Creatures
Arachnid Drone
6 HP, 1 Armor, 12 STR, 14 DEX, 10 WIL, Sharp Legs (d6), Fangs (d6, poison)
- Eight-legged insectoids with a tough chitinous exoskeleton, the size of a large dog, living in colonies.
- They are connected by a hive mind commanded by the queen.
- The poison causes immobility and hallucinations, to allow the victim to be digested.
Arachnid Queen
8 HP, 2 Armor, 14 STR, 10 DEX, 14 WIL, Acid Spit (d8, poison)
- As large as three drones, it shows a huge uterine pouch from which it expels eggs continuously.
- Head of the arachnid colony, the only member to have independent consciousness.
- It will have 2d6 drones in its defense if attacked directly.
Black Destroyer
6 HP, 0 Armor, 12 STR, 16 DEX, 16 WIL, Claws (d6)
- Intelligent space feline that resembles a fearsome giant panther.
- Both a chaser and a pouncer, higly intelligent (as or more than humans).
- Clash of wills: save against WIL. If fail, the destroyer has enhanced attack for the duration of the fight.
Chuvoid
5 HP, 0 Armor, 10 STR, 12 DEX, 6 WIL, Spine (d6), Poisonous Thorns
- Carnivorous giant pod plants, capable of swallowing a humanoid whole
- They capture their victims with the pod. They throw spines in defense.
- Poisonous thorns will cause death within minutes if left untreated.
Combat Robot
5 HP, 3 Armor, 14 STR, 12 DEX, 10 WIL, Rifled Arm (d8)
- Automaton designed for war. If it acquires a target nothing will stop it.
- Insectoid desig: can to move on all types of terrain and surface.
- Immune to mental manipulation, but vulnerable to kinetic attacks.
Floater
8 HP, 3 Armor, 12 STR, 16 DEX, 18 WIL, Tentacles (d6), Mind Attack (save vs WIL)
- Native to gas giants, they look like huge jellyfish. Peaceful if unprovoked.
- Psionic Master, using especially Thought Control, Xenoglossy, and Psychokinesis.
- Crusher: its tentacles can crush a human in combat armor.
Hiver, Drone
3 HP, 1 Armor, 10 STR, 12 DEX, 8 WIL, Claws (d6)
- Humanoid insect with big fly eyes. Lives in hives structured in castes.
- Drones usually go on reconnaissance, not attack
- Will call the attention of warriors if they perceive danger.
Hiver, Warrior
6 HP, 2 Armor, 12 STR, 14 DEX, 12 WIL, Energy Rifle (3 x d10)
- The hiver warriors have human intelligence, although subject to the queen.
- They commonly use ranged weapons, typically energy rifles.
- Team Strength: they attack in 2d6 units, with enhanced attack.
Hiver, Queen
8 HP, 3 Armor, 14 STR, 10 DEX, 16 WIL, Personal Knife (d4), Energy Pistol (d8) Psionics (see below)
- They are in charge of the hive and have superhuman intelligence.
- Skilled diplomats, they will only order the attack if the hive or themselves are threatened.
- Psionic Masters: will use Thought Control to bend opponents (save vs WIL).
Krilliks
4 HP, 1 Armor, 13 STR, 12 DEX, 10 WIL, Staff (d8), Claws (d6) Tail (d10, crusher)
- Humanoids with the appearance and characteristics of terrestrial reptiles.
- Highly gregarious species, with a strong sense of clan and family that they will defend with their lives.
- They usually prefer the use of staves, a blow from their tail is devastating.
Ooze
8 HP, 0 Armor, 14 STR, 16 DEX, 12 WIL, Tendrils (d8), Toxic Splash (see below)
- Giant Parameci look, able to extend tendrils from their bodies.
- Highly agile and immune to crushing blows. Vulnerable to energy weapons.
- Toxic Splash: when in mortal danger, they release a powerful acid (instant Critical Damage).
Vermid
6 HP, 3 Armor, 12 STR, 10 DEX, 8 WIL, Bite (d6), Claws (d8)
- Centipede the size of a dog. They can live in vacuum and usually on asteroids and moons.
- Always present in groups (2d6), they will attack on sight.
- The chitinous exoskeleton is able to resist energy attacks.
Making Creatures
Use the following template to model any more sophisticated Creature or NPC:
Name X HP, X Armor, X STR, X DEX, X WIL, Weapon (dX, special items, qualities)
- Engaging descriptor of appearance or demeanor
- Quirk, tactic, or peculiarity making this NPC unique
- Special effect or critical damage consequence
General Principles
Ability Scores: 3 is deficient, 6 is weak, 10 is average, 14 is noteworthy, and 18 is legendary. Adjust as necessary.
- Give average creatures 3 HP, give hardy ones 6 HP, and serious threats get 10+ HP.
- Use flavor and style to help them stand out. Players will remember a pig-faced humanoid looking for his missing sheep more easily than a generic goblin archer.
- Use critical damage to lean into the threat or strangeness of any aggressive NPC.
- Remember that HP is Hit Protection , not Hit Points. It’s a measure of resilience, luck, and gumption - not health.
Converting from OSR Games
- Give 1 HP per HD for most creatures.
- Most humanoids have at least 4HP.
- Morale can also be used as a baseline.
Some pointers:
- Is it good at avoiding a hit? Give it HP.
- Does it soak up damage? Give it Armor.
- Is it strong? Give it a high STR.
- Is it nimble? Give it high DEX.
- Is it charismatic? Give it high WIL.
Damage die are roughly the same, though armed attacks do at least 1d6 damage.