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To print your Creature Deck Expansion,

set your double-sided printer to short-


edge binding and print on a cardstock
material. Then, with a sharp utility knife
and straight edge, use the crop marks as
guides to trim the cards apart.

If you don’t have a double-sided printer,


print the pages individually and then
glue them back-to-back with a thin, even
coat of adhesive. Before glueing, hold the
back-to-back sheets up to a light source
to ensure they are lining up correctly.

The gutters between the cards give you a


little bit of leeway if the two sides do not
line up exactly.

TM and ©2017 Monte Cook Games, LLC


Numenera ™

Creature Deck Expansion


Build encounters quickly and easily, or create them
randomly on the fly. Then give your players a look
at their foes before plunging into combat.
This deck contains 30 creatures found in the Ninth
World, drawn from both Into the Night and Into the
Deep. When you need to build an encounter (either
when prepping your game or at the gaming table),
simply draw a card from this deck. You’ve got basic
stats (with a reference to the sourcebook, for full
stats and info) on one side, and an image to share
with your players on the reverse.
Designers: Monte Cook and Bruce R. Cordell
Managing Editor: Dennis Detwiller
Proofreader: Ray Vallese
Graphic Designer: Bear Weiter
© 2017 Monte Cook Games, LLC
Numenera and its logo are trademarks of
Monte Cook Games, LLC in the U.S.A. and other countries.
All Monte Cook Games characters and character names,
and the distinctive likenesses thereof, are trademarks of
Monte Cook Games, LLC.

Printed in China

TM and ©2017 Monte Cook Games, LLC


TM and ©2017 Monte Cook Games, LLC
Curusa 6 (18) Cleoid 6 (18) Alioptor 6 (18) Understanding the Creature Listings
Health: 36 Movement: Long when Health: 27 Modifications: Speed Health: 34 Movement: Long (flies) Level: A creature’s level determines the target number a PC must
reach to attack or defend against the opponent. The difficulty
Damage Inflicted: swimming; can flow Damage Inflicted: defense as level 4 due to Damage Inflicted: Modifications: Stealth as number is listed in parentheses after its level. The target number
7 points through tiny cracks and 6 points large size; insight, detecting 6 points level 7; Speed defense as is three times the level.
reform without harm Armor: 2 falsehoods, and knowledge Armor: 1 level 5 due to size. Health: A creature’s target number is usually also its health,
related to psychic which is the amount of damage it can sustain before it is dead
Combat: A curusa can make attacks with its Movement: Combat: Alioptors can attack all within or incapacitated.
phenomena as level 8.
fists, which temporarily become as hard as Immediate; swim immediate range with their barbed tongues. Damage Inflicted: Generally, when creatures hit in combat, they
diamond. Once every other round, a curusa can a short distance Creatures struck must make a Might defense inflict their level in damage regardless of the form of attack.
create a miniature whirlpool in the surrounding roll or be pulled into the mass of toothless Some inflict more or less or have a special modifier to damage.
each round
water. All creatures within short range of the mouths and held there. Victims held suffer 6 Armor: This is the creature’s Armor value. This entry doesn’t
Combat: A cleoid’s main mode of attack is appear in the game stats if a creature has no Armor.
curusa must succeed on a Might defense roll points of damage each round if they cannot
a psychic assault, which it can use against a Movement: Movement determines how far the creature can
or be violently swirled and tumbled around break free, although a new attempt is allowed
single foe’s mind within short range. The attack move in a single round.
and around it, taking 5 points of damage in the each round. Victims must also make a Might
inflicts 4 points of Intellect damage (ignores Modifications: Use these numbers when a creature’s information
process and losing their turn. In addition, as defense roll or be injected with alioptor larvae.
Armor), and a victim must make a second says to use a different target number. For example, a level 4
an action a curusa can disperse its form and The larvae grow beneath the victim’s flesh for creature might say “defends as level 5,” which means PCs
Intellect defense roll or lose its next turn. A attacking it must reach a target number of 15 (for difficulty 5)
reassemble a new body anywhere within long about a week, at which time they move to the
creature that would be killed by a cleoid instead instead of 12 (for difficulty 4).
range that is underwater. A curusa regains tongue and cause it to swell. Eventually, the
falls into a 28-hour coma, during which time Combat: This entry gives advice on using the creature in combat,
2 points of health each time it travels in this victim begins to choke, and each hour must
the victim is slowly transformed into another such as, “This monster uses ambushes and hit-and-run tactics.”
fashion. make a Might defense roll or move one step
cleoid. Page Number: The number you see at the bottom of a creature
down the damage track. After six hours, the listing tells you where to get additional information about that
tongue ruptures, and tiny alioptors squirm creature’s motives, appearance, habitats, loot, and interactions.
Purple numbers refer to Into the Night, while blue numbers refer
out (moving the victim one step down the to Into the Deep.
138 137 damage track). 143

Incona 7 (21) Heeldran 2 (6) Edum 2 (6) Ebon 4 (12))


Health: 30 Movement: Short Health: 9 Movement: Immediate; Health: 6 Movement: Immediate; Health: 12 Movement: Long
Damage Inflicted: Modifications: Stealth and Damage Inflicted: short when flying or in Damage Inflicted: short when flying or in Damage Inflicted: Modifications: Speed
8 points jumping as level 10. 3 points microgravity 2 points microgravity 5 points defense as level 5 due
Armor: 1 Modifications: Perception Armor: 2 Modifications: Speed Armor: 5 to quickness; stealth as
and deception as level 5. defense as level 3 due to level 5.
small size.
Combat: Inconae hunt in packs, seeping out Combat: Heeldra prefer to fight with spears. Combat: Ebons hunt in packs of two or three
Combat: An edum can attack with its pincers and
from the shadows. They attack with tooth and They like to attack with surprise, rising from creatures. When they scent something they
inflict 2 points of damage. It automatically clamps
claw, making two melee attacks as a single the water in an attempt to catch their target desire, they zoom toward it, wrap their finned
onto a creature it hits and remains attached until
action. An incona can also use its action to unawares. In the face of stiff resistance, arms around it, and sting it repeatedly with
pried off (a Might task) or killed. The round after an
mesmerize a foe. If the victim fails an Intellect they flee back to the water. Heeldra mucus edum attaches to a target, it inserts its proboscis their poisonous vibrissae. In their first attack,
defense roll, they suffer 2 points of Intellect discharge is constant, providing an asset to (ignores Armor) and automatically feeds for 2 ebons wrap and poison their prey. If this attack
damage. Until those points are restored, they any swimming task, as well as a barrier against points of Speed damage; this damage continues in is successful, they inflict 1 point of damage,
are disoriented, and the difficulty of their dryness while they are above water. However, each subsequent round it remains attached. and the poison inflicts 5 points of additional
actions is increased by two steps. During this creatures within immediate range that contact damage (unless the victim makes a successful
confusion, an incona can make a suggestion the mucus via smell or diffusion take 1 point Five or more edou can coordinate their attack.
Might defense roll). Either way, the ebon’s
and the victim will follow it. The suggestion When they do, they make a single attack against
of Intellect damage (ignores Armor) each grasp increases the difficulty of the victim’s
cannot be something they wouldn’t normally one target as a level 4 creature and deal 4 points of
round due to the fact that the mucus is acidic, next action by one step. In subsequent rounds,
damage. However, of more concern to the target
do. Inconae can see in complete darkness, and poisonous, and psychedelic. Heeldra are ebons bite grabbed prey for 5 points of damage.
is that following a swarm attack, five or more edou
hate bright light (all actions in bright light are immune to most poisons. are now attached, and each must be killed or pried
increased by one step).
off individually before the target is sucked dry of
life. Edou are void-adapted creatures.
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TM and ©2017 Monte Cook Games, LLC


TM and ©2017 Monte Cook Games, LLC
Machine Eater 3 (9) Karestrel 4 (12)) Kaorund 8 (24) Jybril 5 (15)
Health: 12 Movement: Immediate; Health: 19 Movement: Long; long Health: 75 Movement: Long Health: 22 Movement: Long when
Damage Inflicted: short when burrowing Damage Inflicted: when flying or swimming Damage Inflicted: underwater Damage Inflicted: swimming; can “jet” 500
4 points Modifications: Perception 4 points Modifications: Attacks as 10 or 8 points Modifications: Speed 5 points feet (150 m) through the
Armor: 1 as level 8 for detecting Armor: 2 level 5; perceives as level 6; defense as level 6 due Armor: 1 water once per minute
Armor: 2
automatons, machine life resists frightening effects to size. Modifications: Perception
creatures, and creatures as level 8. as level 7.
bearing cyphers and artifacts. Combat: As a single action, a kaorund can bite, Combat: A jybril can jet through the water at
Combat: Karestrels dive from the sky when they inflicting 10 points of damage, and attack two incredible speed for short bursts. When using this
Combat: A machine eater clamps its sticky attack, flashing through the air and into the water additional foes with its grasping tendril-arms jet attack, a jybril inflicts 2 additional points of
pedipalps onto its target, inflicting 4 points of to nab swimming prey. Attacks against surprised for 8 points of damage. A grabbed foe must damage. A jybril can make a jet attack about once
damage. Against automatons and biomechanical prey are modified by two steps in the attacker’s make a Might defense roll or be pulled toward every minute. The nanomachines infusing jybril
creatures, that damage ignores Armor. Instead favor. Their colorful wings provide more than the kaorund’s mouth, and in the next round the bodies provide the following additional benefits.
of dealing damage, the machine eater can physical armor and protection from cold (to creature bites the target, automatically inflicting • Armor 5 against damage from poison, venoms,
choose to drain an oddity, an artifact, or a cypher which they are immune); karestrel plumage also 10 points of damage. But the kaorund also has or toxin.
carried by the target. When this occurs, the item bounces a blast of force, concentrated light, or two smaller tentacles near its mouth. Targets • Regain 2 points of health each round.
becomes useless, and the machine eater regains a focused heat ray back in the direction it came touched by these get a bioelectric shock that
• If the jybril does nothing other than drift with
a number of points of health equal to the level from. Other kinds of energy affect the karestrel stuns both biological and mechanical systems. the current, the difficulty of its stealth tasks
of the drained object. A machine eater can also normally. Karestrels, when not in the water, can Those failing a Might defense roll cannot act decreases by four steps, until it moves.
attempt to stun automatons and biomechanical emit a hunting scream as part of their attack. The for two rounds. Last, if fighting a very large
• Once per hour (usually in conjunction with its
creatures within short range by generating a pulse target must succeed on an Intellect defense roll or group, a kaorund can simply thrash and attack first attack), it can release a pulse of energy that
of energy. Affected targets lose their next action, the difficulty of its Speed defense roll against the all creatures within long range with its spines. suppresses the active effects of cyphers and
and artifacts and cyphers cannot be used for one paired attack is increased by one step. Each potential victim suffers 8 points of artifacts of the jybril’s level or less for
round. damage. one round.
145 143 142 141

Mozck Automaton 5 (15)) Morigo 6 (18) Mercurial Wasp 3 (9) Malork 4 (12))
Health: 20 Movement: Short Health: 26 Movement: Long Health: 9 Movement: Long Health: 24 Movement: Long
Damage Inflicted: Modifications: Tasks related Damage Inflicted: underwater Damage Inflicted: Modifications: Defend Damage Inflicted: Modifications: Speed
5 points to understanding and 6 points Modifications: Perception 4 points as level 4 due to shifting 5 points defense as level 3 due to
Armor: 3 manipulating the numenera Armor: 2 as level 8; swim as level 7. Armor: 1 states. size; tasks related to flying
as level 10; detecting maneuvers and stealth
Combat: A morigo can generate a pulse of
falsehoods as level 7. while gliding near the
infrasound that reverberates through the water, Combat: A character struck by a mercurial
Combat: A Mozck automaton makes physical affecting all in long range. Victims failing an wasp’s sting must make a Might defense roll or cloud layer as level 5.
attacks with a bladed wing, pincer, or tentacle Intellect defense roll have their mind affected in a be paralyzed, unable to move, for one round. A Combat: A malork tries to incapacitate prey
tip. However, a mature Mozck automaton usually random fashion: swarm of five mercurial wasps work together to from a distance with a long-range sonic blast
relies on psychic attacks that disrupt the thought 01–30 Dazed for one round—difficulty of all attack with stunning speed and coordination. that can target either a single creature for 5
processes of organic and machine intelligences. actions is increased by one step They do so as a level 5 creature, inflicting 8 points of damage, or all creatures in immediate
A target within long range must make an Intellect 31–40 Stunned for one round—no action points of damage, and the paralytic effect lasts range for 3 points of damage. Creatures that
defense roll; on a failure, it takes 5 points of 41–45 Immobility for one round for two rounds. take damage from the sonic screech must also
Intellect damage, and the difficulty of its actions is 46–55 Panic for one round, during which the make a secondary Might defense roll or be
increased by one step while it remains within long character moves away at top speed stunned for one round. A malork is adept at
range. A target defeated by a Mozck automaton 56–70 2 points of Intellect damage and dazed diving because it must often catch falling prey
is infected with a nanoscopic parasite that infects (as above) until points are restored
on the wing, but more important, it’s skilled at
their flesh in random, horrible ways. Mozck 71–80 3 points of Intellect damage and dazed
pulling out of dives, even after entering the
automatons regain health at a rate of 1 point per (as above) until points are restored
cloud layer. Usually a malork attacks from
hour, even when they are at 0 health. The only way 81–90 4 points of Intellect damage and dazed
(as above) until points are restored
surprise, and the first time it surprises prey
to eliminate this ability is to destroy the automaton with this tactic, it gains an asset on its next
utterly. 91–00 Madness for one round, during which
the character attacks nearest target attack on that target.
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TM and ©2017 Monte Cook Games, LLC
Omath Ranger 5 (15)) Octopus 3 (12) Navarac 4 (12)) Mujidavar 6 (18)
Health: 15 Movement: Fly or swim a Health: 15 Movement: Long underwater Health: 18 Movement: Long when Health: 28 Movement: Long
Damage Inflicted: short distance each round Damage Inflicted: Modifications: Stealth and Damage Inflicted: flying; short when not Damage Inflicted: Modifications: Stealth and
6 points 4 points perception as level 6. 4 points Modifications: Stealth and 6 points Speed defense as level 4.
Armor: 4 Armor: 2 perception as level 6. Armor: 3
Combat: Omath rangers can generate and direct Combat: All octopi can use camouflage to help
different kinds of energy at a foe. them hide. They can attack with their beak, but if Combat: A mujidavar can use an action to
Combat: Navaracs attack with a vicious bite.
they must fight, most use weapons such as short move a short distance and then attack with its
• A telekinetic attack pummels a foe within short spears. All octopi can emit a cloud of ink in the They also use torn loops of mantle filaments
tendrils or use its subsonic screech. Despite
range for 6 points of damage. water that blocks vision in an immediate area. to entangle foes up to short range. They cut
having a large number of tendrils, the creature
• A heat ray targets a foe within long range for Many octopi carry a nilstone that lets them extend filaments their foes hang from, knock foes
can use them to attack only a single foe at
6 points of damage; the ray ignores Armor their telepathy into something that can affect the off ledges, or grab foes and drop them, often
a time. The terrible focused screech of a
provided from cold, ice, or similar methods. physical realm. Nilstone powers might include: swooping down to grab them again seconds
mujidavar operates on a subsonic level, which
• Finally, a psychic blast targets up to three • Psychokinesis (uses their own strength, but at later. They knock foes’ weapons from their
can scramble the senses of a single foe within
foes within short range for 2 points of psychic long range) hands (likely to be lost forever). If reduced to
short range. If the target fails an Intellect
damage (ignores Armor). Those struck by less than 6 health, a navarac will attempt to fly
• Forceblast (at long range, inflicting 4 points of defense roll, they believe that everything they
a psychic blast must also make an Intellect away. If one or two fly away, the whole group
damage) see and hear is not precisely where it truly is.
defense roll or lose the desire to continue probably follows—only to come back again and
• Clairvoyance (can see something occurring up to As a result, the difficulty is increased by three
attacking omaths for up to one minute, unless again to eventually wear their enemies down.
10 miles [16 km] away) steps for any of their attacks, Speed defense
attacked or damaged by an omath.
• Kinetic shield (Armor 3) rolls, movements, or tasks involving targeting
Omath rangers are immune to a wide variety of
In addition, octopi have specialized weaponry or knowing where something is.
environmental conditions and can operate in air,
the ocean deeps, or the vacuum of space. (often nilstone based) that they can wield.
147 146 149 148

Shadow of the Void 5 (15)) Sasquand 6 (18) Pyth 9 (27) Phayclor 3 (9)
Health: 20 Movement: Short; long Health: 44 Movement: Long Health: 90 Movement: Long Health: 18 Movement: Immediate;
Damage Inflicted: when flying Damage Inflicted: Modifications: Knowledge Damage Inflicted: Modifications: Speed Damage Inflicted: long when swimming
5 or 9 points Modifications: Tasks 8 points of the numenera as level 10. 10 points defense as level 7 due to 4 points
Armor: 5 or 0 related to deception and size.
Combat: A sasquand can morph itself or Combat: A phayclor can attack in immediate
stealth as level 7.
produce weapons from its body that allow it Combat: Despite seeming to be made of range with a tentacle that inflicts 4 points of
Combat: If a shadow of the void successfully to make up to two ranged attacks as a single light, a pyth can make physical attacks. It can damage and holds the target from moving
attacks a creature that wasn’t aware of its action. Characters with nano abilities, who make two such attacks on two different foes (until it can escape), or it can release an energy
presence, its touch deals 9 points of cold, Fuse Flesh and Steel, who are automatons, or (or on the same foe, if the target is big) as a burst that stuns all creatures in immediate
energy-sucking damage. Thereafter, it deals 5 who otherwise integrate tech devices into their single action. At the same time, it can use its range, causing them to lose their next turn.
points of damage per successful attack. The bodies find the difficulty of defending against impressive psychic abilities, attacking creatures This latter attack can be attempted once every
shadow can also direct an energy-sucking ray at attacks by a sasquand increased by one step. It within long range. Targets who fail an Intellect other round.
a target within long range that inflicts 5 (or 9) is as if the inorganic tech somehow resonates defense roll suffer 3 points of Intellect damage A phayclor can also use a random cypher that
points of damage, but if it fails to hit a creature, with the will of the sasquand. (Organic devices and must make a Might defense roll or move it has incorporated into its body, either gaining
this attack drains the shadow of 1 point of are immune to this effect.) one step down the damage track. Alternatively, the effect the cypher provides (if useful) or
health. a pyth can psychically target all creatures in hurling the cypher as a level 7 detonation. Each
immediate range. Targets who fail an Intellect time a phayclor uses a cypher, it loses 1 point
In darkness, a shadow of the void gains +5 to defense roll are teleported to a location chosen of health.
Armor. If forced into bright light, it loses this by the pyth.
advantage and both of its movement rates drop Finally, a phayclor can feast on energy directly.
to an immediate range per round. If a beam or energy attack made against it
misses the phayclor, it regains 2 points of
health.
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TM and ©2017 Monte Cook Games, LLC
Spirril 6 (18) Spiny Scishan 5 (15) Sorg Warbreaker 5 (15)) Shore Stalker 4 (12)
Health: 30 Movement: Short; long Health: 15 Movement: Long in the Health: 20 Movement: Immediate; Health: 23 Movement: Immobile
Damage Inflicted: when swimming Damage Inflicted: water Damage Inflicted: long when flying or in Damage Inflicted: (but able to teleport an
7 points Modifications: Speed 5 points Modifications: Trickery 5 points microgravity 5 points indeterminate distance
defense as level 5 due to Armor: 1 and deception as level 6. Armor: 5 Modifications: Speed once every ten hours)
size; perception tasks as defense as level 4 due to Modifications: Defends as
level 4. size; knowledge of tactics level 1 while rooted.
Combat: Spirrils grab prey and encase it in coils Combat: The spiny scishan lays its trap by and strategy as level 6.
of tightening vine. A spirril makes up to two burying most of its body in the sand and waving Combat: A shore stalker is composed of a
vine attacks as a single action. Anyone struck its tail about. When a creature is within short solid gel-like material hardly more substantial
Combat: The average sorg is equipped with
by an attack takes 7 points of damage and must range, the scishan uses its telepathic abilities than air. Successful attacks inflict only 1 point
shell-mounted weaponry able to target foes
succeed on a second Speed defense roll or be to discover an image of something the creature of damage, unless the attack is pure force or
at long range with detonations that inflict 5
enveloped. A victim suffers 7 additional points cares about. Then it manipulates its tail to paradimensional in nature. A shore stalker can
points of damage to the target and all creatures
of damage each round. They can struggle free more closely resemble that image, drawing the acidify its tissues to defend or attack. When it
within immediate range. Alternatively, a sorg
with a successful Might-based task, or attack with creature ever closer until it can pounce. It does attacks, a shore stalker emits wedge-shaped
can attack a single foe within long range with
nothing larger than a light weapon. A spirril’s fruit 5 points of damage with a mouth full of thin, darts from its canopy, targeting up to three
a ray that paralyzes the target for a minute.
contains different spores. Some serve the plant needle-sharp teeth. creatures within short range as a single action.
for reproduction, and others for defense. A spirril
Usually, the only time a sorg opens its shell
is to eat a paralyzed, but still living, creature. An acidic wedge inflicts 5 points of damage
can hurl a spore fruit up to a long distance, where for three rounds. The same damage affects a
it explodes in an immediate radius and the acidic Sorg encountered in the empty void are often in
command of advanced space vessels. creature that touches a shore stalker.
spores inflict 7 points of damage. Some spirrils
can hurl spore fruit that inflicts Intellect damage
(ignores Armor).
152 151 152 150

Terredel 4 (12)) Tarak 4 (12)) Stinging Cloak 5 (15)


Health: 15 Movement: Long Health: 12 Movement: Short when Health: 28 Movement: Short when
Damage Inflicted: Modifications: Runs and Damage Inflicted: swimming Damage Inflicted: swimming
4 points jumps as level 5. 5 points Modifications: Tasks related 5 points Modifications: Perception
Armor: 1 Armor: 2 to creating and deciphering Armor: 1 and stealth as level 6.
complex patterns as level
8; Speed defense as level 3 Combat: A stinging cloak is a lone predator
Combat: A terredel leaps to attack with its whose stinging tails are especially venomous.
due to size.
mandibles. Against more challenging prey, the An attack with the tails inflicts 5 points of
creatures attack in pairs, making a single attack Combat: A tarak bashes an opponent with its damage and transmits a paralytic poison that
roll as a level 5 creature that inflicts 6 points of iron flukes. A tarak can also extend a metallic inflicts 5 points of Speed damage if the victim
damage. Each terredel has an inherent psychic antenna and produce a brain-dampening fails a Might defense roll. The poison inflicts
ability. Moments before it bites, it strikes pulse. With this device, it can attack up to five 1 point of Speed damage per round until the
its prey with a mental assault (both attacks selected targets within short range, dealing 5 victim succeeds on a Might defense roll. The
count as a single action), which makes the points of Intellect damage (ignores Armor) to stinging tails constantly lash. Anyone close
target believe that the attack is coming from a each. The tarak can generate this pulse once enough to make a melee attack suffers 1 point
different direction. If the target fails an Intellect per minute. Some ironfish incorporate random of Speed damage on a failed Might defense roll.
defense roll, the difficulty of the Speed defense cyphers into their bodies and can call on those Likewise, if the cloak’s attack misses, the target
roll is increased by two steps. abilities in combat. The most common is a still takes 1 point of damage from a stinger,
level 5 detonation cypher that torpedoes up to a though it doesn’t manage to inject venom.
long distance before exploding in an immediate (If the stinging cloak’s attack hits, there is no
radius. additional damage from the lashing tails.)
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