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Written and Illustrated by Andrew R Fawcett Warhammer, White Dwarf and Games Workshop are registered trademarks and Warhammer Fantasy Roleplay and the names of all the prominent imagery, places and characters within the Warhammer world and the Warhammer 40,000 universe are trademarks of Games Workshop Ltd. and are used without permission. Their use on these pages is not and should not be construed as a challenge to their ownership. All original material is copyright to the respective author/artist.
The ferocious predator known as the Ambull, originates from the hot Death World of Luther MacIntyre IX. Much of its life is spent underground where it shelters from the direct heat of the sun. As a carnivore, it preys on subterranean creatures and will eat almost anything it comes across in its tunnel network. In its own habitat, the Ambull lives in family groups, constructing vast tunnel systems of remarkable complexity. They can tunnel at great speeds and can now be found on quite a few planets in the Imperium, probably as a result of cultures attempting to domesticate them. Description: The Ambull is a large, barrel-chested creature which adopts an ape-like stance. Both arms and legs end in iron-hard claws used for tunnelling through stone. Its insectoid head sports two large, sharp, mandibles which it uses to assist its tunnelling and mating rituals. Basic Profile M WS BS S 6 Special Rules: • • • • • An Ambull causes fear in living creatures under 3 metres tall. An Ambull is immune to psychological effects and, because of its stupidity, illusions. However, it may be stupid but it is not fearless. It will flee any combat if reduced to below half its wounds. The Ambull attacks with a mixture of claws and bite (MA(2)). An Ambull has the equivalent of carapace armour to all locations. A wound inflicted by an Ambull has a 25% chance of causing infected wounds. 50 7 T 7 W I Dex Ld Int Cl WP Fel 43 14 43 43 -
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The Bouncer was first encountered by human settlers on the planet of Chbal. It is a strange creature which travels vast distances by floating across oceans and wind streams by virtue of its spherical body shape. They are not intelligent creatures but appear to be naturally inquisitive and even playful at times. Though not a hostile lifeform, the Bouncer can defend itself by using its concealed clawed feet and bouncing repeatedly at its attacker until it is given time to escape. Some wealthy Imperial officials have a Bouncer for a pet. Description: A Bouncer is very round and spherical and sizes vary from small to as much as 2 metres in diameter. It is red in colour with yellow veins and with no apparent arms and feet, though it does have small claw-like feet. A Bouncer is very light and its body tissue is made up of a strange inflated substance. This enables the creature to cross great distances with little effort. Despite the Bouncer's strange and alien appearance it is relatively fragile.
the Catachan Devil's body contains many harmful enzymes. The claw attack of a Bouncer has a 20% chance of causing infected wounds. The head of a Catachan Devil is small and pointed with luminous . A Bouncer will always try to avoid combat and will attack only to give itself an opportunity to escape. 0 2 T 1 W I 5 Dex Ld Int Cl WP Fel 14 14 14 14 - 50 0 CARNIVOROUS SAND CLAM The carnivorous Sand Clam lives only in wet sand. Description: A Catachan Devil can reach lengths of 30 metres and has a segmented body with midsections each having a pair of legs. Indeed.Basic Profile M WS BS S 10 30 Special Rules: • • • A Bouncer is fragile and once it is dealt a killing blow it will deflate and scatter its insides over a diameter of 2 metres. Hits will always be directed to a character's legs. usually by coastal areas or at the tidal margins and spends much of its time submerged in the mud or sand waiting. Small creatures are crushed instantly whereas larger creatures will be trapped and are usually drowned in the tide of the sea. Special Rules: • • A Sand Clam is mindless and is therefore immune to all psychological effects. Anyone within this area has a 10% chance of contracting a randomly generated disease. as they have been known to decimate small feral settlements. A Sand Clam always attacks by surprise. a creature suffers further damage only if actively struggling or trying to open the Sand Clam (1 Wound per round of struggling). They originate from the Death World of Catachan but have since been seen on other Death Worlds with the same conditions as Catachan. A brave feral tribesman. no doubt. illusions and other mind influencing effects. with designs on becoming a chief. and if it Wounds a character the victim is instantly trapped. enough for it to be snapped into its jaw-like valves. Description: A Sand Clam is identical to the Clams of Earth but are often 2 metres across and are dangerous to human-sized creatures. They do fear fire and will close their shells very tightly. It preys upon anything that gets close. Older male Devils sport two claws with one often larger than the other. But thankfully they are relatively rare creatures. CATACHAN DEVIL The Catachan Devil is probably the most vicious and terrifying of all insectoids in the galaxy and are very territorial. Once trapped. Basic Profile M WS BS S 0 33 0 * T 3 W I 11 * Dex Ld Int Cl WP Fel 0 0 0 0 - *Strength is equal to 2 points per metre of diameter of the Clam's size. as a single tentacle contains enough paralysing chemical to kill many men. causing a further 1 Wound to any trapped victim. At the creature's rear is a long scorpion-like tail of spiky barbs. will sometimes attempt to cut a tentacle from the mouth of the Catachan Devil as proof of his warrior prowess or bravery.
33 0 3 T 1 W I 4 Dex Ld Int Cl WP Fel 43 6 10 10 - 40 0 • • CRAWLER . but correspondingly lower WS. and 1 stomp (MA(3)). Once on a victim' head it injects powerful enzymes as it begins to strangle and suffocate its prey. Basic Profile M WS BS S 4 Special Rules: • • A face-eater will always attack by surprise unless identified immediately before by anyone with Genetics. A Catachan Devil causes fear in all living creatures and terror in living creatures under 3 metres tall. A face-eater is immune to all psychological effects but fears fire. CATACHAN FACE-EATER This unpleasant creature is native to many Death Worlds throughout the Imperium. This may be purely by accident or intent. This one is a standard Devil of some 5 to 10 metres in length. along well-used paths or areas of easy prey. The mouth is extendable comprising two large mandibles. The bite attack is the equivalent of a paralysing deleriant (see Adder Root on page 82 of the WFRP rulebook) of 4 doses per bite. Similarly it is too stupid to be affected by illusions. Old males will have claw attacks too (MA(4)). T. The latter shows how far some unscrupulous assassins will go to kill their target. A Catachan Devil attacks with 1 tail lash. This very fact has made the creature one of the most feared in the galaxy since it has since been ' introduced' to civilised worlds. and A. but was first encountered on Catachan. where it pounces onto its chosen victim. s When the victim dies it then becomes a repository for the face-eater' eggs. A face-eater can be removed if damaged by fire but this runs a risk of harming the suffocating character. 1 bite. Stiff resistance will cause a face-eater to flee. the character will suffer 1 Wound automatically. These eggs hatch into thousands of s maggot larvae and within hours the host has been almost completely eaten away by the face-eater' offspring. For s each subsequent round that the face-eater is suffocating a character. The face-eater will not target any creature over 3 metres tall. W.green eyes. The tail of a Catachan Devil is even move deadly as a single wound caused from its poisoned barbs will cause death in D6 turns if a T test is failed. s Description: The face-eater has an almost perfect disguise as it looks nothing more like a small bathroom towel. The face-eater hangs from trees. Along the creature' mouth is a line of short tentacles which contain paralysing chemicals designed s to subdue its prey. Special Rules: • • • • • A Catachan Devil is immune to all psychological effects but fears fire. A face-eater will envelop itself over a character' head on a successful hand-to-hand combat hit. Basic Profile M WS BS S 6 55 0 8 T 7 W I Dex Ld Int Cl WP Fel 43 14 43 43 - 18 50 0 Catachan Devil profiles can vary a great deal. On this first attack its movement is doubled. Larger Devils will have higher S.
They can sense the vibrations given off by surface creatures from quite a distance. such as a car. some have been known to reach 6 metres. forested. s Description: The Cudbear is a gigantic creature. which enables it s to dissolve a metal ore until it has broken down into a digestive soup. The Cudbear is just as territorial as other species of bear and has been known to ward off creatures larger even than itself such is the creature' ferocity. Description: A Crawler closely resembles a squid typically 1 to 2 metres long from rear to tentacle tip. Basic Profile M WS BS S 6 Special Rules: • • • A Cudbear is a very large and fearsome creature and therefore causes fear in living creatures under 3 metres tall. easily exceeding 3 metres in height. rending. 57 0 8 T 7 W I Dex Ld Int Cl WP Fel 34 10 43 24 - 23 30 - FERRO-BEAST The Ferro-Beast was first encountered by Rogue Traders on a planet rich in material content. The rear of a Crawler resembles a drilling tool and from this it is believed the creature propels itself through the earth as it does. From the short tentacles around the creature' mouth. pointed teeth. especially ferric materials such as iron. after which it is eaten by the Ferro-Beast. While Crawlers prefer to eat other subterranean creatures they have been known to prey upon animals the size of a large dog and even humans have been known to be a target. Basic Profile M WS BS S 4 Special Rules: • • A Crawler is immune to all psychological effects but fears fire. But what makes the Cudbear have a fearsome reputation is its long. Indeed.A Crawler is a species of subterranean squid and while not directly related to the aquatic species it does resemble it closely. A wounded Cudbear is subject to frenzy. It has evolved to actually seek out and eat ferric materials and can sense them from many miles around. These talons are capable of searing through any lightly armoured vehicle. a highly sort after prize by trophy s hunters and feral humans. . talons. where it lives in an environment of cool. A wounding hit from a Crawling will cause a character to become pinned (see page 214 of the WFRP rulebook). The Cudbear' purple coat is very thick and warm. Many farms throughout the Imperium use Crawlers to improve the quality of their land as these squid-like creatures eat any creatures that may be harmful to any precious crops and improve the soil at the same time. 33 0 4 T 3 W I 7 Dex Ld Int Cl WP Fel 14 2 14 14 - 30 0 CTHELLEAN CUDBEAR The Cthellean Cudbear was first encountered on the Death World of Cthelle. They burrow through soft earth in search of food and will surface once in a while to catch its prey. A Cudbear has 1 bite and 1 claw attacks (MA(2)). it is able to secrete an acid. mountain ranges. The Cudbear' mouth is s similarly deadly consisting of arrays of large.
and Fel by s 10 for 24 hours. strong. capable of reaching lengths of 5 metres from nose to tail. Basic Profile M WS BS S 6 Special Rules: • • A Grox is a dimwitted reptile and is therefore immune to all psychological effects. I. They are quick. like vehicles and even spacecraft. They are intelligent creatures and can understand simple sentences given to them by their master. 30 0 5 T 7 W I Dex Ld Int Cl WP Fel 14 10 29 24 - 11 20 - GROX The discovery of the reptilian creature known as a Grox was a good one.The Ferro-Beast has been the source of much annoyance to isolated mining settlements as once a beast senses any iron content. horny. Even emotions are affected. The only drawback to Grox farming is that these reptilian creatures are large and the males aggressive and territorial. Its bite is laced with its acid and any wound inflicted will cause a nasty rash to appear which will reduce a character' WS. Its bright blue eyes seem to be all-knowing and all-seeing. If it is prevented from feeding it s will attack until it is able to and will be subject to frenzy. it goes mad and will do almost anything to get to its ' meal' . reptilian creature. BS. Description: The Grox is a large. Dex. The Ferro-Beast' instinct is to find iron so it preys upon nothing else. Why this particular species of cat is like this is unknown. 41 0 5 T 5 W I Dex Ld Int Cl WP Fel 14 2 14 14 - 15 20 - GYRINX The Gyrinx is a handsome cat. Any bite or gore from a Grox has a 25% chance of causing infected wounds. A Gyrinx is a very loyal friend whose empathy actually improves the well-being of its master. and can be very aggressive when annoyed. Basic Profile M WS BS S 6 Special Rules: • • • A Ferro-Beast has the equivalent of carapace armour to all locations thanks to its horny hide. The creature is able to digest almost anything no matter how poor or inedible it may seem to humans and the Grox itself provides a good nutritious meat. Grox steak has become the staple diet for many humans throughout the Imperium. Description: A Gyrinx has very thick ginger or orange fur and can sometimes reach lengths of 1 metre. Gyrinxes seem to have some psychic understanding and psykers are able to telepathically communicate with them and also use them to help them channel their psychic powers. Basic Profile . If a Gyrinx owner is naturally an angry person then the Gyrinx will likewise be a bit ' frisky' . which is highly prized by influential or rich Imperials often as a status symbol. When a Ferro-Beast does attack it has 1 bite attack. Description: The Ferro-Beast is typically from 1 to 2 metres long with an armadillo-like body with strong horny plates.
whereas insectoids that have thick chitin. on Death Worlds especially. BS. the psyker must mentally bond with the s Gyrinx for 4 hours per day in 1 week. Small insectoids are anything up to 1 metre long. They are cold-blooded and are typified by a tough exoskeleton. s Some insectoids posses an acidic bite. Size Small Large Special Rules: • • • • • All insectoids are immune to psychological effects but fear fire. whereas others quite deadly. s INSECTOID Insects throughout the galaxy can range from miniscule to huge. usually in the form of a similar sized creature. and large. Chitinous insectoids will posses a hard carapace shell (treat as Flak) whereas lighter species will have very little or no protection (at GM' discretion). Psykers may bond s with a Gyrinx in just D3 weeks. Some are harmless. insects can be very diverse indeed in appearance. Insectoids that are butterfly-like will fly as swoopers. as a virtue of being too small or vegetarian. Any wound inflicted will cause a rash if a T test is failed. Profiles There are three types of insectoid: small. Some are capable of flight with forewings modified to form shell-like protective elytra. To accomplish this training. the former of which has been known to take away Imperials from the genetor division of the Adeptus Mechanicus to their nest! Description: Due to the myriad of conditions on planets throughout the galaxy. Once this psychic attuning is complete. medium from 1 to 2 metres. This rash will reduce a character' WS. Large insectoids cause fear in living creatures under 3 metres tall. If a psyker has bonded with a Gyrinx. Some species of insect are capable of flight. the psyker can pass a WP test to see through his Gyrinx' eyes wherever he may be. has dictated that they should be able to alter their body shape. like a beetle. M WS BS S 4 6 33 33 33 0 0 0 4 5 6 T 4 5 6 W I 5 Dex Ld Int Cl WP Fel 10 23 43 2 2 2 14 6 24 6 24 6 - 30 - Medium 5 11 20 17 10 - MIMIC Mimics are a race of small ape-like creatures with a strange metamorphic ability. as a virtue of being small and poisonous or very big and carnivorous. the psyker may be open to attack during this meditation process. and erect antennae. During this 4 hour period the psyker must not be disturbed otherwise he will have to start all over again. will fly as landers. medium. I. Some species have a rigid society consisting of gatherers and soldiers. if a psyker becomes psychically attuned to his Gyrinx then he will be able to see through the cat' eyes if he concentrates. and large are over 2 metres. Of course. clicking mandibles. the cat increases the psyker' Force level by +5. and Dex for 12 hours minus the character' Toughness in s s hours. s Additionally. for one reason or another.M WS BS S 7 Special Rules: • • • 33 0 3 T 2 W I 5 Dex Ld Int Cl WP Fel 29 29 43 43 - 50 - A character can bond with a Gyrinx if he spends D6 weeks in the cat' company. Perhaps the reason for this is due to the number of predators a Mimic seems to have on its homeworld planet of Yamnan and this metamorphic ability is its only real defence against this onslaught. Evolution. .
preferably. The transformation takes 2D6 rounds to complete. It is psychic but not in the same way as psykers. Once the eggs have been ' implanted' they will begin to feed on the brain of the host. the Ptera-squirrel becomes detached from its owner. a psyker of the Astra Telepathica. not least to farming moons where they can decimate entire herds with the infections they carry. A female Psychoneuin lives to breed and will die within a year if it cannot find a psyker to lay its eggs in. friendly and inquisitive creatures. It is vividly coloured in yellow and black and its wings are large and transparent. for example. After only twenty four hours. +5 per level for an Adeptus/Homeworld/Eldar psyker) or be unable to prevent his mind from being a nest of Psychoneuin maggots. The victim will begin to feel an aching sensation until a few hours pass when the victim' skull becomes a mess of writhing maggots. This has led to it being a common pest on many Imperial worlds. wasp. Description: Mimics closely resemble gibbons. on the whole. Basic Profile M WS BS S 4 Special Rules: • • A Psychoneuin is immune to all psychological effects but fears fire. A female Psychoneuin may target any psyker within 100 metres in which to plant her eggs. untrained psykers are the preferred target as they are easier prey than. and promptly becomes independent. squirrel and has made it a popular pet on many Imperial worlds. Typically. though this is not substantiated. The female of the species is somehow able to materialise its eggs into the mind of a psyker.Mimics are. the transformation is not perfect and a character would be able to spot pretty quickly the difference should a Mimic attempt to ape a comrade. Once complete. towards the end it becomes a bloodsucking carnivore. Yet it has a complex lifecycle and whilst it begins its cycle as a cute pet squirrel. dark refuge to grow and mature. spindly. if it was a pet. which will then find a safe. a Psychoneuin can be as large as two and a half metres. much like a cat. Within hours the carcass s will be picked clean by the maturing grubs. Description: A Psychoneuin is essentially a very big. Basic Profile M WS BS S 4 Special Rules: • A Mimic can shape-change into another equivalent sized creature. the transformation can be quite effective. Otherwise. the grubs will have matured to adult Psychoneuin. The target must pass a WP test (-5 per level for a Renegade psyker. How it does this is a complete mystery. Once a female has been fertilised she must lay her eggs or she will die within a year. . at times. rather annoying animals because they enjoy stealing. They can also be. The male Psychoneuin must fertilise a female in order for the female to be able to lay her eggs. 53 0 4 T 4 W I Dex Ld Int Cl WP Fel 14 14 43 43 - 11 30 - PTERA-SQUIRREL The Ptera-squirrel has the appearance of a cute. Once this happens. furry. 24 18 2 T 2 W I 5 Dex Ld Int Cl WP Fel 14 14 14 10 14 30 20 PSYCHONEUIN The Psychoneuin is a race of particularly nasty wasp.
Often a Razorwing is 1 metre in height with a serrated beak and clawing talons. such as a trapped animal or a struggling fish. which is enough to kill small prey and wound any larger creatures including humans. Basic Profile M WS BS S 2* 43 *Ground movement only. They can be quite dangerous as not only can they strip a man to the bone in minutes they are immune to most poisons and toxins. Shoals of Rippy-Fish are a very real threat to agri-worlds where they can swim in shallow water and pick at their leisure any animal herds. Special Rules: • • Razorwings are strong flies and are therefore counted as swoopers. They use the sharpness of the ends of their wings to swoop across a prey in order to deliver a nasty cut. When a Razorwing attacks it swoops down onto its target and gains a free extra attacks as a result of its serrated wings. 0 2 T 2 W I 5 Dex Ld Int Cl WP Fel 24 6 24 24 - 40 - RIPPY-FISH The Rippy-Fish is a piranha-like fish that swims a shoal of several hundred of its kind. At its full development its mouth has grown two sharp incisor teeth to aid its blood drinking. M WS BS S 6 Special Rules: 33 0 1 T 1 W I Dex Ld Int Cl WP Fel 89 5 89 89 - 10 10 - .Description: A Petra-squirrel closely resembles a flying squirrel of Old Earth but gets progressively larger as its lifecycle develops. 24 0 2 T 2 W I 4 Dex Ld Int Cl WP Fel 2 2 12 2 - 40 - RAZORWING The Razorwing is the term given to a broad variety of bird-like creatures whose wings are as sharp as saws. Any wound caused by a Ptera-squirrel has a 20% chance of causing infected wounds. Basic Profile The profile given here is for a shoal of Rippy-Fish. Description: Varies. and will swim towards the source at high speeds to feed. They can also sense any surface ripples. Basic Profile M WS BS S 5 Special Rules: • • A Ptera-squirrel can fly as a lander. It seems that they can thrive in any watery environment no matter how salty or polluted.
A shoal of Rippy-Fish has 10 bite attacks (MA(10)).• • • A shoal of Rippy-Fish is counted as a swam as described on page 246 of the WFRP rulebook. the Rippy-Fish will automatically penetrate the armour. As a result all primitive armour types do not protect against a shoal of Rippy-Fist. Rippy-Fish are ferocious carnivorous fish and can chew through almost any protections. .