs. Rumor has it that a Spider of Leng's venom, in the right dosage, can be used to travel to the Dreamlands and remain there for an extended period of time.
Knockdown: If the victim is still alive after a successful attack, the force of the attack will knock them to the ground.
Unnatural Speed: The entity is always considered a target with fast movement. It can also use the Dodge action against firearms.
Camouflage: Spiders of Leng are dangerous hunters that can adapt their appearance to their surroundings to such an extent that they almost completely merge with it. This results in almost complete invisibility. To notice a camouflaged Spider of Leng lurking motionless in close proximity requires a successful Vigilance trial, at greater distances even with a penalty of up to -40%.
Wall Walk: A Spider of Leng can easily crawl along ceilings and walls.
Loss of Stability: 1/1d8.
Yog-Sothothery: The connection between the Spiders of Leng and a more powerful entity, effectively the mother of all spiders, is not only conceivable, but almost obvious. Presumably, such a being, perhaps even a Great Old One, would rule over the fabric of reality. After all, ling and its counterpart on Earth are in constant overlap. Whether the web of the Spiders of Leng has yet to be completed or has already been woven and must not tear is the subject of numerous myths and legends.
There were scenes of old wars, wherein Leng's almost-humans fought with the bloated purple spiders of the neighbouring vales; and there were scenes also of the coming of the black galleys from the moon, and of the submission of Leng's people to the polypous and amorphous blasphemies that hopped and floundered and wriggled out of them.
– The Dream-Quest of Unknown Kadath,
Howard Phillips Lovecraft, 1927
star spawn of cthulhu
Dreaming Servants of the Great Old One
These beings once descended from the stars with the Great Old One Cthulhu and served his purposes. They built vast cities and waged war against the Elder Thing. Their appearance was quite similar to that of their High Priest: huge, shapeless white bodies with massive black wings and glowing eyes. However, there are hints on ancient stone tablets that the star-breed of Cthulhu could also take on human features. If this should be the case, then the danger, which would proceed from still living specimens, would be around lengths larger. After all, they too do their utmost to assist the dreamer in R'lyeh when the stars are right. And possibly they already gather the Cthulhu Cult and all others around them, who hear the call of Cthulhu.
STR 100 CON 120 DEX 12 INT 20 POW 20
HP 110 WP 20
Size category: Extremely large (target size bonus: +40%).
Armor: 20 points due to titanic physique (see Regeneration).
Attacks: Tentacles 75%, lethality 20% (see Pin). Claw slash 65%, lethality 60%.
Skills: Athletics 30%, Flying 75%, Swim 90%, Unnatural Knowledge 90%, Alertness 60%.
Pinning: Upon a successful attack by the creature, the target is pinned, as well as all other targets standing within 5 meters. This condition can only be avoided by dodging.
Flight Ability: The creature can move through the air.
Shapeshifting: The Starspawn can change shape, shifting from a smaller image of Cthulhu to the form of (pre-)human beings. Or take the form of other objects and beings it wishes.
Regeneration: In each combat round, the creature first regenerates +1W4 hit points before performing its action.
Unnatural Organism: Physiology reveals no weak points or particularly significant areas of the body. Targeting to increase damage is therefore not possible, nor are critical hits. However, the creature takes ordinary damage as normal.
Rituals: Aklo Sabaoth (Cthulhu), Dho Hna Formula, Call Entity (Cthulhu).
Stability Loss: 1d8/1d20.
Yog-Sothothery: It is to be suspected that not all servants of Cthulhu dream and wait with him in the sunken city of R'lyeh. If the ancient lore is accurate, then the Breed may have been taking advantage of the time and working on his resurrection in the name of the Great Old One. If they have perfected their abilities to look and possibly act like humans over the millennia, this opens up unimagined possibilities for them and may be considered a disturbing notion.
With the upheaval of new land in the South Pacific tremendous events began. Some of the marine cities were hopelessly shattered, yet that was not the worst misfortune. Another race – a land race of beings shaped like octopi and probably corresponding to fabulous pre-human spawn of Cthulhu – soon began filtering down from cosmic infinity and precipitated a monstrous war which for a time drove the Old Ones wholly back to the sea – a colossal blow in view of the increasing land settlements. Later peace was made, and the new lands were given to the Cthulhu spawn whilst the Old Ones held the sea and the older lands. New land cities were founded – the greatest of them in the antarctic, for this region of first arrival was sacred. From then on, as before, the antarctic remained the center of the Old Ones' civilization, and all the cities built there by the Cthulhu spawn were blotted out. Then suddenly the lands of the Pacific sank again, taking with them the frightful stone city of R'lyeh and all the cosmic octopi, so that the Old Ones were again supreme on the planet except for one shadowy fear about which they did not like to speak.
– At the Mountains of Madness,
Howard Phillips Lovecraft, 1931
Terror from the Grave
Ghoulish revenant
Raising a dead person is a complicated process where a lot of things can go wrong. Be it that when the ritual Essential Salts was used, the body was not fully present. Be it that the corpse was not fresh enough or the composition of the Vital elixir was not correct. And other methods of revival may also have their stumbling blocks. Ideally, the being is resurrected in its original form in an intact body. More likely, however, the revival may not go so ideally. Sometimes all that comes back is a screaming, drooling, misshapen lump of flesh that simply has too many limbs and mouths and is driven by pure madness and primitive instincts.
However, even such a horror may still have memories that can be brought up, after all, information retrieval is often the cause of revival. In addition to controlling the being and maintaining its condition, communication is then often difficult, since both the madness haunts the formerly dead body and the proper languages and methods of communication must be employed.
STR 18 CON 12 DEX 4 INT 4 POW 10
HP 30 WP 10
Size category: Medium.
Armor: see resistance to stabbing and firearms and Unnatural Organism.
Attacks: Slash/Bite 2x 30%, damage 1d6+2 (see Frenzy).
Skills: Athletics 30%, Stealth 20%, Alertness 50%.
Frenzy: This horribly disfigured creature lashes out and bites wildly, making two melee attacks at once. The penalty for Frenzy is already calculated into the attack value.
Unnatural Organism: A misshapen lump of flesh reveals no weak points or particularly significant areas of the body. Targeting to increase damage is therefore not possible, nor are critical hits. Nevertheless, the creature takes ordinary damage as normal.
Unnatural Toughness: The creature has 15 additional HP not derived from its CON or STR.
Intergrown Group (optional): If the essential salts are accidentally used by more than one person, a greater horror may also return. In this case, multiple Terror from the Grave are simply combined into one fused group. The parts of the fused group attack simultaneously and can only move together. As usual, each part has two attacks with 30% chance to hit and causes 1d6+2 HP when hit. However, the parts together form a single target of the Large size category and add up their HP to a common value. Each time the fused group suffers 30 HP, a part dies and can no longer attack. An overgrown group causes a stability loss of 1W6/1W12 instead of 1W4/1d10.
Resistance to stabbing and firearms: Any damage that only affects a point is halved. This also means that the lethality value of weapons is halved on lethality rolls against a resistant target. A successful lethal roll kills the creature. On a critical hit, the damage is not halved, but it is not doubled either.
Stability Loss: 1d4/1d10.
Yog-Sothothery: Accessing the knowledge of long-dead spirits can be a strong driving force for non-player characters, as well as a final straw for characters in the course of investigations. The moral abysses that result from this should be the occasion for far-reaching consequences, which can ideally be thematized in interludes or even in their own episodes.
There had, it seems, been some truth in chimerical old Borellus when he wrote of preparing from even the most antique remains certain "Essential Saltes" from which the shade of a long-dead living thing might be raised up. There was a formula for evoking such a shade, and another for putting it down; […] One must be careful about evocations, for the markers of old graves are not always accurate.
– The Case of Charles Dexter Ward,
Howard Phillips Lovecraft, 1927
Winged Servant
Unnatural mount
Winged Servants are adapted to many environments that humans would consider inhospitable or even hostile. The entire appearance of these creatures is beyond the comprehension of a sane mind and seems more like an obscene mixture of various animal forms. They can traverse almost any environment, be it air, water, or the vacuum of space, and move about with the aid of their membranous wings. Should a person entertain the idea of using a Winged Servant as a mount, he should consider the places the creature is likely to take him and the dangers that await him there.
STR 22 CON 22 DEX 11 INT 4 POW 8
HP 22 WP 8
Size category: Large.
Armor: 3 points due to unnatural skin.
Attacks: claws 40%, 2W6 damage.
Skills: Athletics 30%, Flying 60%, Alertness 40%.
Flight skill: The creature can move through the air. This not only involves the atmosphere of Earth, but also extends to areas beyond our planet.
Space Bending: Winged Servants have the ability to bend space around them in unnatural ways using their wings. This allows them to quickly jump from one part of the universe to another, and perhaps even reach other dimensions. For a reckless rider, this is an insane experience and costs them 1W4/1d10 SAN each time.
Unnatural Entity: The physiology of the entity does not reveal any weak points or particularly significant areas of the body. Targeting to increase damage is therefore not possible, nor are critical hits. Nevertheless, the creature takes ordinary damage as normal.
Stability Loss: 1/1d8.
Yog-Sothothery: This race seems to be a favorite unnatural mode of transportation analogous to earthly horses for many powerful ritual casters. Winged Servants not only provide transportation from one earthly location to another, but they are also capable of traversing the shores of space to reach distant planets or deliver messages. This makes them an ideal target for summoning and invocations, though one should not be fooled by their use as mounts. While Winged Servants do not seem to have any developed intelligence, they can play dangerously with any person who rides them, such as when they threaten to drop their load in empty space.
Out of the unimaginable blackness beyond the gangrenous glare of that cold flame, out of the tartarean leagues through which that oily river rolled uncanny, unheard, and unsuspected, there flopped rhythmically a horde of tame, trained, hybrid winged things that no sound eye could ever wholly grasp, or sound brain ever wholly remember. They were not altogether crows, nor moles, nor buzzards, nor ants, nor vampire bats, nor decomposed human beings; but something I cannot and must not recall. They flopped limply along, half with their webbed feet and half with their membranous wings; and as they reached the throng of celebrants the cowled figures seized and mounted them, and rode off one by one along the reaches of that unlighted river, into pits and galleries of panic where poison springs feed frightful and undiscoverable cataracts.
– The Festival,
Howard Phillips Lovecraft, 1925
YOG-SOTHOTH
The key and the gate
Yog-Sothoth is the key and the gate, is time and space, is ruler of dimensions and guardian of realities. This Great Old One exists in all ages and in all places. He is witness of beginning and end. As vast and powerful as the other Gods and Great Old Ones may be, Yog-Sothoth stands outside of any hierarchy and pantheon, should such a concept even exist.
It would be presumptuous to believe that Yog-Sothoth could have even a trace of interest in the earth or in man. Nevertheless, he is the subject of many cults and rituals. People hope for great power through his invocation. But getting involved with Yog-Sothoth is more than dangerous, because control of this entity is impossible and the effects of contact cannot be estimated.
Great Old One: The entity is so powerful that it exists and acts outside the human imagination system. Therefore, it does not have values and the game master freely decides the consequences of direct contact with this entity. However, an encounter usually means certain death or insanity for humans.
Omniscience: The All-in-One and One-in-All possesses limitless knowledge that encompasses all that exists in all timelines. To try to acquire this knowledge is a dangerous process and can lead to loss of sanity to a significant degree, as the human mind is simply overwhelmed with this concept.
Spacetime Curvature: The presence of Yog-Sothoth can cause spacetime to stretch, distort or fold. Whether this effect is caused by mass and gravity, as postulated by Einstein, or by other forces is not known. The result, however, is distortions in the fabric of reality that merge distant places, create wormholes, and cause timelines to cross. The specific effects on witnesses to spacetime curvature are determined by the game master as needed.
Unnatural Knowledge (+1W100): An encounter with this entity necessarily increases the player character's Unnatural Knowledge by +1W100 points. The player character then simultaneously loses sanity points equal to this amount and suffers the usual consequences. No Stability trial protects against this trait. Unnatural Knowledge occurs immediately after the regular Stability Trial and regardless of its result. Such an encounter with Yog-Sothoth increases the player character's Unnatural Knowledge so drastically that the player character's mind is very likely to be permanently destroyed by it.
Stability Loss: 1d10/1w100 (see also Unnatural Knowledge).
Yog-Sothothery: Time and place are relative in the context of Yog-Sothoth. Perhaps this is one reason for the widespread worship of this Great Old One. If one observes the aspects of Yog-Sothoth from a philosophical point of view, one can find many examples in human development which have taken up the ambivalent principle of "key and gate" - the Chinese Yin and Yang may be mentioned here only as an example.
The Old Ones were, the Old Ones are, and the Old Ones shall be. Not in the spaces we know, but between them, they walk serene and primal, undimensioned and to us unseen. Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth. He knows where the Old Ones broke through of old, and where They shall break through again. He knows where They had trod earth's fields, and where They still tread them, and why no one can behold Them as They tread.
– The Dunwich Horror,
Howard Phillips Lovecraft, 1928
ZOOG
Curious inhabitant of the forest
Zoogs are small brown creatures that inhabit underground caves and the trunks of massive oaks in the Dreamlands. They live in village-like communities, have a noble class, and are led by the oldest and wisest Zoogs, the Council of the Wise. Intelligent, mischievous, and curious, Zoogs secretly explore vast areas of the Dreamlands - and a few even claim to have seen them in the Waking World. From their wanderings they bring back many a secret of the Dreamlands and the Waking World to tell about at their hearth fires. They feed mainly on mushrooms, but it is said that they do not abhor meat. The Zoogs are known in many regions of the Dreamlands for their moon wine, the production of which is shrouded in mystery. Zoogs are skilled and can also use tools and weapons. They converse in a fluttering, trilling language that humans can learn or understand through Dreamland knowledge. Zoogs and the Cats of the Dreamlands share an intimate enmity that has spawned many a war.
STR 4 CON 5 DEX 20 INT 12 POW 11
HP 5 WP 11
Size category: Very small (target size penalty: -20%).
Armor: None.
Skills: Athletics 45%, Dodge 40%, Craft (wine making) 75%, Stealth 65%, Military Science 40%, Alertness 55%, Dreamland Knowledge 40%, Tracking (sense of smell) 50%.
Attacks: Bite 35%, damage 1st slingshot 45%, damage 1d4.
Misfortune of Zoogs: Near a Zoog, people lose minor items (money, jewelry, writing utensils, etc.) on a failed Luck trial.
Stability loss: 0/1.
Yog-Sothothery: Zoogs are busy, curious, and inventive. In the enchanted forests of the Dreamlands, there may be several paths leading to the Waking World. There is plenty for them to discover here, and very likely plenty for them to get. Be it items of the humans, ingredients for the moon wine or the continuation of their feud against cats, most of which are only a pale reflection of their comrades in the Dreamlands. Zoogs are also capable of performing rituals. This may be a good reason for some people to search for contact with Zoogs.
In the tunnels of that twisted wood, whose low prodigious oaks twine groping boughs and shine dim with the phosphorescence of strange fungi, dwell the furtive and secretive Zoogs; who know many obscure secrets of the dream world and a few of the waking world, since the wood at two places touches the lands of men, though it would be disastrous to say where. Certain unexplained rumours, events, and vanishments occur among men where the Zoogs have access, and it is well that they cannot travel far outside the world of dream. But over the nearer parts of the dream world they pass freely, flitting small and brown and unseen and bearing back piquant tales to beguile the hours around their hearths in the forest they love.
– The Dream-Quest of Unknown Kadath,
Howard Phillips Lovecraft, 1927
ZOOG, ANCIENT
Member of the Council of Wise Men
STR 3 CON 4 DEX 13 INT 16 POW 16
HP 4 WP 16
Size category: Very small (target size penalty: -20%).
Armor: None.
Attacks: Bite 20%, damage 1.
Skills: Foreign Language (Human Language) 20%, Story 45%, Military Science 50%, Dreamland Knowledge 75%, Unnatural Knowledge 20%.
Misfortune of Zoogs: Near a Zoog, people lose minor items (money, jewelry, writing utensils, etc.) during a failed Luck test.
Rituals: Eredicate Memories (by using their Moon Wine), Cure, Harm, Domination.
Stability loss: 0/1.
DANGEROUS ANIMALS
In addition to unnatural creatures, normal animals also populate the world of FHTAGN, of course. In the following, some selected species are highlighted that can potentially become dangerous to a player character. It should be noted that wild animals are generally rather shy and avoid humans. Also, most animals flee from fire or loud noises.
Animals have an animal intelligence, the value of which is not shown separately. Also, animals generally perform only one attack per turn, unless explicitly stated otherwise in the text. Animals can have attribute values of more than 18. Furthermore, there are already countless publications about animals in various percentage-based roleplaying systems. When adapting them into your own scenarios, game masters should keep in mind how lethal a corresponding creature should be - measured against a human with on average STR 10, HP 10 and an unarmed damage of 1d4-1 respectively 1d8 with a normal firearms. Here it helps to consider after how many turns a respective animal can incapacitate a player character, without having to simulate this exactly now.
BEAR
The family of bears given here refers mainly to the big bears like black bear, brown bear or polar bear. Bears are extremely strong and a successful paw blow can already mean death. Also, the surface speed of a bear is often underestimated, which can reach up to 60 km/h for a short period of time. Bears are furthermore able to climb trees excellently despite their weight of up to 700 kg and more.
STR 25 CON 25 DEX 12 POW 10
HP 25 WP 10
Size category: Large.
Armor: 4 points due to thick fur.
Attacks: Slash 40%, lethality 10% (see Pin). Bite 60%, damage 2w6.
Skills: Athletics 45%, alertness 65%, tracking (sense of smell) 75%.
Pinning: Bears can clasp their victim, pinning them down.
BIG CAT
The big cat group includes animals of the species tigers, jaguars, lions, and leopards, among others. Physical characteristics vary greatly from species to species, but they are all potentially dangerous to humans. In each case, the first indication represents a medium-sized predatory cat such as a jaguar or leopard; the second indication represents a large predatory cat such as a tiger or lion.
STR 15/25 CON 14/18 DEX 20 POW 10
HP 15/22 WP 10
Size category: Medium (jaguar, leopard)/Large (lion, tiger).
Armor: 1 point through fur/3 points through fur.
Attacks: claws or bite 60%, damage 1d10/10% lethality.
Skills: Athletics 85%, Stealth 75%, Alertness 60%, Tracking (sense of smell) 60%.
DOG
The values refer mainly to larger dogs, such as German shepherds, Great Danes, or various bull terrier species.
STR 15 CON 13 DEX 13 POW 10
HP 14 WP 10
Size category: Medium size.
Armor: 1 point due to fur.
Attacks: Bite 50%, damage 1d4+1 (see Pin).
Skills: Athletics 65%, alertness 75%, tracking (sense of smell) 75%.
Pin: Dogs can bite into their victim, pinning them down.
WHITE SHARK
This is a particularly large and fearsome specimen of the notorious predator.
STR 50 CON 40 DEX 16 POW 16
HP 45 WP 16
Size category: Large.
Armor: 5 points due to thick skin.
Attacks: Bite 60%, damage 25% lethality.
Skills: Swim 60%, alertness 60%.
Frenzy: The shark can also snap twice and then receives a -20% penalty to its attack.
Water Dweller: The creature is adapted for life in water.
WILD BOAR
In Central Europe, adult boars reach a length of 140 to 180 cm and weigh between 150 and 200 kg. In other regions, even larger specimens are common.
STR 15 CON 15 DEX 8 POW 9
HP 15 WP 9
Size category: Medium size.
Armor: 3 points due to thick skin.
Attacks: Rush 40%, damage 2W6 (see overthrow). Tusk 50%, damage 1d8.
Skills: Athletics 40%, alertness 40%.
Overthrow: The victim of a rush falls to the ground on a failed test for Athletics.