CREATURE DECK

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TM and ©2014 Monte Cook Games, LLC

Understanding the Creature Listings Numenera Creature Deck
TM

Level: A creature’s level determines the target number a PC Build encounters quickly and easily, or create
must reach to attack or defend against the opponent. The them randomly on the fly. Then give your
difficulty number is listed in parentheses after its level. The
target number is three times the level. players a look at their foes before plunging
Health: A creature’s target number is usually also its health,
into combat.
which is the amount of damage it can sustain before it is dead
or incapacitated. This deck contains 100 of the most commonly
Damage Inflicted: Generally, when creatures hit in combat, they encountered creatures in the Ninth World,
inflict their level in damage regardless of the form of attack. Some drawn from both the Numenera corebook and
inflict more or less or have a special modifier to damage.
The Ninth World Bestiary. When you need to
Armor: This is the creature’s Armor value. This entry doesn’t build an encounter (either when prepping your
appear in the game stats if a creature has no Armor.
game or at the gaming table), simply draw a
Movement: Movement determines how far the creature can
move in a single turn.
card from this deck. You’ve got basic stats (with
a reference to the corebook, for full stats and
Modifications: Use these numbers when a creature’s
information says to use a different target number. For info) on one side, and an image to share with
example, a level 4 creature might say “defends as level 5,” your players on the reverse.
which means PCs attacking it must reach a target number of 15
(for difficulty 5) instead of 12 (for difficulty 4).
Design: Monte Cook and Bruce Cordell
Combat: This entry gives advice on using the creature Graphic Design: Kali Fitzgerald
in combat, such as, “This monster uses ambushes and
hit‑and‑run tactics.”
© 2014 Monte Cook Games, LLC
Page Number: The number you see at the bottom of a creature Numenera and its logo are trademarks of
listing tells you where to get additional information about that Monte Cook Games, LLC in the U.S.A. and other countries.
creature’s motives, appearance, habitats, loot, and interactions. All Monte Cook Games characters and character names,
Orange numbers refer to the Numenera corebook, while blue and the distinctive likenesses thereof, are trademarks of
numbers refer to The Ninth World Bestiary.
Monte Cook Games, LLC.

TM and ©2014 Monte Cook Games, LLC

Blasts of force. they can alter the that they are immune to most dangerous state again until its next turn. which increases attack is through the opening in their On each attack. Once this to three foes as a single action. and damage as the hurl a foe away from them up to short range artifact or a cypher. and focused heat reflect off the hide by anything unless the attack is pandimensional. meaning that he loses his next turn. however. Instead of taking damage. It can affect and attack in this state. a Might defense roll) Round 4 Damage 15 points. but affects power can be used in a variety of ways. the or the end of its turn. 6 points 4 points Attacks as level 5. Failure means that the according to the following schedule: spray out blood bubbles that are filled with character cannot attack the creature this • A flesh-eating acid (2 additional points of damage) Round 1 Damage 6 points. 5 due to size. range. attacks as level 8 Barms can break their own body sacs by Its main attack is a sneak attack. the roll to shrug off the effect original source of the attack. so avoiding (7 points of damage). such as an victim can attempt another Might defense the same level. • A poison that blurs the victim’s vision extended size. The bubbles attack a round. if possible. • A ray of psychic energy that inflicts 4 points halting a moving object to causing an object of an avatrol back in the direction it came While partially solid. the paralyzed that uses transdimensional energies. motionless for one round. hurl a light object ambient damage. (see Combat) escalating attack level 4 due to size. most interesting thing about them is based on the situation: decision is made. necks—they slide the membrane back and effects: round to see it. but it can vary the type of beam insubstantial. attacks as level 6 see it and always attacks them. Combat: It attacks by blitzing. an abykos defends as level to suddenly move rapidly and with force. 23 24 25 232 TM and ©2014 Monte Cook Games. While solid. it chooses one of the following each PC must make an Intellect roll every its mass. and attack level each round. (4 points of Speed damage if the victim fails Round 3 Damage 12 points. paralyzes one target if she fails a Might high frequency sonics. the creature can’t change Most significantly. an abykos can: hurl a heavy object at a target in short • A beam of nerve-targeting energy that can affect and be affected by others normally. attacking up feet (61 m). Combat: An astraphin monolith can fire a seemingly metallic claws. passive skill (a level 3 task). increase puts it above its maximum health). with its heavy spiked tail that inflicts 6 points • A paralytic concoction (victim loses his next Round 5 Blitzer overheats. from light. or defense roll. Armor: 4 Speed defense as level Armor: 4 perceives as level 6. see Combat). This of Intellect damage on one target (and ignores Armor) from. • A disorienting venom (changes the target of the character’s next action (such as an attack) to a random target within immediate range). • A blast of raw force that inflicts 6 points of acceleration of up to three different creatures energies. or partially solid. range (rather than its normal range) 230 20 21 22 Balikna 4 (12) Bellowheart 6 (18) Blitzer 5 (15) Blood Barm 3 (9) Health: 20 Movement: Short Health: 30 Movement: Short Health: 20 Movement: Short Health: 10 Movement: Short Damage Inflicted: Modifications: Damage Inflicted: Modifications: Speed Damage Inflicted: Modifications: Damage Inflicted: Modifications: 6 points Defends as level 5 6 points defense as level 5 due 6–15 points See Combat for 4 points Speed defense as due to camouflage. concentrated damage on one target While insubstantial. it can’t affect or be affected or objects within immediate range. and defending against it is two steps target in short range and burst on impact.) Reflected rays have As an attack. and turn if he fails a Might defense roll) begins to smolder The larger sacs burst first due to their of damage and stuns its opponent for one round. solid. Combat: The balikna’s camouflage is a Combat: Blood barms’ main mode of different foes with its whiplike tendrils. Armor: 2 Combat: An abykos fights with its long. attacks as level 5 long. and any young barms The creature follows up with an attempt to (increases the difficulty of all actions requiring within are born. However. A moving character object is drained of power and becomes useless or object within immediate range can also • A burst of heat that inflicts 3 points of the reflected beam of a level 7 ray emitter and the abykos gains +5 health (even if the be forced to stop immediately and remain damage on all creatures within immediate is a difficulty 7 task. (This isn’t true of more specific 7. charging beam of energy at foes within a range of 200 pounces when they attack. 7 points Perceives as level 8. LLC . and so on—or of range (7 points of damage). At the beginning Combat: Accelerators defend themselves with Combat: Avatrols use nasty. Each round. a solid abykos can touch an object up to long range (5 points of damage). sharp seeds. Each youngling is level 2 close its pincers on its stunned opponent for sight by one step for one hour) (6) and deals 2 points of damage. The balikna knows who cannot • A nervous-system-disrupting venom Round 2 Damage 9 points. 4 points of damage. damage. falls dead. Armor: 3 Armor: 2 Combat: A bellowheart can attack up to six Armor: 4 level modification. a swipe pressing them against a PC or an object. more difficult. it can choose to be multiple bladelike appendages. solid matter as level 2. If it’s invisible. Armor: 3 to size. attacks as level 7 causing 4 points of damage.Abykos 4 (12) Accelerator 6 (18) Astraphin Monolith 6 (18) Avatrol 4 (12) Health: 12 Movement: Short Health: 30 Movement: Long Health: 30 Movement: None Health: 19 Movement: Long Damage Inflicted: Modifications: Defends Damage Inflicted: Modifications: Damage Inflicted: Damage Inflicted: Modifications: 4 points as level 5 (or as level 7. They or exotic energies—magnetic waves.

TM and ©2014 Monte Cook Games. LLC .

When they swarm. modification in their favor. is just like a normal attack except that each time. Reacts Combat: A calyptor attacks locally with its their terrible bite. quickly bloating insect sucking her blood and fewer than four. usually attacking with a savage bite. as effect (the calyptor’s choice) on every creature in she sleeps. Health: 36 Movement: Short Damage Inflicted: when on the ground. The foe can take only purely Combat: A chronal feeder attacks with its ruins. For instance. barriers or features of the landscape. On its next Armor: 2 as level 7. its claws. 28 235 31 236 TM and ©2014 Monte Cook Games. the victim dies and the tick scion tears until a foe attacks with a weapon. Victims who fail Intellect defense A chronal feeder can phase back and forth rolls are paralyzed for two rounds. producing either soporific or panic But if the victim doesn’t notice. LLC . and destroys the weapon. to size. Absorbing a weapon heals the listener for one minute. If her companions fail to notice the of metal or stone. It Might defense rolls move one step down can also use this ability to draw a victim’s the damage track. nature of the sound paralyzes anyone within as a level 6 creature and deal 8 points Might task at difficulty 4). Soporific: The sound puts the listener to nothing else intervenes before ten hours have In addition. they can also grapple a foe. Resists Combat: A cave qui attacks a foe with However. it holds the Combat: A cragworm hides amid rocks and acting like a swarm. It can absorb matter. Combat: If an insect-sized bloodfeast tick scion Combat: These creatures deal damage with drops unseen onto a victim. Armor: 2 as level 7. that sleep deepens rapidly to a the material (5 or 6 points for a large piece normal. she is saved the creature. but is debilitated for a few days. While hiding. Each hound powerful limbs. If detected. calyptors plays coordinated chords that create a inflicting 8 points of damage. to the death. A pride of across her skin. which many creatures can’t hear. long range. focused bleat that inflicts 2 concentrate on one foe and make one points of damage (ignores Armor). for example). intensely loud. 26 232 234 27 Cave Qui 4 (12) Chirog 4 (12) Chronal Feeder 4 (12) Cragworm 6 (18) Health: 12 Movement: Short Health: 15 Movement: Short Health: 18 Movement: Short. If their numbers are reduced to short range who fails an Intellect defense roll. tick squished) sometime before ten full hours avoid having the weapon absorbed into Panic: The sound instills unreasoning fear in of exsanguination have elapsed.Bloodfeast Tick Scion 6 (18) Broken Hound 2 (6) Callerail 7 (21) Calyptor 3 (9) Health: 18 Movement: Short Health: 6 Movement: Short Health: 30 Movement: Short Health: 9 Movement: Short Damage Inflicted: Damage Inflicted: Modifications: Damage Inflicted: Modifications: Damage Inflicted: Modifications: 6 points 4 points Perception as level 5 7 points Speed defense as 5 points Musical performance due to scent. it howls. which up to 300 feet (91 m) trickery as level 3. Ninth World. negates the the victim runs off. of damage (4 points even if the target Both the grappling chirog and the grappled between its home dimension and the succeeds on a Speed defense roll). haste to get away from the calyptors. Speed Armor: 3 related to persuasion action. attack as if they were a level 4 creature. its envenomed bite Cave quis speak their own hypersonic with attackers gaining a two-step can close on prey otherwise protected by inflicts terrible damage. the next time itself a number of points equal to the level of must still be attacked individually. a single action using its powerful limbs. Three cave quis can coordinate their attack. Victims who fail language. it can phase defense as level 5 due Combat: Chirogs do not use weapons or Modifications: back into this world as level 6. Damage Inflicted: Modifications: Damage Inflicted: can phase into its Damage Inflicted: Modifications: Hides 4 points long when flying 5 points Climbs as level 7. healing level 5 attack. level 6 due to size. During this time. stumbling and falling in her A tick scion can make two bashing attacks with attack. it fights from behind. traveling as level 4. effect when hunting prey. The treatment or an extremely loud noise (not free. rather than inflicting damage. coma. it hiding place to attack. and it uses this ability to great When the cragworm emerges from its foe are easier targets for other combatants. they flee. attention and then launch a surprise attack Once a cragworm enters combat. Four to six of them can the itchy sensation of the tiny insect crawling trickery as level 5. the callerail for a few points. and the subsonic make a single attack against one character mental actions or struggle to get free (a crushing mandibles. they foe immobile. she is allowed as level 9. Perception tools. perception Armor: 2 Armor: 3 Breaks objects tasks as level 7. Broken hounds attack to deception and piercing head spikes or at long range via an a difficulty 3 Intellect defense roll to notice in large numbers. a callerail can hold its action sleep for one minute or until roused by rough elapsed. If the victim is roused (and the bloating foe must make a Speed defense roll to made by a calyptor). and move. Perception as level 5. the insect is easily Combat: A callerail smashes foes with its smashed. 5 points home dimension as 8 points in rocky terrain Modifications: Tasks Armor: 1 an action.

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which is usually its initial bites the target. the drebil attack if it can get up to speed first by difficulty 4 Speed defense roll. A disassembler with this prohibition removed A drebil whose health is reduced to 3 or less would be a true terror. Characters who make a Might defense roll. a molecular level. other) with a single attack. The within 10 feet (3 m) get the poison in their or one destructive ray at a range of 1. level 5 due to size. those who fail stand close enough to the dark fathom to touch A dedimaskis regenerates 3 points of health most reasonable.000 Combat: A dimensional husk is composed only ranged attacks that harm it are mental. When it into the sprout. Those who fail maintains it. a drebil is unlikely to attack such a target). it can be overwhelmed and lose its A husk is difficult to hit due to its fluctuating point of Armor against that attack. increased by two steps. turning solids into liquid Combat: A drebil that can’t attack a creature up to four creatures (standing next to each battering foes for 8 points of damage. each wielded by a hazy creatures and objects within short range so of dealing with a particular attack from a alternate version of the husk. adapt the larger machine to various attack with 1d6 melee or ranged weapons Culovas enjoy laying ambushes for foes As an action. the captured armored or armed. If things reach a point they end up next to it. but this limitation might (unless Armor completely encapsulates the points of damage. crushing cage. Deceiving as level 6. or armor by touch. If he fails three rolls before he affect organic matter. he is sucked a disassembler can destroy a foe’s weapons instantly retracts its faux-skin disguise and making a charge from long range. If the dark fathom draws particular foe. A victim must magnetic. Even those who make PC must succeed on two difficulty 3 Might The creature’s disassembling tools cannot the surprise attack. 238 38 39 40 TM and ©2014 Monte Cook Games. as the GM sees fit. escapes. When this occurs. next action. a PC must reroll even‑numbered and other attacks relying on physiology. A disassembler inflicts 10 points of victim who has picked up or otherwise touched An earthshaker can also make a trampling living prey into their sprouts. attacking a In addition. Obviously. disease. certain tasks. a few improbable—that suffer 4 points of Speed damage (ignoring it or make melee attacks against it must make each round as the slaved swarm repairs and are always in flux. it deals 7 points of damage a successful Speed defense roll take 2 defense rolls. attempts to fly off and escape to its lair. so all creatures matter and energy — and consuming them. and mouth. and weapons. clublike arms. the slaved machines can rapidly can produce them. For example. and gas. impressive display of tusks and can target attack with their giant. A dimensional husk that Armor). Armor: 4 Armor: 5 Combat: A disassembler’s arms end in tools Speed defense as level Combat: An earthshaker attacks with its Combat: For living prey. feet (305 m) in lieu of making four attacks. surprising the target so much does. Otherwise. they can repair 1 additional where a culova is engaged in combat. it too much. or extradimensional. their heads a singularity. A dark fathom is immune to poison. 8 points Speed defense as 8 points Speed defense as Armor: 4 Armor: 1 Modifications: level 4 due to size. it moves 200 feet (61 m) in a round. of many overlapping versions of itself— eyes. and sustain 30 points of damage. nature. from the rear. Damage Inflicted: Modifications: Damage Inflicted: Modifications: Damage Inflicted: Modifications: Speed Damage Inflicted: can teleport to any 4 points Moves with stealth 8 points Perception as level 6. effective combatant against automatons and A disguised drebil ends its charade. 236 237 35 36 Disassembler 5 (15) Drebil 2 (6) Earthshaker 8 (24) Edacious Destroyer 7 (21) Health: 18 Movement: Short Health: 9 Movement: Long when Health: 80 Movement: Long Health: 30 Movement: Long Damage Inflicted: Damage Inflicted: flying.Culova 4 (12) Dark Fathom 8 (24) Dedimaskis 7 (21) Dimensional Husk 5 (15) Health: 20 Movement: Long Health: 40 Movement: Short Health: 35 Movement: Long Health: 15 Movement: Short. Armor: 2 Combat: A dedimaskis can fire up to four Modifications: Combat: Culovas can spray venom from Combat: The dark fathom has a construct like destructive rays in a single round at the Social interaction their mouths. they may attempt to suck still- the like. When they do. nose. as if from nowhere. In addition. 7 points defense as level 6 due 3 points location it can see and climbs as level 6. culovas attack using a Might defense roll each round. If the drebil hits with range is attacked. edacious destroyers that allow it to take apart inorganic matter on 3 due to size. To cut himself free or otherwise escape strategy against organic opponents that are that the difficulty of his Speed defense roll is and anything that comes within immediate from his living. They can fights to the death. after two rounds or sneaking around to flank or surprise each round. Armor: 4 Sees through deception Armor: 4 (see Combat) to size. Armor: 2 as level 6. LLC . however. safety mechanism—rather than an inability. as an action. the creature. appeared without weapons before combat are drawn into the singularity (at least partially) Further. drawing in all ranged attacks— same or different targets within long range tasks as level 1. he is crushed. such as a level increase in performing husk. When rolling an attack against a adapt the dedimaskis to give it new abilities. immediate Damage Inflicted: Modifications: Damage Inflicted: Modifications: 5 points 3 points when on the ground. offering no soft places to bite. turn almost 360 degrees. a dark fathom can draw all situations. usually javelins or spiked clubs. If a PC fails a damage against inorganic foes. results and take the second roll. have been programmed into it—perhaps as a victim. this ability makes it an with surprise usually will not initiate an attack. taking 5 points of damage.

LLC .TM and ©2014 Monte Cook Games.

Combat: Groups of gazers fly in a spherical Combat: A ferno walker can inflict terrible hinged jaw. punches less) at once. a ferno walker can spit a stream of this a variety of whistles. 41 43 240 50 Ferno Walker 6 (18) Flying Elchin 5 (15) Frilled Baul 5 (15) Gazer 1 (3) Health: 35 Movement: Long Health: 20 Movement: Long Health: 28 Movement: Long Health: 3 Movement: Long Damage Inflicted: Modifications: Damage Inflicted: when jumping. even if the attack misses. the (long range. at a cost of 2 points of its own noises. to replicate and then amplify myriad Anyone coming close enough to make a one attack roll as a single level 3 creature. equal to half its health. a health. the frills. purple slugs lands on the character. it becomes visible. growls. it ignores any it in an arc so that it affects everyone within Elchin are very vocal. It uses these objects in several defense roll or be knocked down and back Once the creature becomes visible. target still takes 1 point of damage from others away from fresh kills. it cannot a proboscis through temple. Anyone next to the target suffers attacks a foe. even Health: 36 Movement: Short Health: 28 Movement: Short Health: 25 Armor: 4 Damage Inflicted: when burrowing through when walking on the Damage Inflicted: solids with acid. Might defense roll. Worse. each forelimb bears a While combat is not their normal mode. damage that ignores Armor. tearing attacks that aim for damage and transmits a paralytic poison (5 surface. Alternatively. Likewise. a victim is liquefied by the acid An encephalon can spit out a new flock of An erynth grask flees if it takes damage and slurped up. with its massive arms. ear. Damage Inflicted: Damage Inflicted: Movement: Short 3 points surface or burrowing 8 points Modifications: Stealth 7 points 6 points Armor: 2 or 10 Armor: 1 (against acid) and Speed defense as Armor: 2 Modifications: level 6 when visible. They can also manipulate their fronds Even the frills of the baul are dangerous. use tools and stealth as level 6. Combat: Elchin teeth and claws are Combat: A frilled baul is a solitary hunter level 2 due to size. At that point. cranial slugs every hour. formation. by hurling the objects as projectiles different target with a crushing blow. and inflicts 3 points of difficulty of striking the erynth grask by one use this ability two rounds in a row.including thundering hoof beats and dealing 4 points of damage. LLC . 2 points Modifications: Armor: 1 7. pulse that inflicts damage to all within of creatures within half a mile. The etterick cannot ways: as shields (each one increasing the become invisible again for one minute. it makes one attack that. designed for tearing flesh from bone. Those with a large amount of Combat: An ellnoica usually begins a combat creature must succeed on a Speed defense telekinetic abilities to manipulate up to six invisible. If an ellnoica 30 points of Intellect damage. tenderized. per round until the victim succeeds at a target might have otherwise enjoyed. causing him to lose ellnoica via something Its preferred method of attack is loosing a flock An etterick can emit a powerful magnetic of hundreds of tiny cranial slugs at a group his next turn if he fails a Might defense roll).Ellnoica 5 (15) Encephalon 6 (18) Erynth Grask 6 (18) Etterick 6 (18) Health: 18 Movement: Short. Once the flock is loosed. to attack a target at long range. the Speed defense as level erynth grask uses its claws. whines. other than sight). The spew deals 7 points of such as grunts. the erynth grask uses its short range. At the cost of they will defend any kills they claim with maximum possible perception and threat ripping. if successful. On a miss. or tentacles Combat: An etterick is a straightforward Combat: An encephalon makes physical attacks 10 when invisible (if the (which do not inflict damage but instead disrupt combatant. damage. but only when desperate. producing sounds continues to inflict 1 point of Speed damage difficulty step penalties for cover that the immediate range. inanimate object to be burned through). one or more of the flying small objects (weighing 10 pounds [4. A gazer can fire its scarlet beam 1 point of its own health. it continues to step. least one minute after it’s been hurt. or for at soft route to the brain. who make their Speed defense roll suffer 1 As few as three gazers can act as a swarm. On a failed roll. the insects this way). Disguise as level 3. 52 54 55 56 TM and ©2014 Monte Cook Games. 6 points of damage). and near-human laughter. the creature can points of Speed damage if the victim fails exposed flesh. Armor: 1 Perception as level Armor: 2 Armor: 1 (20 versus heat) weapons in their 5. Damage Inflicted: Modifications: Damage Inflicted: while flying 7 points Perceives as level 5 points short when walking. that has an incredible bite with its double. Combat: When it attacks prey from beneath. snorts. roll. Further. when the baul swarm of gazers still deals 1 point of damage. no more than two objects can be used in Each of its three feeding tentacles can attack a attack each round until it has digested a total of If an etterick is destroyed. bite. same super-hot liquid up to short range at a sometimes emulate the arrival of a great The intensity of a gazer’s beam is level 5 (as single target. but that is not the wicked curved claw that inflicts 5 points of attack that makes it feared.5 kg] or metal on their person must make a Might When the ellnoica attacks. surprising its prey with the initial attack. attacker can sense the the victim’s nervous system. A single elchin can melee attack on an angry frilled baul suffers 1 point of damage. focusing their attack on one target to make point of damage. Each attacked At the same time. If the gazer vomit a super-hot chemical spew and spray a Might defense roll). the poison can see any part of its target. Once dead and the foe’s actions by one step). grabbing an object in its foe’s hand or on his are ingested into the creature’s toothless maw. Speed defense as forelimbs as level 5. acid burns (2 points of damage). tentacles. 7 points Perceives as level 7. or other an immediate distance. and even those chatters. the pack of predators in an attempt to scare measured against the level of material of an 1 point of damage from the splash. person (which increases the difficulty of all of crushes the victim (5 points of damage) and inflicts granting the encephalon 30 points of health. and by inside swarm out and scatter. never to be attacks a single victim with all three feeding slugs sweep back to the parent encephalon and seen again. pummeling foes with its fists. which allows them to present the wounds with its bite.

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or artifact that is not an attack ability. is knocked 10 feet griffalos. as the machines in defense roll or be addled and behave randomly other hand. The A golthiar can simultaneously spear one foe with its bladed arm. LLC . per round if exposed to direct sunlight. heat. Might defense roll. Hontris also regenerate 2 points of 91–00 Activate most powerful available ability. range with a psychic onslaught. Armor: 1 environments. resistance to trickery Combat: Once a jesanthum inflicts damage with as level 3. an ithsyn releases a dark victim with a massive barb (dealing more damage). as level 3. 57 59 60 61 Grush 4 (12) Hontri 5 (15) Ithsyn 4 (12) Jesanthum 4 (12) Health: 16 Movement: Short Health: 22 Movement: Long Health: 12 Movement: Short Health: 18 Movement: Short Damage Inflicted: Modifications: Might Damage Inflicted: (short on the ground) Damage Inflicted: Modifications: Damage Inflicted: Modifications: Speed 5 points defense as level 5. or melee foes within short range that inflicts 8 points weapons that emit the same). attempt once per turn. This tactic works only make two tusk attacks per turn. 5 points Modifications: Resists mental attack Intellect defense and Armor: 1 Armor: 1 Armor: 1 Armor: 1 Perception as level 7. the victim must make a additional points of damage. On the Grush cannot be stunned or dazed and particularly dangerous. The effects of multiple poison and arrows. and they can be aggressive. Combat: Hontris’ swoop attacks deal 2 Combat: Ithsyns charge forward in a burst of its rasping. datasphere as its turn. he takes attacks. If a creature is matrons are burlier level 4 creatures with 12 killed by a gemorrn. as its first attack. but sometimes If struck in combat. the gemorrn gains the benefit of its Armor.Gemorrn 7 (21) Golthiar 3 (9) Grey Sampler 3 (9) Griffalo 2 (6) Health: 21 move anywhere the Health: 12 Movement: Short Health: 9 Movement: Short Health: 6 Movement: Short Damage Inflicted: datasphere reaches. For PCs with using them. injections are not cumulative. flying charge.) A hontri hunting pair is within immediate range must make a Might Speed defense rolls is increased by one step. They mind is drawn into and becomes part of the lose their next action. it can inflict an additional 4 points of with hands successfully make a Might defense roll. Once per taken damage. a second foe with the hard plating on its other A grey sampler can also attack by making defense roll. (Usually. pounces with the aid of its tongue and impales its weapons. as level 2. plasma beams. flesh allow it to build up a powerful electrical 61–80 Fall down and roll on the ground living creature in the area who fails a Might defense roll and so on). It is vulnerable only to attacks that forearm. it is stuck to automatically succeed. it exceeds its starting health. long Damage Inflicted: Modifications: Stealth 4 points and download itself into 3 points Perception and Speed when making a 3 points as level 3 in grassland a fresh nanobot haze. Removing the round. Once per hour (usually on its first 81–90 Drop whatever is held and cover eyes and face coughs uncontrollably. defense roll to evade the charge. all attacks a jesanthum makes on a victim they regenerate 1 point of health each their systems allow them to communicate on their next action. Modifications: Stealth increases the difficulty of Speed defense upload itself into the to most people. The gemorrn gains 5 points of health once during any given combat. a flying charge if it’s farther than short have non-kinetic components (such as energy. which takes hours. team. a jesanthum can breathe out a cloud of against things that normally ignore Armor The microscopic machines laced in a hontri’s 31–60 Do nothing but cough and shout spores that fills an intermediate area around it. Griffalo A gemorrn can attack all creatures within short to unexpected light. which they can Complete dismemberment is the only way to damage. If the victim fails the Speed she becomes immune to griffalo poison. They are immune to most poisons mentally with each other. poison lasts for one hour or until the victim Combat: A gemorrn doesn’t take damage from with its thornlike forearm extension and bash spends her turn to make a successful Might mundane physical sources. attack). means is closest at hand In addition. 5 points defense as level 5. the hunting pair operates as level 6 01–20 Run off in a random direction for a short distance full turn and gives the jesanthum one free attack as the 21–30 Attack the nearest creature with whatever extraction occurs. Severing an arm or even the head charge. cutting tongue. Any (environmental damage. an adhered jesanthum. Even though their tough flesh concert. coordinating their attacks by displaying Speed defense as which also inject a lingering poison that day. radiation. Damage Inflicted: Modifications: Damage Inflicted: when flying. psychic. After the jesanthum uses this ensure that a grush is truly dead. a portion of the victim’s catches a group of golthiars could make them A grey sampler extracts the brains of dead points of health and 2 points of Armor. Even against such long range). each of which gemorrn. and once a one in four golthiars can beam visible light at range from the victim (but still within victim succeeds at one Might defense roll. even if that means A golthiar regenerates 1 point of damage processes their brains into sludge. light. a gemorrn can beams of color to each other that are invisible level 2 due to size. Creatures which adheres the creature to its prey. each time this occurs. cold. (or completely immobilized) victims and inflicts 4 points of damage. the jesanthum Combat: Skilled with big two-handed a hontri can swoop only once in an trifurcated mouths. provides only 1 point of Armor. it must regenerate new spores before it health each round due to these nanites. of damage. (if none. 62 66 241 68 TM and ©2014 Monte Cook Games. points of damage (total of 7 points) when circumstances might allow a second greenish gas from bodily orifices. If acting in d100 Victim’s Action jesanthum requires the victim’s (or another creature’s) and disease. A flash of bright light that (3 m) back. It can’t do this in any Armor: 3 Movement: round in which it has Combat: Golthiars usually act as part of a Modifications: Combat: A griffalo attacks with its tusks. speed to attack with savage kicks or their weird. Immediate. In addition. swords. grush inflict an additional 2 encounter. it applies creatures in all tasks. and is knocked off his feet. the difficulty of all attacks and swooping attack. cypher. On a failed roll. Victims cannot act until they of a creature is not a guaranteed killing blow. falling. 5 points Armor: 2 Armor: 2 defense as level 4. Combat: A grey sampler inflicts damage rolls made by the victim by one step. once every few hours. it is sensitivity 8 points of damage. such as axes. Griffalo matrons sometimes accompany other If golthiars have any weakness. 4 points Perception as level 3. roll again) can do so again.

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is hit by a kanthid and takes damage. kalyptein crabs attack defense as level 4. paralyzed for one minute. In fact. Most killisti carry long knives and crude reptiles. However. possible codes and powers. their health to 40. (See The This duplicate never remains longer than one transplanted as if it had always been there. page 74). increasing their level to damage that ignore Armor. code on their foreheads. minute.) 73 243 74 75 TM and ©2014 Monte Cook Games. Killisti They charge in with a savage bite and ground. they attempt to employ poison a weapon or its own claws. material objects touching it that are or feet. a Speed damage if the victim fails a Might they are. At the center of the same stats) that can help fend off foes. These weapons are always freshly frills and only two functioning limbs: times in the same fight. At the same Combat: Because the three laurik-ca are emitter or an explosion) affects it normally. if the target Armor: 3 or destroyed. Intellect Combat: A kanthid bashes prey with its possible. spine-studded limbs. smashing foes with hands depends on their Combat: Laaks typically attack en symbols (see Combat). Armor: 6 to size. Victims must make a Might defense roll. Any with their strong vertical pincers. automatically inflicts damage. poisoned spines break off in the wound. She has 12 points of health Speed defense roll to avoid the cypher’s round a kanthid feeds in this fashion and level 5 poison. 242 70 71 72 The Kiprus 8 (24) Laak 1 (3) Latos 10 (30) Laurik-Ca 4 (12) Health: 24 Movement: Immediate Health: 3 Movement: Short Health: 100 Movement: Long Health: 15 Movement: Short Damage Inflicted: Modifications: Speed Damage Inflicted: Modifications: Damage Inflicted: Modifications: Speed Damage Inflicted: 8 points defense as level 6 due 2 points Speed defense as 12 points defense as level 8 due 4 points from their to size and speed. Raw energy (such as from a ray their poisonous bite to bring it down. time. and level 6 in Characters must succeed on a level 6 its many ciliated mouths to feed. It can make two such attacks on two masse. The It can also create a duplicate of itself (with all as pets could be more interesting and scatters across a mile radius. their true weapons are the destructive mental Although laaks are ubiquitous and However. its body shatters and are within long range of each other. A killist leader is level 4. creatures can make a mental attack and a more dangerous. and their Armor to 6. and crafty hiding see which attack the creature has. physical manner. World Bestiary. (or recently slain) creature. can teleport anywhere in the world in one 7. page 75. but is not affected by material attacks. in The Ninth World Bestiary (page 70) to kanthid lowers its body across a paralyzed defense roll. the Kiprus mental attacks (for full details see The Ninth fight as one creature. A latos can transport a willing target into Although they attack with tooth and claw. They leap onto a foe and use of lower level than the Kiprus are damaged different foes (or on the same foe. speed. claws and teeth. as it was apparently instructed to These forces are unlocked by the three-symbol 1 point of health with each use. using Climbs as level 2. allowing places mean nothing to them. level 2 due to size. these abilities along with their typical poison inflicts an additional 3 points of don’t stop biting until the prey is dead—or attack. illusions. GMs may roll on the cypher table If allowed to do so without interruption. 5 Might defense roll or drop limply to the seriously injured. but only while they a powerful NPC foe who keeps a few laaks If the latos is destroyed. Things like invisibility. LLC . round. Their colorful bodies have fleshy If he takes damage from a kanthid three Many kalyptein crabs have also developed bows. they By manipulating time and space. Doing so is exhausting and drains annoying. threat to PCs. the latos can lash out with myriad horrific those who fail take 2 additional points of connected to one another so completely. apex predator around things. Each time a victim pits. 10. Each stealth actions. tripwires. that area. the location stored in the sphere is physical attack in the same action. camouflage. Traps usually consist of spiked bodies at all costs. Speed defense Armor: 3 Armor: 3 level 3 due to stiff Combat: Killisti hate and fear a fair fight. disguises. is quite large) as a single action. elsewhere. convincing the latos to do so is others. Combat: The creature attacks by touching its Climbs as level 4. If sacs—it is not an action for a killist to great speed. or spine-filled nets. they are generally not a huge difficult. Ninth World Bestiary. which compensates for its very slow Laaks are immune to poison. an encounter with keep the place safe. bending space to teleport a character forces that they access via the datasphere. sharp points in their traps are poisoned. his extremities go odd cypherlike skills due to their long-term venomed from their internal poison powerful legs that carry them at prey with numb and he must succeed on a difficulty contact with the devices they live in. They set ambushes and traps whenever Combat: Intent on defending their soft to size. them to slice open skin rather than close Combat: Jiraskars are fierce. Combat: A latos can attack in a straightforward additional damage foes.Jiraskar 7 (21) Kalyptein Crab 3 (9) Kanthid 4 (12) Killist 3 (9) Health: 40 Movement: Long Health: 9 Movement: Short Health: 12 Movement: Short Health: 9 Movement: Short Damage Inflicted: Modifications: Damage Inflicted: Damage Inflicted: Modifications: Damage Inflicted: Modifications: 10 points Perception as level 3 points 5 points Speed defense as 3 points Stealth as level 4. intended effect. for examples of It is perfectly preserved but empty of life. It can even use these powers on the location stored in its sphere by touch. as level 5 due movement.

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all physical actions by two steps. corpselike than ever. perception 5 points on the ground 3 points Resists trickery and 5 points 5 when on guard. though afterward it looks more that rises up to impale it (as part of the each round as an action (not just once. These whips stun foes for one round. they can swarm over the water within short range. automatically taking damage possible. or scraps of other types of Combat: With a thought. If the leader While on guard. Perception as level inflict horrific damage on anything they clamp as level 3. 83 84 246 85 TM and ©2014 Monte Cook Games. Armor: 1 Modifications: Speed lies as level 3. A creature slain by the mesomeme has its and all its numenera devices removed. the creature must rely on bashing whatever is handy for 2 points of damage. and so on. Memoras prefer to use blunt inflicts 4 points of damage to all targets in the claw holding the prey steady and the other it inoperable for ten minutes. have to its abdomen. claws in this way also moves one step down every result without rerolling. and climbs 5. Ignore results moving a large object. Armor: 3 as level 7. minnern can Combat: A Merkadian soldier either attacks disrupt the cells of an organic creature’s body. A specialized in stealth and Speed defense tasks. it into the minnern’s armor. the damage track. They can also disable it uses a medium weapon such as a mace explodes in a booming electrical display that direct both pincers to the same foe. around. the victim can make one Speed defense roll Further. A lorub can spray venom only leather. or it can fails a Might defense roll. recharges. Each of these is a level 1 from the corpse into the surrounding fluid. 76 77 244 245 Memora 4 (12) Merkadian Soldier 2 (6) Mesomeme 5 (15) Minnern 7 (21) Health: 18 Movement: Varies Health: 6 Movement: Short Health: 20 Movement: Short Health: 37 Movement: Short Damage Inflicted: based on shape Damage Inflicted: Modifications: Speed Damage Inflicted: Modifications: Damage Inflicted: Modifications: 4 points taken. They inflict 5 points of damage. their ability to consume to detect (and odorless). barbed whips. (9). Detects those Disguise as level 8. the PC can attempt an slicing deep into the victim’s neck. usually short 4 points defense as level 3. clublike muzzle. too sliced up. the soldier can create being used by a character. as is normally the case with cyphers). memora need only eat the portion of the The cloaking ends if the soldier does something (not two). a victim. wrists in the form of long. When the a cloaking field around itself. Combat: The llaric scorpion’s spiky pedipalps Movement: Long to size. They wear cost of 1. becoming hard Intellect defense roll to prevent this if he chooses. the soldier can project a Combat: A mesomeme can attack two the victim one step down the damage track if he or power that extends its combat abilities. Makes Attacks as level Armor: 1 Armor: 3 defense as level 4 due Might defense rolls 5 when hunting. and increasing the difficulty of they prefer to use a short-range venom spray climbs as level 6. If they must defend themselves. but in such a way head severed and placed on a new tendril that the creature can use one of them once regenerates to full health over the course of one day. Modifications: Armor: 3 Armor: 3 in the water as level Armor: 4 Armor: 1 6. At range. When hunting. Breaking that can inflict damage on up to three targets Combat: Margr tend to wield spears or free requires a Might-based roll with an initial (within immediate range of each other) with long-hafted axe weapons. into—sometimes just the face is enough. 5 points Moves with stealth 7 points Perception as level 5. a failure means the difficulty must make Might defense rolls each round of all actions is increased by two steps. A victim hit by both table in the corebook (page 281) and take to reveal its presence or position — attacking. one attack. which not only inflicts damage but also moves humanoid that possessed a special ability abilities. as level 3. with one a technological device at short range and make or hammer. that are not immediately pertinent to the though the whole body is preferred for If a defeated Merkadian soldier is not beheaded encounter. stealthily. All of the useful cyphers are built maximum verisimilitude. which separate foes with its pincers. Combat: Unless a memora has eaten a with its blade or uses one of the two following as level 7. to avoid being affected. Until the venom panics and flees. the rest of the group generally destroyed. and have 2 Armor. 16 health. and copy the creature is jeopardized. Hides. While cloaked. they throw stones or can extrude organic matter from their it and can be resisted by an Intellect defense roll. About one in six llaric scorpions has a mass Margr leaders are always default level 3 of newly born young in a broodsac attached If a lorub is killed in the water. whenever a minnern is encountered. detonation at targets within long range. they retreat if If the mother is attacked. mastigophores The scorpion’s music disorients those who hear once every few rounds.Llaric Scorpion 5 (15) Lorub 5 (15) Margr 2 (6) Mastigophore 4 (12) Health: 18 Movement: Short Health: 15 Movement: Long while Health: 6 Movement: Short Health: 15 Modifications: Damage Inflicted: Modifications: Climb Damage Inflicted: swimming. The character must make a Speed dissipates (about a minute). LLC . it is crustacean attacks one foe in this manner. and the mesomeme deals 5 points the GM should roll 1d6 times on the cypher creature it wants to copy and transform of damage if it hits. short while Damage Inflicted: Modifications: Damage Inflicted: Defends as level 7 points as level 6. potentially afflicting every living creature in is killed. venom leaks causing the victims to lose a turn. if the device is weapons because if a potential meal is immediate area. while its venom armor. same action that killed the creature). moves roll are held fast. mastigophores fight until creature about 3 to 6 inches (7 to 15 cm) long. sneaking in the water Combat: With their merest touch. and each round. foes with its bony. Runs. hide. First. they suffer more than 5 points of damage. all such creatures defense roll. Characters who fail a Might defense Combat: Lorubs avoid peril and combat if jumps. Second.

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perception as 5 points Defends as level 6. their inherent the risk of infection. with their thin edge. succeeds. Paralyzed victims are bitten and swallowed. with each new effort being one step more Swallowed victims move one step down the teleport any distance. the companion step (to dead). it becomes a terrible threat. so pallones aim for exposed a more psychic nature that disrupts thought 6 Intellect-based task). For Might defense roll). areas like hands. they suffocate can also modify probability in small ways. each hour that this exchange occurs. An infected character the head and the body can flee if need be. resists 4 points as level 4. if they If threatened. creatures fail. but if it is the final When attacking in full sun. On a failed roll. or 12 points of damage to the tendril. defense as level 5 due level 4. during which it harvests the PC’s energy. Anyone run tactics. If the A Nibovian companion will fight if necessary. staff to make physical attacks. This lasts until they infected that round. character is infected and moves one step that inflict 4 points of damage. tasks as level 6. the glint from away when threatened. LLC . they are likely to produce a sluggish and takes 1 point of Might damage. along with a barbed tongue. This can be attempted once bitten. the PC feels is dragged within immediate range of the orgulous. everyone Murdens are immune to mental effects or continues to make Intellect defense rolls on her A nevajin can transfer health between the within long range of any of the three must Intellect damage. If the discharge five rounds inside the creature. caught in the area between them must make increased by one step. are within long range of one another. If the PC doesn’t uncover the cause or if the damage track each round. and so forth. 87 247 90 248 Nibovian Companion 3 (9) Orgulous 5 (15) Pallone 2 (6) Philethis 5 (15) Health: 9 Movement: Short. The mysterious numenera weapon—perhaps some If the PC discovers the reason for her failing health. free herself with a Might defense roll. mental attacks as 3 points Perception as level 5. losing their action. a philethis 7 Might defense roll to resist). assume that a nevajin has about the soft flesh of the morl moves one step telepathic powers are irritating and difficulty of all attacks and defense rolls against something that gives it 3 points of Armor down the damage track each round and must harmful to nearby creatures. Barring A victim immersed in the acidic juices roiling Although it is inadvertent. manipulation affects a PC. It usually defends defense roll or be pulled into the creature’s flesh. If three morl down the damage track. As a single action. turn. edge cannot cut through hardy materials kind of energy emitter. it usually just teleports difficult. of wind to close a door. via Health: 28 Movement: Immediate Health: 6 Movement: Short Health: 30 Movement: Short Damage Inflicted: bounces Damage Inflicted: Modifications: Attacks Damage Inflicted: Damage Inflicted: Modifications: 4 points Modifications: Speed 7 points as level 6. Damage Inflicted: Understands the Movement: Short Armor: 1 4 points numenera and level 3. If two morl make an Intellect defense action. it moves her one step down the damage regardless of their roll. she must make an Intellect defense roll. however. Getting free requires a difficulty 6 Might-based task to cut nearly to the bone on a solid hit. are within long range of each other. However. Creatures Anytime a character within short range of a attack that inflicts 4 points of damage. she moves head and the body when the two make the Intellect defense roll each round. can look away from the creature’s face to avoid itself with cyphers or an artifact. attacking from Combat: The creature uses its hefty walking performs crafting Combat: Morl grab prey and pull it into themselves to digest. Combat: Typically. If multiple morl are in proximity. single target within short range (if the target fails a sideways and whirring at their opponent etc. she does not become and floats into the air. murdens bear slings and long. opening scream” that inflicts 5 points of Intellect damage the body and draining it of blood. Paralyzed or not. because a philethis can per day. they create within immediate range of a murden must nalurus takes its turn and can see the nalurus’s a bioelectric field that connects. This is not an action on such as making a rope break. but doing so increases the other ideas. (It also begs for frequent GM intrusions. the the head and body can each make attacks an Intellect defense roll or be stunned on the leave the area of static influence.Morl 5 (15) Murden 3 (9) Nalurus 3 (12) Nevajin 4 (12) Health: 30 Modifications: Resists Health: 9 Movement: Short Health: 12 Movement: Short Health: 10 (head) Movement: Short Damage Inflicted: most physical attacks Damage Inflicted: Modifications: Damage Inflicted: Modifications: Stealth and 15 (body) Modifications: 5 points as level 6. portions are touching. after opponent. both next round. Characters physical combatant. covering this to manipulate events in their favor. When the orgulous dies. who perceive the nalurus by one step. Also. Armor: 2 Armor: 4 mental attack as level Combat: The Nibovian companion gains the trust Combat: An orgulous uses its tendrils to paralyze a Combat: Pallones attack by turning 8. attempts fail. petting. Intellect defense roll. the part of the pallone. They do Might Pool by 5 points. can make up to three tentacle attacks. If she succeeds on a roll. as level 3. the creature Combat: Philethis seldom engage in combat.) 93 96 251 252 TM and ©2014 Monte Cook Games. of its human via shared activities (feeding. it emits a terrible “psychic Pallones land only if they kill prey. a morl the shadows with ambushes and hit-and. the difficulty of all their actions is On a successful roll. one step up the damage track. and faces. which is sharp enough When they do. character to reroll a die at any time. who loses one turn if he fails a Although unlikely to do so in combat. causing a gust track and permanently decreases her maximum to remove a swallowed character. at the end of five days. processes. Speed defense 4 points Armor: 1 Defends against to size. or maybe something of she can try to send the companion away (a difficulty Creatures pulled to the orgulous are automatically like metal. In this situation. The orgulous must be slain Speed defense roll. a nevajin’s head detaches face. larger to all creatures within short range that fail an teeth. for ten minutes and gives it a long-ranged it as thought-scrambling static. They normally flee in the face If a nalurus pulls back its hood or removes its Combat: A nevajin is not a proficient struck by an attack must succeed on a Might of real danger.). necks. mask. wicked blades. the GM can force the its mouth wide to reveal a second set of sharper. they can attempt a Might defense their surfaces can temporary blind an tries to fully discharge her “battery” (a difficulty roll each round to remain alive.

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if it takes 10 or more points of per round. 5 points Resists deception as Armor: 2 defense. inflicting 6 points of damage by at an Intellect defense task. immediate when Damage Inflicted: Modifications: Makes Damage Inflicted: Modifications: on the ground. perception. Far more effective. a sarrak can use an action to control a character in short range (level 6 Intellect almost any electrical device within short range blocks access to the datasphere. page 108). Unless A plasmar on its home turf. is its ability to control the actions spinning metallic blades. In each long range. 98 101 103 254 Relentless Reaper 5 (15) Rocira 3 (9) Rurtalian 4 (12) Sarrak 5 (15) Health: 15 Movement: Short.Plasmar 3 (9) Queb 4 (12) Quotien 7 (21) Ravage Bear 4 (12) Health: 12 (see Movement: Short. it suffers 4 points of damage in addition to points of damage. most victims who A quotien’s best defense is its near-immortality. A quotien may also use a variety of it can attack only the held creature. Once the sarrak up to six rays of energy at long range from the area must succeed on a Might defense roll establishes control. Likewise. round that a held creature does not escape. its purpose served. A plasmar can fire a plasma bolt at that makes all his Speed-based tasks one damage. However. though this kind Combat: A quotien can deliver a massive psychic of movement requires (one bite. long Health: 24 Movement: Long Health: 21 Movement: Long when Health: 20 Movement: Long Combat) if a plasmar chooses Damage Inflicted: flying. due to size. holds them fast. Control lasts only while the creature is within Additionally. but sometimes they become task to resist). Runs. it regenerates from the remains of its damage from attacks made against it. the fiery bolt deals 6 After being stung. survive develop an immunity to queb If killed. climbs. its defense is reduced by one step. overzealous in their quest for food. attempt an Intellect defense roll to avoid taking touch. Quotiens move through telekinetic levitation their maximum health — or even increase it such as illusions. the creature regenerates with all the insane fury. Combat: Rociras are not combative unless particularly protein-rich flesh to Combat: In direct combat. the reaper switches she is experiencing whatever disaster the activate or operate. the reaper switches off. a ravage bear can go into an of an energy field. If a target is killed rociras most recently heralded. and then strike at long range. It can hold only one creature at a time. creatures). Damage Inflicted: Modifications: Speed Damage Inflicted: Modifications: Damage Inflicted: Modifications: 6 points Modification: Speed 3 points defense as level 4 4 points Perception as level 6. individual it imprinted on when triggered. a sarrak can use Combat: A relentless reaper attacks the specific threatened or something stands in the supplement its diet of plant matter. causing her to round when damaged. Armor: 1 level 8. regenerates 1 point of health burned. head after a few weeks of dormancy. If the target dies of World Bestiary. using way of their migration to a disaster area. the disaster for one turn. Its stinger is coated with a mild poison. more health per round and also double or triple Ravage bears are immune to visual effects. so bringing any sort of device close to before the reaper finds him. It can also generate They attack as a level 5 swarm of six to ten finds (except others of its kind). plasmars might regenerate even against whoever slew it. and on a hit. causing her to believe that as if it held the item. Combat: A queb can make two attacks Combat: The ravage bear grabs foes with its field. olfactory effects and can manipulate small items within by an order of magnitude. 106 108 110 255 TM and ©2014 Monte Cook Games. diving toward their enemy. Armor: 3 Armor: 1 level 6. Damage Inflicted: to “ride the lightning” 7 points 7 points Might defense rolls as and appear in another 4 points Speed defense as Modifications: 4 points level 3 due to size. It can fire of other creatures within short range who fail an electric pulse at immediate range. inflicting Intellect damage a plasmar’s entire turn. This regeneration take a random action. the victim can attempt folding their wings into long blades and its eyes as a single action. Unless the target stays somewhere that Rurtalians have a decent sense of self. it loses 1 step more difficult for about a minute. short range of the sarrak. point of health. rurtalian attacks almost any creature it however. Armor: 1 (or connected) energy level 9. Matter struck or be electrocuted for 1 point of damage and a new Intellect defense task every 28 hours. to every creature it chooses within immediate squeezes and tears at them until they are a victim stung by a queb takes normal range of where the strike hits. can confuse and “blind” it temporarily. becomes its next target. but each time it does so. cyphers and artifacts. Once the target is killed. long Health: 9 Movement: Long Health: 18 Movement: Short Health: 23 Movement: Long Damage Inflicted: when flying. (GMs control. the its claws to slash at foes. they can use their strong it offered half as much protection. area within a larger Armor: 2 Knowledge of history as and jumps as level 7. one sting) as a single action. fields (strong enough to possibly hurt regular plus a newfound enmity and desire for revenge but its attacks are increased by one step. the reaper preservation. damage. even if it takes years. It can cause the device to eventually finds him. poison. powerful arms. LLC . immediate range the same way. The PC relives Sarraks heal very quickly. stops when they are dead. The datasphere links a relentless reaper to its pheromones to inflict a mental attack on target. Combat: Plasmars attack with a fiery plasma damage and is poisoned with a lethargy While a ravage bear is holding a creature. and stealth as level 6 Armor: 1 Combat: Always on the hunt for food. It makes the attack as a level 4 creature. regaining 2 points per natural causes. turns to paste. No roll is required for this off. so treat physical armor as if lose his next turn. Targets can dead. In areas of particularly strong energy knowledge and sense of self it had before dying. within the confines every last piece of a quotien’s brain tissue is In combat. whoever killed him should roll on the action table in The Ninth a sarrak is dangerous. anyone in creatures.

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The slime is amazingly sticky. shooting skyward on a front legs to stab through and rip into (and only slidikin) that involves dark plume of flame and smoke. but creatures As an action. short (adults). 4 creature dealing 5 points of damage. this rejoining is prevented. Modifications: Speed or 10 points (wizens) stealth as level 6. The wave encumbered. mutilation. and wizens deal combat.6 to 161 the area must make a Might defense roll on its km) of the intended location. two sathosh next to each piercing weapons as to make one attack roll as a single level that deals 8 points of damage. Combat: A swarm of four sathosh can of steel-hard shadow. but the creature also produces also knocks creatures one step down the damage Additionally. other can join their minds in communion level 3. If weapons. It also flies piercing and tearing. kidnapping. Such a shape includes a grasping hand at short range. If it redistributes its carapace and Defends against swarm. each time that a slicer beetle defensive slime when threatened. and armor. Any character or object within short range of the deal 7 points of damage.5 m) cube. 7 (adults). Young slicer can adjust depending on the material it’s a preparatory turn curling into a tight ball. torn apart and destroyed. 4 Health: 22 Movement: Long Health: 6 Movement: Short Damage Inflicted: when burrowing. absorbing it through their tentacle. any creature (other than a slurge) standing in It usually lands within 1 to 100 miles (1. knowledge pertaining of manufactured Armor: 3 5. Resists mental Armor: 2 Armor: 1 specifically to the Ninth attacks as level 6. skysmasher lift-off is washed in a wave of burning 10 points of damage. To do this. and anywhere in the world. beetles deal 5 points of damage. including World as level 2. bone. protection. it inflicts 6 points of Whenever shiverns form a swarm. long Damage Inflicted: Damage Inflicted: Modifications: Damage Inflicted: Modifications: Speed 8 points when flying (see Combat). focusing their attack on one target lowers its Armor to 1. 5 (young). In the murder. the silver orphan loses its ability to create constructs of any sort for one hour. a skysmasher can crash down again a level 5 Speed defense roll or his armor is the slurge. Shiverns can see in absolute defense roll. tails. Further. failure means the creature is stuck in the 20 points of Armor against damage from impacts and fire. Each bolt inflicts 4 points of provide armor. any 3 points Climbs as level 2 points 3 points Stealth as level 5. While the crystals on their backs who can’t see in darkness will find it two silvery bolts from its palms at the same or difficult to hit a shivern with an attack. which the slurge flesh. slime and can’t move. It has an additional turn. Combat: Seskii typically attack with their absolute darkness descends in short range holds an enemy fast each round that it fails a Might teeth and the hard. adults attempting to eat or damage. their scales provide them damage. making one extrude what seems to be a portion of itself to or synthclaws. though its aim is imperfect. armor.” which seems to be an incongruous competition among slidikin foe or piece of food and inflict damage every make two attacks as a single action. 116 117 118 119 TM and ©2014 Monte Cook Games. which oozes track and sets flammable items afire. the victim must make across the ground within immediate range of Once aloft. with extreme velocity. it ignites and rockets straight up. although they might also claw or pounce. Sathosh feed on the blood of creatures they darkness without penalty. that. and The mucus acts like acid. Instead of a weapon. Combat: When attacking. LLC . A group of five shiverns can act as a level 5 attack that inflicts 6 points of create a sword. Combat: Slidikin are known for participating in what they call “the mucus at one foe within short range as its Combat: A skysmasher inflicts amazing attack (or settle down atop an unresisting bludgeoning damage with its huge fist and can Combat: Slicer beetles are the kings of hideous game. preferring to remain agile rather than A slurge’s shell provides the first line of plasma that deals 10 points of damage. attack a single foe in melee. or 6 (wizens) when on the ground. They are likely to use weapons in following round. The bolts liquefy and flow back to rejoin with additional protection against piercing their host a few rounds after they lose contact. a silver orphan can daggered tail cover. bulbous tips of their around them. although they never wear armor. it can create a massive sword damage. 256 258 114 115 Skysmasher 7 (21) Slicer Beetle 5 (15) Slidikin 5 (15) Slurge 2 (6) Health: 21 Movement: Immediate Health: 15 Armor: 3 (young). a silver orphan can also rapidly expel slay. Movement: Short 5 points Speed defense and 3 points defense as level 3 due Armor: 5 (but see Combat) to size and quickness. an orphan can produce any shape that fills a 5-foot and launch a mental attack on one target (1. successfully attacks. separate targets. Armor: 4 defense as level 6 due Combat: A slurge can spit a glob of eating to size. Movement: Long Combat: Shiverns attack with long talons a spiked collar. it spends deeds—theft. Intellect damage and ignores Armor.Sathosh 3 (9) Seskii 2 (6) Shivern 2 (6) Silver Orphan 5 (15) Health: 9 Movement: Short Health: 6 Modifications: Health: 6 Movement: Short Health: 21 Movement: Short Damage Inflicted: Modifications: Damage Inflicted: Attacks as level 3 Damage Inflicted: Modifications: Damage Inflicted: Modifications: if wearing any type 5 points Perception as level 6. using their pointed round automatically that ignores armor). with a successful immediate-range attack.

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They attack first with one of their a dirgelike tune. but their major the damage track if she fails a Might defense limb to extrude splintered glass. as a single action. it flies away. This damage involves getting free from the sticky webbing and might try grabbing a cypher from a character. A syzygy ghoul in combat sings Combat: A tachyron’s perception of time and any mammal within immediate distance speed. action for the bird. If the bird wishes. Armor: 3 initiative as level Armor: 1 perception as level 5. which easily cut through in to attack with a bite. A character caught in a web must make a Might a moth can use the ability once every other sufficient trash. the difficulty Each time a ghoul deals damage and licks you strike. must make an Intellect defense roll or freeze consuming corpses. Leaving this space and gain 1d6 points of health. and thus it can they attack alone. situated in large nests as high up as the the ghoul’s attacks increases by one step. The strands are the victim succeeds at her Might defense roll or from their wings. 4 points immediate while on Armor: 1 level 5. immediately knocks a character one step down Combat: Stratharian war moths can swoop Combat: Spurn can spontaneously reform a their razor-sharp webs. macelike mass. The only reason that it’s possible Tetrahydras fight to protect their eggs. This screech is not an start to move out of the way even before attack in groups of three or more. 4 points of damage to living creatures. creatures can build them. the foe’s Speed defense roll against and a bite injects a victim with the metallic A Stratharian war moth is immune to a separate action). It knows if you’re going to attack it (in its in terror for one round (the subsonic nature of licks its lunarum immediately after each the screech interferes with certain portions of which grip and squeeze prey. The light manifests as the apparent vulnerability of their foe. the round. When it defense roll to get free. This process continues each round until offensive power is the flesh-withering light synth. For frozen prey. penalty in full sunlight. Avoiding or from a blade higher than level 5. A wounded spurn apart by the invasive injection. It is not preternaturally fast. attacks. so an additional successful roll is The creature’s spinnerets are in its mouth. strands. the same one it sings while makes it a very strange creature to fight. but more often they attack that inflicts damage. a character trapped in them for more than four A spurn that has a functioning cypher may take 4 points of Speed damage that ignore rounds is shunted into an extradimensional space spend its action absorbing the item into its body Armor as their muscles and tendons are torn to await the stellar weaver. 120 260 121 261 Syzygy Ghoul 4 (12) Tachyron 4 (12) Terror Bird 4 (12) Tetrahydra 3 (9) Health: 12 Movement: Short Health: 12 Movement: Short Health: 21 Movement: Long Health: 15 Movement: Long Damage Inflicted: Modifications: Two Damage Inflicted: Modifications: Damage Inflicted: Modifications: Stealth Damage Inflicted: while flying. a new body from trash Combat: Steel spiders attempt to catch prey in Combat: The venom from a stellar weaver’s bite in another location. Creating this light requires an action. enough. required for each failure (and each attempt requires same action. Speed defense immediate while on location and reassemble as level 8 due to size. it can Syzygy ghouls can see in the dark. allowing them to see without attack inflicts only 4 points of damage. less. The webs also bend space. and that attack is increased in difficulty by one step. strands in just the right way. itself with a milk-white blade of bone (called as level 6. 2 points Armor: 1 Armor: 2 as level 6. sharpened any material (including flesh) lower than level 5. as best it can. or a heavy. you already have). roll. They’re attack two different foes (one with its beak blind in full daylight. If a moth is reduced to 3 health or each time it travels in this fashion. to discarnate in one Damage Inflicted: 4 points 3 points Balances and climbs 12 points level 10. Victims who fail a Might defense roll mind-influencing effects. the difficulty of the Speed defense to strike it or dodge its attack is that which take two years to hatch and are increased by three steps. to dodge the terror bird’s melee attack is its blade. When it attacks. Combat: A syzygy ghoul usually prefers not 10. Speed Combat: When hunting. 4 points knowledge skills as 4 points Perceives and 6 points actions as level 8. Armor: 8 the ground. but those who travel and one with a talon). Failure results in becoming steel spider moves in to attack with its bite. is in addition to the normal 3 points of then moving along the maze of nonsticky web damage from the bite. depending on inflicting 4 points of damage. their wings folded back for maximum a lunarum). A spurn loses 1 point of health If the webs don’t kill prey immediately. to fight but is quite capable of defending defense.Spurn 3 (9) Steel Spider 3 (9) Stellar Weaver 9 (27) Stratharian War Moth 2 (6) Health: 9 Movement: Immediate. she is not dead but a short-range cone of energy that inflicts When its turn begins. Armor: 2 the ground. and stealth low to the ground and hides in the terrain coming down at perceived enemies quickly. During combat. 122 123 124 262 TM and ©2014 Monte Cook Games. so thin that an Intellect task (level 3) is needed dies (athough technically. a terror bird creeps Combat: Tetrahydras attack from the air. Health: 9 Movement: Short Health: 80 Movement: Short Health: 6 Movement: Long Damage Inflicted: long if a spurn chooses Damage Inflicted: Modifications: Damage Inflicted: Modifications: Climb as while flying. a ghoul four beaks and then with their tentacles. apart and instantaneously reassemble a new least 2 points of damage from an energy attack The webs of a stellar weaver are level 9. it screeches. a spurn can choose to fall to see them in time. but each eyes. Severing a web requires at permanently paralyzed). a flash of insight regarding its current foe. The difficulty to avoid to the surface carry oddities that cover their these attacks remains unchanged. Sometimes mind. and body anywhere within long range that contains them requires an Intellect-based perception task. LLC . which gives it the mammalian brain). appears behind a foe and attacks as part of the more entwined. and the attack inflicts rolls made by the damaged creature against sometimes the tachyron can’t move quickly an additional 2 points of damage.

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Armor: 4 level 6. but solid energy barriers keep it at bay. mouth. next turn. travonis ul can attack up to ten foes at once (no Additionally. It can repair broken items (even that the varakith gets another automatic bite. except for (essentially. the touch moves away from it a distance equal to or therivar inhabits it (assuming its power needs include the gravithaur. or 5. those who fail are stunned and lose their can’t be seen or affected by normal phase leave any device. permanently once the victim heals 4 or discorporating them. kick. It can pass Combat: In combat. regenerate Victims can attempt a Might-based roll to free lost body parts. It flails from the perceptions of his companions. These In addition to the damage it inflicts. it functions indefinitely while the unique identifier by survivors. 125 126 263 128 Valma 4 (12) Vape 2 (6) Varadimos 7 (21) Varakith 5 (15) Health: 12 Movement: Short Health: 10 Movement: Short Health: 21 Movement: Long Health: 25 Movement: Short Damage Inflicted: when flying Damage Inflicted: Modifications: Damage Inflicted: Modifications: Damage Inflicted: Modifications: Resists 4 points Modifications: 2 points Perception as level 7 points Defends as level 9. a varakith attacks with its Speed defense as Combat: A vape’s body. as long as they are enough that most are dubbed with a victim can free himself with a successful be powered in some way. If he kills the trawl or no power. If a valma is touched or struck by a by spending an action applying pressure creatures or objects within long range automatically bite the held creature. creature and inflicting 8 points of damage). On a failed roll. If it already has power. 6 points poisons or disease as Knowledge of 4. It can deliver a tail or tentacle lash within long damage. and grabs at prey. The The trawl attacks with its bite that ignores points per round. Under normal circumstances. Speed defense roll modified one step to his add damage to this strike by sacrificing its own range. It can discharge at any creature within short each round. the therivar can Bestiary. The same electrical jolt through conduction. Failure means wounds. Armor: 5 Armor: 2 defense as level 5 due speed. As an action. On the varakith’s next turn. inflicting 2 additional points of damage and everything within short range of the in an ungainly fashion. Damage is inflicted on the target Combat: This creature lopes forward to attack detriment due to surprise. he must succeed on a really a discharge of its energy into a foe. this action could be to attack the immobilized more points of damage with a single A varadimos can cure any disease. expended artifacts. and repair other major themselves once they can act. Its a Speed defense roll or be knocked prone and ignores Armor. creatures and effects. sophisticated numenera) or recharge A slain creature is tossed on the varakith’s back. by pandimensional attacks. using some of its victim is pulled out of phase and disappears per health point. a trawl device by 1. varakith still takes its normal action for that turn. dealing 4 melee weapon.000 feet (305 m) Titanothaurs heal quickly. and it also attempts to bite environment goes grey and dim. inflicting 8 points of that’s held by a trawl. as an action. the rampagion. are not great). and speed. see The Ninth World the creature must make a Might defense roll. 130 131 132 264 TM and ©2014 Monte Cook Games. target. If using its to size and speed. Those struck by a leg must make level 5 due to size. losing their next turn. the attacker receives the and not moving. He can suppress the bleeding at once. these creatures out and implore them for Each corpse adds 1 to the varakith’s Armor aid.Therivar 3 (9) Titanothaur 10 (30) Travonis ul 6 (18) Trawl 4 (12) Health: 9 Movement: Long Health: 90 Movement: Short Health: 36 Movement: Short Health: 12 Movement: Short Damage Inflicted: Modifications: Damage Inflicted: Modifications: Damage Inflicted: Modifications: Damage Inflicted: Modifications: Speed 4+ points Numenera knowledge 18 points Speed defense as 6 points Speed defense as 4 points defense as level 3 due (see Combat) as level 8. LLC . teleport) up to 1. sharper than a through solid matter without hindrance. it can alter matter on a molecular level. scalpel by a few orders of magnitude. Might defense roll. The A therivar can move at the speed of light Speed defense roll take 7 points of damage. victim with another spear-leg (the difficulty is recovery roll or other healing method. spearlike legs. and of a travonis ul causes great pain and disrupts greater than long range. stealth as level 6. damaging range. for 28 hours. the health. points to an individual’s Pools. though getting it is not easy. page 126). he returns to reality. Armor: 3 Combat: The varadimos can only be affected history as level 6. If the device had within short range. Those in the know seek where the body is caught on spines and hooks. A victim of a vape’s attack intangibility does not keep the varadimos held immobile. a therivar can Titanothaurs are rare and devastating armor as long as the victim’s in its grip. the the suneko (for full details on each type nervous systems. Speed level 8 due to size Armor: 3 level 5 due to size and to size. A “inhabit” a device of any size designed to more than one attack each). he is completely healed of all damage. or if counteract any poison. restore up to 15 modified by two steps in the varakith’s favor). attacks as level Combat: If a character grabs for an item Combat: A therivar attacks with a “bite” that is Combat: A titanothaur can punch. as an action. and even those that succeed on a tendrils as pseudopods for locomotion. Anyone who is struck by therivar’s presence increases the level of the and their attacks. A varakith Combat: A valma can direct an electrical bleeds at a rate of 2 points of damage can hold up to three such creatures immobile from affecting the world around it. The bleeding stops simply by thinking about reshaping or points of damage and draining its blood. at a rate of 2 with its terrible mouth (attacking as a level 5 the hungry trawl that’s got him by the wrist.

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which attacks with hundreds of tiny bites and explode and impede actions for creatures within can extend up to short range as part of stings. they attack with their metallic However. no attacks Zhev also project nets within short range that weapon or other object by grabbing the or special abilities will affect the swarm in immobilize a struck target unless he can break item in its jaws with a successful attack. Affected targets an attack. the swarm always attacks just arms that are 10 feet (3 m) long and jointed unless commanded to do so by its ward or before or after fading. the GM make a Might defense roll to resist the gas. the GM rolls a d6 (yes. Unlike many automatons. Perception level 6. arms and can attack three different foes as a to affect creatures in this world. 5 points Speed defense as 6 points as level 6. If the result is 1–3. If the The warder does not give up the object until after they have declared their actions. The can attempt to disarm a foe holding a rolls a die!). 133 266 268 TM and ©2014 Monte Cook Games. so it is always able more like tentacles. that round.Warder 4 (12) Yellow Swarm 5 (15) Zhev 5 (15) Health: 15 Movement: Short Health: 18 Movement: Short Health: 20 Movement: Long Damage Inflicted: Modifications: Damage Inflicted: Modifications: Damage Inflicted: Modifications: Attacks 4 points Perception as level 6. that it fades in and out of reality. but the players don’t learn this or wriggle free (a Might or Speed action). a warder round. single action if they are all within reach. LLC . The trick of fighting a swarm is immediate range of the blast. The Zhev have three such until the combat is over. Armor: 4 as level 7. so every can take no actions for 1d6 rounds unless they Instead of slashing with its tail. gas and nets fail. Armor: 2 Combat: The Zhev usually begin a fight by Combat: A warder can slash its foe with Combat: A yellow swarm moves in and firing stun gas canisters at long range that the blade on its telescoping tail. They usually try to get reinforcements and then return to engage the enemy. the Zhev retreat if faced with a more powerful foe.

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