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Gashadokuro Solitary, Large, Amorphous Talons (d10+2 damage) 16 HP 4 armor Forceful Special Qualities: Damaged only by magic or magic weapons, Undead The Gashadokuro are undead that take the form of giant skeletons and are fifteen times taller than an average person, said to be created from the amassed bones of people who died of starvation or in battle, without being buried. These monsters roam after midnight, grabbing lone travelers and biting off their heads to drink their spraying blood. There is a way to know of their approach, as the victim would hear the sound of loud ringing in the ear. The Gashadokuro are said to possess the powers of indestructibility; though Shinto charms are said to ward them off. Instinct: Consume the Living
- Hide from the Sun
- Haunt battlefields
- Patrol unholy graves
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Kappa Small, Stealthy, Intelligent (d8 damage) 3 HP 2 armor Close Special Qualities: Aquatic The kappa is typically depicted as roughly humanoid in form and about the size of a child. Its scaly reptilian skin ranges in color from green to yellow or blue. Kappa supposedly inhabit the ponds and rivers of Japan, and have various features to aid them in this environment, such as webbed hands and feet.They are sometimes said to smell like fish and they can swim like them. The expression kappa no kawa nagare ("a kappa drowning in a river") conveys the idea that even experts make mistakes.Although their appearance varies from region to region, the most consistent features are a beak, a shell, and a plate (sara), a flat hairless region on the top of the head that is always wet, and that is regarded as the source of the kappa's power. Kappa are usually seen as mischievous troublemakers or trickster figures. Their pranks range from the relatively innocent, such as looking up women's kimonos, to the malevolent, such as drowning people and animals, kidnapping children, raping women and at times eating human flesh. Folk beliefs claim the cucumber as their traditional favorite meal.Kappa may also be related to the Kelpie of Scotland and the Neck of Scandinavia. Like the Japanese description of the beast,in Scandinavian lore this beast is infamous for kidnapping and drowning people as well as horses. The Siyokoy of the Philippine islands is also known for kidnapping children by the water's edge. Instinct: Trickster
- Misleads
- Drowns innocents
- Devours children
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Oni Solitary, Large Iron Club Smash (b[2d10] damage) 16 HP 0 armor Near Special Qualities: Repelled by holly and monkey statutes Oni (鬼) are a kind of yōkai, or supernatural ogre, or trolls in Japanese folklore. They are popular characters in Japanese art, literature, and theatre.Depictions of oni vary widely but usually portray them as hideous, gigantic ogre-like creatures with sharp claws, wild hair, and two long horns growing from their heads.They are humanoid for the most part, but occasionally, they are shown with unnatural features such as odd numbers of eyes or extra fingers and toes.Their skin may be any number of colors, but red and blue are particularly common.They are often depicted wearing tiger-skin loincloths and carrying iron clubs called kanabō (金棒). This image leads to the expression "oni with an iron club" (鬼に金棒 oni-ni-kanabō), that is, to be invincible or undefeatable. It can also be used in the sense of "strong beyond strong", or having one's natural quality enhanced or supplemented by the use of some tool. In addition to this, it can mean to go overboard, or be unnecessarily strong or powerful.In more recent times, oni have lost some of their original wickedness and sometimes take on a more protective function. Men in oni costumes often lead Japanese parades to ward off any bad luck, for example. Japanese buildings sometimes include oni-faced roof tiles called onigawara (鬼瓦), which are thought to ward away bad luck, much like gargoyles in Western tradition Instinct: Smash
- Devour
- Doom
- Destroy
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Tengu Group, Small, Intelligent, Construct Talons (d8 damage) 6 HP 0 armor Close Special Qualities: Cursed Buddhist priests, Flight Tengu are impish Japanese mountain goblins that play tricks on people, featured in countless folktales and considered purely evil until about the 14th century. They were originally depicted as birdlike, with wings and beaks, though now the beak is often replaced with a comically large nose. They are known to lead people away from Buddhism, tie priests to tall trees and towers, start fires in temples, and kidnap children. Many legends say the tengu were hypocritical priests who must now live the rest of their lives as mountain goblins as punishment. Locals made offerings to the tengu to avoid their mischief, and there are still festivals in Japan dedicated to them today. Instinct: Subvert Buddhists
- Make Mischief
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Chupacabra Group, Organized Drains Blood (d8 damage 1 piercing) 6 HP 0 armor Close The chupacabra or chupacabras (Spanish pronunciation: [tʃupaˈkaβɾas], literally "goat-sucker"; from chupar, "to suck", and cabra, "goat") is a legendary creature in the folklore of parts of the Americas.The name comes from the animal's reported habit of attacking and drinking the blood of livestock, especially goats.The most common description of the chupacabra is that of a reptile-like creature, said to have leathery or scaly greenish-gray skin and sharp spines or quills running down its back.It is said to be approximately 3 to 4 feet (0.9 to 1.2 m) high, and stands and hops in a fashion similar to that of a kangaroo. Instinct: Drains blood
- Hunt
- Call the pack
- Ambush prey
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Altrusian Solitary, Small Crystal dagger (d10 damage) 3 HP 2 armor Close Special Qualities: Ancestors of the sleestak The ancestors of modern sleestak were the altrusians. Their civilization fell approximately 1,000 years earlier. The sleestak sometimes use the term "altrusian" to refer to themselves and sometimes to refer only to the true altrusians. Physically, the altrusians were similar to sleestak, with the former marked by a shorter stature, an extra finger on each hand, and a golden yellow skin tone. Intellectually they were very different, however. The altrusians possessed advanced psionic technologies based on light crystals and understood a great deal about the operation of the Land of the Lost. They strove for calm emotionlessness and as a result could be both cooperative and quite callous. Altrusians have a very strict code of honor: they cannot allow others to show more self-control or make greater personal sacrifices than themselves. Occasionally, a sleestak will be hatched that is a "throwback" to their altrusian ancestors, being born with greater intelligence and with an innate knowledge of altrusian history and technology—though not, for some reason, knowledge of the pylons or matrix operation. The other sleestak regard these throwbacks as a threat, and so they are also sacrificed to the sleestak god when detected. Instinct: Investigate ancient technology
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Star Trek Space Hippies Group, Intelligent, Planar Alien Dagger (d8 damage) 6 HP 0 armor Close Special Qualities: Annoying Several scholars have discussed the "space hippies". Like the acolytes of Leary, Charles Manson, and other negative counter-culture leaders, these bizarre and stereotypical alien flower children are "under the spell of an unknown "charismatic but dangerously unhinged leader"(Dr. Sevrin or chosen by the GM) and "stand for a sixties generation in the thrall of misled idealism." The group shows a disrespect for authority and demands to be taken to a planet they call "Eden" (a dangerous Dungeon World location sure to kill them all). If the party refuses they will label them "Herberts" and begin to loudly mock them.Paladins and other formally good character may be forced to care for them or suffer the displeasure of their deity. Instinct: Guide innocents to destruction
- Chant
- Replay Woodstock
- Die
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Star Trek Denevan Neural Parasite Swarm Horde, Tiny, Devious, Planar Infecting Bite (d4-2 damage) 3 HP 0 armor Hand Special Qualities: Pain Enslavement of Infected A Denevan neural parasite was roughly disc-shaped, about thirty centimeters in diameter and two to four centimeters in height. The edges were thin and yellowish; towards the center, the creature was thicker and redder. Occasionally, they pulsated. Parasites had no detectable external or internal organs. Spock described a parasite as "resembling, more than anything, a gigantic brain cell." Looking -- and moving -- like a half-digested Frisbee, these creatures are part of a large organism that takes over humans' nervous systems and forces them to infect other planets, kind of like Borg without the fashion sense. (This is also the episode where we learn that Spock has nictitating membranes. That doesn't have much to do with the monster. It's just creepy.)Denevan neural parasites were capable of clumsy flight. They attacked by making physical contact with a target and stinging it as does a bee. The stinger injected a strand of tissue that infiltrated the victim's nervous system very rapidly, entwining about the nerves. Leonard McCoy described this entwining as "far, far too involved for conventional surgery to remove." Once the parasite infiltrated a host, it pressured the host to obey its commands by inflicting enormous pain. There seemed to be some level of pain even when the host obeyed, but the creature could increase the pain it inflicted to bring an uncooperative host to heel. Exactly how the creature communicated its desires is unclear, but that it could do so is evident: Spock, while infected, attempted to land the Enterprise on Deneva, despite the fact that (as he knew) this was impossible. Later, he was able to end the pain through mental discipline and convince the crew to let him collect one of the parasites to run tests on. Eventually, this continuous painful stimulation could have led to insanity and death. Infected victims cooperated in working towards the parasites's objectives. This, and their enormous resistance to harm, led Spock to theorize that all of the parasites were parts of a single organism. How the parts communicated without a physical connection was not made clear. The parasites were so alien that Spock also theorized their origin was a place where different physical laws applied, outside of the Milky Way Galaxy. Instinct: Destroy
- Infects
- Enslaves with pain
- Sunlight kills
- Magical healing kills
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Star Trek Orion Group, Stealthy, Intelligent, Hoarder Long Daggers (d8 damage) and Nets 6 HP 0 armor Close Special Qualities: Female charm Orions are famous slave traders known for their distinctive green skin, although at least some have a pale grayish complexion. Orion males were typically bald and, on average, taller and more muscular than the average Human male. Orion females could have black, green, or red hair. Orion females were very animalistic in nature, known for their extreme carnal appetites and their innate skill of seduction. In Orion society, the males were slaves to the females. As a means of deceiving outsiders, the Orion males maintained the facade that the females were the slaves. This went as far as to sell Orion females on the slave market. Once sold to a male, the Orion slave girls used their unique physiology to their advantage; their highly potent pheromones accelerated the metabolisms of males of many species, raising adrenaline production to dangerous levels which caused aggression and, ultimately, a form of delusion. Its most significant effect was to make them susceptible to suggestion. Not long after, the "owner" males began taking orders from their "slave" females. The pheromones' effects were cumulative; the longer exposed, the more pronounced the results. Females react negatively to those same pheromones, experiencing headaches and often manifesting a strong dislike of the female Orion “slave”... Instinct: Enslaves
- Trades slaves
- Females may charm male humans
- Not to be trusted
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Sleestak Group Crossbow or Nets (d10 damage) 6 HP 2 armor Close, Far The Sleestak are a reptilian bipedal humanoid species. They have a thin but wide-set mouths and large, round black eyes that are averse to light. Covered mostly in green scales, their bellies are yellow. Sleestak also have claws on their feet and on their hands, with a horn protruding from the top of their heads. They breathe with a pronounced breath sound as if breathing through congestion. This is probably due to their wide set mouth and flat nostrils.At one time, in the distant past, the Sleestak were known as Altrusians. They were a very peaceful and intelligent race. They eventually grew into an advanced civilization, and had seemingly mastered many (if not all) of the secrets of the Land of the Lost. They created cities and temples. Unfortunately, the Altrusians lost control over their emotions, and destroyed their civilization becoming known as the Sleestak. The Sleestak now are a degenerate race that have lost much of their knowledge and culture. The Sleestak are accomplished in the arts of building, foraging, and hunting, and make and use crossbows and nets to hunt. The crossbows are no larger than the size of a Sleestak's forearm. Instinct: Devour
- Slow
- Seek to capture men for alien rituals.
- Fearful of fire