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Lovecraft Tcho-Tcho Horde, Small, Construct Weapon (d4 damage) 3 HP 0 armor Close Special Qualities: Serve Cthulhu Mythos The Tcho-Tcho People are a group of tribes of near-human Asian natives. They are genetically from humans, they are notably smaller, have livid red skin, and other marked physiological differences. Tcho-Tcho have no hair, fingernails, or toenails. Legends point to prehistoric genetic engineering of pre-human ancestors by the Great Old Ones Zhar and Lloigor. These legends purport they "grew from the 'seeds' of the Twin Obscenities"). They are feared by other tribes and appear to be inimicable to Mankind. They worship the beings of the Cthulhu Mythos (notably, Han , Chaugnar Faugn , Rhan-Tegoth , Hastur and His Spawn). They appear to be the “corpse-eating cult of Leng” mentioned in the Necronomicon and have “lamas” as priests (cf. Elder Hierophant). They might be related to the Men of Leng in the Dreamland. The name Tcho means “destroyer” or “sorcerer”, thus the Tcho-Tcho people are the “destructive sorcerer people”. Some Tcho-Tcho worship bizarre carnivorous plants they call Klaaktuk, especially the monstrous "Buna Klaaktuk" ("King Triffid", "Old Man Rattler" or "Great Witch-Doctor"). Tcho-Tcho regard the plants as gifts from the gods, as family, and as beings as intelligent as men, and Tcho-Tcho colonies in jungles often cultivate these plants. Tcho-Tcho are immune from the plant's blinding sting; share the plant's diet of rotting human flesh; produce from the plant clothing and ornaments from fibers, dyes from the flowers, high-grade vegetable oil from the stems, poison darts from the stingers, musical rattles and blow-guns from the plant's "clatter-sticks", and ritual hallucinogens prepared from mashed seeds (said to be especially potent when harvested soon after the plant has consumed a powerful witch-doctor). The mightiest and wisest of Tcho-Tcho "witch-doctors" wizards are spared from being eaten in cannibal feasts upon death, and are instead fed to Klaaktuk, especially the legendary, gigantic Buna Klaaktuk, oldest and wisest of the plant's kind, which stomps through the primeval jungles of Asia. Buna Klaaktuk is said to be large enough for the Tcho-Tcho's ancestors to have either carved caves or homes into the plant's vast bole or otherwise been absorbed into the cavities in Buna Klaaktuk's stem, or (in other legends) for Tcho-Tchos to been swallowed alive and whole by Buna Klaaktuk, and then slowly digested for generations, until their spirits or souls are reincarnated into the plant, which the Tcho-Tcho claim to be a great honor reserved for the greatest of the Tcho-Tcho. Instinct: Actve Cannibal
- Hunt humans
- Torture prey
- Devour outsiders
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Mutant Bugman Hive Queen Solitary, Large, Intelligent, Hoarder, Terrifying Bite (w[2d4] damage) 14 HP 0 armor Special Qualities: Telepathic Control of the Hive, Mutant mix of elf female, spider and termite queen A terrible recent creation the Mutant Bugman Hive Queen resembles a Drider mixed with a Giant Termite Queen. A weak warrior the Hive Queen will likely try to web her victims and summon help. Once the victim is bound in webbing the Hive Queen spins they are converted become new Bugman Drones by multiple transforming injections from the Hive Queen, but some adventures are naturally immune to the effects, if not of the side effect of a powerful amnesia.These are eventually eaten by the Hive. Think an insect mutant species like the Borg from Star Trek. Her Drones are relentless but slow and clumsy. If the Hive Queen is destroyed all of her Drones will collapse into a coma until one of their number mutates into a new Mutant Bugman Hive Queen in a few days. Instinct: Transforms humanoids
- Rules the Hive mind by Telepathy
- Transforming Venom
- Casts Webs
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Mutant Bugman Drone Group, Small, Terrifying Bite (d4 damage) 6 HP 1 armor Close Special Qualities: Horrible mutant man insect mix of beetle, Hive mind, Limited use paralyzing bite A horrible recent product of a mutant mix of spider, termite and beetle the Mutant Bugman Drone is part of a hive mind controlled by the collective's telepathic Hive Queen. The Bugman Drones have a paralytic venom overwhelms the victim, but she or he is usually immune after a single dose. Once the victim is bound in webbing the Grub Queen spins they are converted to become new Bugmen Drones by multiple transforming injections from the Hive Queen, but some adventures are naturally immune to the effects, if not of the side effect of a powerful amnesia.These are eventually eaten by the Hive. Think an insect mutant Borg-like race from Star Trek. The Drones are relentless but slow and clumsy. If the Hive Queen is destroyed all of her Drones will collapse into a coma until one of their number mutates into a new Mutant Bugman Hive Queen in a few days. Instinct: Transform Outsiders
- Serves the Hive
- Collect recruits
- Destroy Dangers
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Vat Ghoul Group, Construct Shiv (1d4 damage) 6 HP 0 armor Close Special Qualities: Grown in a Necromancer's Vat, Undead An undead minion grown in a vat from a vile goo by a powerful spell caster, the Vat Ghoul needs to neither eat nor sleep and exists purely to obey the orders of its creator. Poor warriors if killed they dissolve back into a foul smelling ichor. Instinct: Worships Creator
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Temple of the Shark Prisoner Group Fists (1d4 damage) 6 HP 0 armor Close Desperate prisoners of the Temple of the Shark, soon to be punished by being thrown into the shark infested waters and devoured. Instinct: Panics
- Pleads
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Grell Solitary, Large, Intelligent, Hoarder, Planar Tentacle grab (d12 damage) 16 HP 0 armor Close, Ignores Armor Special Qualities: Paralyzing Tentacles, Flight, Telepathy Grell are fearsome alien predators who exist only to devour other living beings. These aberrations divide all creatures into two categories, the eaters and the eaten, and humans fall into the latter. Grell resemble a bloated flying jellyfish. Their gray-green mass is covered in folds and wrinkles and appears like nothing so much as an enormous brain with a hard bony beak. The creatures have no eyes, instead perceiving the world by receiving sound waves and electrical impulses through their skin, which functions as a single huge ear. A grell is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. A grell’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.A grell has ten pink or purple prehensile tentacles with retractable barbs that inject a paralytic toxin. Sages hypothesize that the creatures spread from world to world by planar travel, either through magical portals or the Vale of Shadows. Grell have no ambitions of conquest or slavery, desiring only food, making a grell a purely local problem, but left unchecked it can represent a plague of predation capable of depopulating an entire area. Instinct: Devour humans
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Meenlock Group, Small, Devious, Intelligent, Terrifying Chitinous pincers (d8 damage) 6 HP 1 armor Close Special Qualities: Horrid alien features, Telepathy Meenlocks are two-foot tall, bipedal creatures with horrid, insect-like features that are covered in black, shaggy fur. They live in small groups (no more than 5 to a group) in underground caves. The mere sight of a meenlock can cause low-level intelligent creatures to collapse in fear, their touch causes paralysis . If a meenlock lair is disturbed, the occupants will silently follow the responsible party and wear down a single member (chosen generally at random, although humans and paladins will be given priority) with a continual low-level telepathic assault that manifests as whispered voices, strange noises, and other phenomena only perceived by the chosen target. When their weakened prey beds down for the night, the meenlocks will attempt to paralyze them (killing anyone else who resists), carry them back to their lair while still alive, and turn them into another meenlock through a short, gruesome procedure. Instinct: Protect the tribe
- Touch causes paralysis
- Telepathic assault
- Relentless
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Cannibal Pygmy Chieftain Solitary, Small, Hoarder Skull mace (d8 damage) 8 HP 1 armor Close Special Qualities: Tribal leader The leader of the tribe; he or she is the greatest warrior and best cook. Instinct: Feast
- Leads
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Cannibal Pygmy Horde, Small Sleep dart (w[1d4] damage) 3 HP 0 armor Close Special Qualities: Sleep dart prey These deplorable little jungle monsters are a tropical version of the Underdark's morlocks but combine their ghoulish hunger with a prudence that often appears to be cowardice; until you wake up from a sleep dart nap to find yourself a "guest" at the pygmy feast. Custom Move: When you are hit with a Cannibal Pygmy sleep blow dart roll +CON. On a 10+ your are immune to the dart and take no damage, on a 7-9 you take 1-4 points of damage, on a fail you take damage and are fast asleep until dinner. Instinct: Dine
- Hunt
- Ambush
- Run away!
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Giant Group, Large Smash (d8+2 damage) 10 HP 0 armor Forceful Ordinary "giants" are the most nomadic of all the humanoid giant species, preferring to travel from one settlement to the next in order to raid and pillage.While they prefer temperate climates, they’ll travel far from their preferred environment so long as the raiding is plentiful and successful. They are, as a whole, incredibly selfish creatures and rarely engage in battles they don’t automatically know they’ll win. Giants are known for shoving one another at terrifying foes and won’t hesitate to sacrifice a clan-mate to save their own skins. Roving bands of giants are common in temperate hills, and their constant aggression makes them one of the more feared dangers in this climate. Stupid, lazy and cowardly they will cheerfully devour humans or demi-humans. They love simple rhymes, riddles, puzzles and are fond of singing. Instinct: Raids and devours
- Sings