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Numenera Creature Deck 1
Numenera Creature Deck 1
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.
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; Health: 36 Movement: Short
Damage Inflicted: when on the ground; Damage Inflicted: Modifications: Damage Inflicted: can phase into its Damage Inflicted: Modifications: Hides
4 points long when flying 5 points Climbs as level 7. 5 points home dimension as 8 points in rocky terrain
Modifications: Tasks Armor: 1 an action. On its next Armor: 2 as level 7. Speed
Armor: 3
related to persuasion action, it can phase defense as level 5 due
Combat: Chirogs do not use weapons or Modifications: back into this world
as level 6. Perception as level 5. to size. Perception
tools, usually attacking with a savage bite. and move, traveling as level 4. Resists
Combat: A cave qui attacks a foe with However, they can also grapple a foe, which up to 300 feet (91 m) trickery as level 3.
its claws. is just like a normal attack except that each time.
Three cave quis can coordinate their attack, rather than inflicting damage, it holds the Combat: A cragworm hides amid rocks and
acting like a swarm. When they swarm, they foe immobile. The foe can take only purely Combat: A chronal feeder attacks with its ruins. While hiding, it howls, and the subsonic
make a single attack against one character mental actions or struggle to get free (a crushing mandibles. nature of the sound paralyzes anyone within
as a level 6 creature and deal 8 points Might task at difficulty 4). long range. Victims who fail Intellect defense
A chronal feeder can phase back and forth rolls are paralyzed for two rounds.
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). Ninth World, and it uses this ability to great When the cragworm emerges from its
foe are easier targets for other combatants,
effect when hunting prey. For instance, it hiding place to attack, 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. Victims who fail
language, which many creatures can’t hear. modification in their favor.
barriers or features of the landscape. It Might defense rolls move one step down
can also use this ability to draw a victim’s the damage track.
attention and then launch a surprise attack Once a cragworm enters combat, it fights
from behind. to the death.
28 235 31 236
238 38 39 40
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; Damage Inflicted: Modifications: Damage Inflicted: while flying
7 points Perceives as level 5 points short when walking. 7 points Perceives as level 7; 2 points Modifications:
Armor: 1 7; use tools and stealth as level 6. Armor: 1 Perception as level
Armor: 2 Armor: 1
(20 versus heat) weapons in their 5; Speed defense as
forelimbs as level 5. Combat: Elchin teeth and claws are Combat: A frilled baul is a solitary hunter level 2 due to size.
designed for tearing flesh from bone. that has an incredible bite with its double- Combat: Groups of gazers fly in a spherical
Combat: A ferno walker can inflict terrible hinged jaw. Further, each forelimb bears a
While combat is not their normal mode, formation, which allows them to present the
wounds with its bite, but that is not the wicked curved claw that inflicts 5 points of
attack that makes it feared. At the cost of they will defend any kills they claim with maximum possible perception and threat
ripping, tearing attacks that aim for damage and transmits a paralytic poison (5 surface. A gazer can fire its scarlet beam
1 point of its own health, the creature can points of Speed damage if the victim fails
exposed flesh. to attack a target at long range. If the gazer
vomit a super-hot chemical spew and spray a Might defense roll). Worse, the poison can see any part of its target, it ignores any
it in an arc so that it affects everyone within Elchin are very vocal, producing sounds continues to inflict 1 point of Speed damage difficulty step penalties for cover that the
immediate range. The spew deals 7 points of such as grunts, growls, snorts, whines, per round until the victim succeeds at a target might have otherwise enjoyed.
damage that ignores Armor, and even those chatters, and near-human laughter. Might defense roll.
who make their Speed defense roll suffer 1 As few as three gazers can act as a swarm,
They can also manipulate their fronds
Even the frills of the baul are dangerous. focusing their attack on one target to make
point of damage. to replicate and then amplify myriad
Anyone coming close enough to make a one attack roll as a single level 3 creature,
Alternatively, at a cost of 2 points of its own noises,including thundering hoof beats and dealing 4 points of damage. On a miss, a
health, a ferno walker can spit a stream of this a variety of whistles. A single elchin can melee attack on an angry frilled baul suffers
1 point of damage. Likewise, when the baul swarm of gazers still deals 1 point of damage.
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. Anyone next to the target suffers attacks a foe, even if the attack misses, the
pack of predators in an attempt to scare measured against the level of material of an
1 point of damage from the splash. target still takes 1 point of damage from
others away from fresh kills. the frills. inanimate object to be burned through).
52 54 55 56
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;
4 points knowledge skills as 4 points Perceives and 6 points actions as level 8; 4 points immediate while on
Armor: 1 level 5. Armor: 3 initiative as level Armor: 1 perception as level 5. Armor: 2 the ground.
Combat: A syzygy ghoul usually prefers not 10; attacks, Speed Combat: When hunting, a terror bird creeps Combat: Tetrahydras attack from the air,
to fight but is quite capable of defending defense, and stealth low to the ground and hides in the terrain coming down at perceived enemies quickly,
itself with a milk-white blade of bone (called as level 6. as best it can. When it attacks, it screeches, their wings folded back for maximum
a lunarum). A syzygy ghoul in combat sings Combat: A tachyron’s perception of time and any mammal within immediate distance
speed. They attack first with one of their
a dirgelike tune, the same one it sings while makes it a very strange creature to fight. must make an Intellect defense roll or freeze
consuming corpses. During combat, a ghoul four beaks and then with their tentacles,
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. Sometimes
mind, you already have), and thus it can they attack alone, but more often they
attack that inflicts damage, which gives it the mammalian brain). This screech is not an
start to move out of the way even before attack in groups of three or more.
a flash of insight regarding its current foe. action for the bird. For frozen prey, the difficulty
Each time a ghoul deals damage and licks you strike. The only reason that it’s possible Tetrahydras fight to protect their eggs,
to dodge the terror bird’s melee attack is
its blade, 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, and the attack inflicts
rolls made by the damaged creature against sometimes the tachyron can’t move quickly an additional 2 points of damage. situated in large nests as high up as the
the ghoul’s attacks increases by one step. enough. It is not preternaturally fast. creatures can build them.
If the bird wishes, as a single action, it can
Syzygy ghouls can see in the dark. They’re attack two different foes (one with its beak
blind in full daylight, but those who travel and one with a talon). The difficulty to avoid
to the surface carry oddities that cover their these attacks remains unchanged, but each
eyes, allowing them to see without attack inflicts only 4 points of damage.
penalty in full sunlight.
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