TEXT: TM and ©2017 Monte Cook Games, LLC
  To print your Numenera Creature Deck 2, 
  set your double-sided printer to short-
  edge binding and print on a cardstock 
  material. Then, with a sharp utility knife 
  and straight edge, use the crop marks as 
  guides to trim the cards apart.
  If you don’t have a double-sided printer, 
  print the pages individually and then 
  glue them back-to-back with a thin, even 
  coat of adhesive. Before glueing, hold the 
  back-to-back sheets up to a light source 
  to ensure they are lining up correctly.
  The gutters between the cards give you a 
  little bit of leeway if the two sides do not 
  line up exactly.
  
  Build encounters quickly and easily, or create them 
  randomly on the fly. Then give your players a look 
  at their foes before plunging into combat.
  This deck contains 100 creatures found in the 
  Ninth World, drawn from Ninth World Bestiary 2. 
  When you need to build an encounter (either when 
  prepping your game or at the gaming table), simply 
  draw a card from this deck. You’ve got basic stats 
  (with a reference to the sourcebook, for full stats 
  and info) on one side, and an image to share with 
  your players on the reverse. 
  Design: Bruce R. Cordell
  Creative Director: Monte Cook
  Managing Editor: Dennis Detwiller
  Proofing: Charles A. Conley
  Graphic Designer: Bear Weiter
  © 2017 Monte Cook Games, LLC
  Numenera and its logo are trademarks of 
  Monte Cook Games, LLC in the U.S.A. and other countries. 
  All Monte Cook Games characters and character names, 
  and the distinctive likenesses thereof, are trademarks of 
  Monte Cook Games, LLC.
  Numenera
  ™
  Creature Deck 2
  TM and ©2017 Monte Cook Games, LLC
   
   
  Level: All creatures (and NPCs) have a level. The level 
  determines the target number a PC must reach to attack or 
  defend against the opponent. In each entry, the difficulty number 
  for the creature or NPC is listed in parentheses after its level. 
  The target number is three times the level. 
  Health: A creature’s target number is usually also its health, 
  which is the amount of damage it can sustain before it is dead 
  or incapacitated.
  Damage Inflicted: Generally, when creatures hit in combat, they 
  inflict their level in damage regardless of the form of attack. 
  Some inflict more or less or have a special modifier to damage. 
  Armor: This is the creature’s Armor value. This entry doesn’t 
  appear in the game stats if a creature has no Armor. 
  Movement: Movement determines how far the creature can 
  move in a single turn.  
  Modifications: Use these default numbers when a creature’s 
  information says to use a different target number. For example, a 
  level 4 creature might say “defends as level 5,” which means PCs 
  attacking it must reach a target number of 15 (for difficulty 5) 
  instead of 12 (for difficulty 4).
  Combat: This entry gives advice on using the creature in combat, 
  such as “This monster uses ambushes and hit-and-run tactics.” 
  Page Number: The number you see at the bottom of a creature 
  listing tells you where to get additional information about that 
  creature’s motives, appearance, habitats, loot, and interactions. 
  All creatures are from the Ninth World Bestiary 2. 
  Understanding the Creature Listings
  
  TM and ©2017 Monte Cook Games, LLC
   
   
  )
  Blacktusk 
  4 (12)
  Combat: Blacktusks typically attack with their 
  eponymous tusks, which inflict 5 points of 
  damage, although they might also claw or 
  pounce. If a blacktusk pounces, it is usually 
  because the creature is attacking with surprise, 
  or because it takes its first turn before its foe. 
  A pounce attack inflicts normal damage, but 
  the victim must succeed on a Might defense 
  task or be knocked down and pinned beneath 
  the blacktusk until it can escape. Each round a 
  victim remains pinned, the blacktusk savages it 
  for 6 points of damage.
  Blacktusks work together when hunting to 
  increase their chances of bringing down prey, 
  including more powerful creatures. Three or more 
  blacktusks working in concert to attack the same 
  target reduces the difficulty of one blacktusk’s 
  attack against the target by two steps.
  Health: 12
  Damage Inflicted: 
  5 points
  Movement: Long
  Modifications: Speed 
  defense as level 6 due to 
  quickness.
  28
   
   
  )
  Bithyran 
  4 (12)
  Combat: Bithyrans can batter foes with their 
  strong, boneless limbs, but they prefer to use 
  items of technology they usually carry, including 
  long-range ray emitters that can inflict damage or, 
  with a flipped setting, induce deep sleep for an 
  hour or more if the victim fails a Might defense 
  task. Bithyrans prefer to cause as little damage as 
  possible to potential subjects, so the sleep setting 
  is used most often, except against automatons.
  Bithyrans can increase their staying power by using 
  cyphers that grant +4 to Armor for a few minutes. 
  In case a specimen collection mission goes badly, 
  at least one bithyran carries a cypher that creates a 
  short-lived teleportation portal for instant transport 
  to a distant and hidden base (which might be a 
  spacecraft or a transdimensional redoubt).
  Health: 18
  Damage Inflicted: 5 
  points
  Movement: Short; 
  short when climbing
  Modifications: Knowledge-
  related tasks as level 7; 
  stealth tasks as level 6. 
  27
   
  6 (18)
  Banisther 
  6 (18)
  Combat: A banisther uses its feeding legs to make two 
  attacks as a single action. If the victim fails a Might 
  defense task, toxin inflicts an additional 2 points of 
  Speed damage (ignores Armor) for three rounds.
  A banisther can change scale while in combat and 
  can use its long tail to attack targets within 20 feet 
  (6 m) to inflict the following effects:
  Disruption. The foe must succeed on a Might 
  defense task, or one of their arms or legs shrinks 
  in scale to microscopic size, then returns to 
  normal size. This distortion inflicts 8 points of 
  damage (ignores Armor).
  Body Theft. The foe must succeed on a Might 
  defense task, or they are scaled down to less than 
  a millimeter in height. To the victim, it might seem 
  like they’ve been shunted to a bizarre dimension 
  filled with writhing alien entities. The scale change 
  reverts within a minute.
  Health: 22
  Damage Inflicted: 
  6 points
  Movement: Immediate; long 
  when swimming
  Modifications: Speed defense 
  as level 5 due to size. 
  26
   
   
  )
  Ateric 
  4 (12)
  Combat: A just-roused ateric has a rough but 
  articulated form. Each subsequent round it draws 
  inert mechanisms, drit, and even cyphers and 
  artifacts carried by other creatures within short 
  range into itself. As time passes, it grows stronger. 
  Finding the “seed” device amid this junk is a 
  difficulty 6 Intellect-based task.
  An ateric’s power increases according to the 
  number of rounds it remains active, though never 
  more than five consecutive rounds.
  Round 1: Inflicts 3 points of damage; attacks as level 3
  Round 2: Inflicts 4 points of damage; attacks as 
  level 4; +3 health
  Round 3: Inflicts 5 points of damage; attacks as 
  level 5; +6 health
  Round 4: Attacks twice; inflicts 6 points of 
  damage; attacks as level 6; +12 health
  Round 5: No additional change
  Round 6: Spontaneous disassembly
  Health: 12
  Damage Inflicted: 
  Varies
  Armor: 2
  Movement: Short
  Modifications: Attacks at an 
  ever-escalating level. 
  25
   
   
  )
  Asomatis 
  4 (12)
  Combat: An asomatis uses whatever physical 
  weapons are granted by its shape, and may 
  even gain +1 to Armor if the shape has it. For 
  example, an asomatis who takes the shape of a 
  glaive has a melee attack that inflicts 5 points of 
  damage; as a ravage bear, it uses claws to inflict 
  5 points of damage. An asomatis doesn’t gain 
  special abilities from the forms it mimics.
  An asomatis can access the datasphere to learn 
  specific answers to tactical questions, reducing the 
  difficulty of its Speed defense tasks by one step.
  If its form is destroyed, it becomes a glowing red 
  haze (which can be treated as an out-of-phase 
  target with 1 point of health). Only transdimensional 
  weapons can affect it in this form.
  Health: 15
  Damage Inflicted: 
  5 points
  Movement: Short
  Modifications: Speed 
  defense tasks as level 5 
  due to tactical connection 
  to datasphere; tasks 
  related to disguise and 
  deception as level 6. 
  24
  A
   
  6 (18)
  Artifix 
  6 (18)
  Combat: An artifix is accompanied by at least 
  four silvery translucent ambassadors. Usually 
  the artifix remains hidden, potentially within 
  an opaque, silvery mental construct carried 
  by an ambassador. Ambassadors are separate 
  entities, but all of them serve and defend the 
  artifix that created them.
  An artifix can create a new ambassador or 
  other level 4 object as an action, which costs 
  it 1 point of health. It creates objects for 
  specialized needs, such as a shielding wall, a 
  bauble, a path or door where none was before, 
  and so on. Essentially, it can create any shape 
  that fits into a cube that is 10 feet by 10 feet 
  (3 by 3 m). Newly created objects last until 
  destroyed or until they are separated from the 
  artifix by more than a short distance.
  Artifix ambassador: level 4
  Health: 24
  Damage Inflicted: 
  4 points
  Movement: Immediate 
  23
   
   
  Arravelon 
  7 (21)
  Combat: An arravelon can attack one target 
  within immediate range with dozens of 
  crawling tendrils of intangible light. A character 
  who fails an Intellect defense task suffers 5 
  points of Intellect damage (ignores Armor) 
  and experiences an odd sense of narrowing 
  possibilities. Each time the victim takes 
  damage, the difficulty of its Intellect-based 
  tasks increases by one step. This effect lasts 
  until the arravelon is destroyed or one day has 
  passed.
  An arravelon is vulnerable to attacks that use 
  transdimensional energy. If damaged by such 
  an attack, the creature falters and takes no 
  action for one round, after which it can act 
  normally.
  Health: 33
  Damage Inflicted: 
  5 points (ignores 
  Armor)
  Movement: Long when 
  flying 
  22
  A
   
  6 (18)
  Abykos Butcher 
  6 (18)
  Combat: At the beginning or the end of its turn, 
  an abykos butcher can be insubstantial or solid. 
  While phased, normal attacks can’t hurt it, and 
  it can move through solid matter except for 
  force fields.
  Its preferred method of attack is to turn solid 
  at the beginning of its turn, then move up to a 
  short distance as it whirls its weapon. Targets 
  must succeed on a Speed defense task or take 
  damage and be knocked to the ground. Every 
  target who carries at least one cypher or artifact 
  of level 6 or higher must succeed on an Intellect 
  defense task or one of those items (chosen by 
  the GM) becomes useless. The abykos butcher 
  gains 5 points of health per item drained, even if 
  the increase puts it above its maximum health. 
  Each item drained grants the butcher +1 to 
  Armor for one minute while it’s solid.
  Health: 26
  Damage Inflicted: 
  6 points
  Movement: Short 
  20
  
  TM and ©2017 Monte Cook Games, LLC
  
  TM and ©2017 Monte Cook Games, LLC
   
   
  Crystalvore 
  2 (6)
  Combat: Crystalvores typically attack with their 
  claws, but also have been known to spray a jet of 
  the same fluid they use to hollow out their shells. 
  This liquid is an almost universal solvent that does 
  3 points of damage (ignores Armor).
  A mortally wounded crystalvore (with 1 point 
  of health or less) will retract into its shell and 
  spray its solvent all over the interior, weakening 
  it in a multitude of places. The creature will 
  then enter a unique biological state in which its 
  internal organs dissolve and a dangerous level of 
  high-pressure gasses build up within the corpse, 
  until finally releasing and igniting on contact with 
  air. The resulting explosion sends deadly shards 
  in all directions. The process leaves no trace of 
  the crystalvore, making a proper study of them 
  difficult unless they can be captured alive.
  Health: 6
  Damage Inflicted: 
  2 points
  Armor: 4
  Movement: Short
  Modifications: Speed defense 
  as level 4 due to size.
  37
   
  6 (18)
  Corpuscular Maw 
  6 (18)
  Combat: Corpuscular maws mainly attack with 
  their arms, which can extend a short distance, 
  doing 4 points of damage to up to two foes on 
  a single attack. Simultaneously, every other 
  attack, they can either release a cloud of fetid 
  air that dazes the targets for one round or spray 
  volatile acidic juices that do an additional 2 
  points of damage per target.
  When a corpuscular maw is “killed,” the 
  flesh becomes unstable and bursts, causing 
  a transdimensional wave that knocks all 
  characters prone within short range.
  Health: 18
  Damage Inflicted: 
  4 points
  Movement: Long
  Modifications: Stealth 
  as level 1 because of 
  constant sound they 
  produce; Speed defense 
  as level 2 due to size.
  36
   
   
  Clicker 
  3 (9)
  Combat: Clickers are drawn to living creatures. 
  A target must succeed on a difficulty 3 Speed 
  defense task to avoid one’s grasp or suffer 4 
  points of damage. The hit target then must 
  succeed on a difficulty 5 Might defense task or 
  be “swallowed.” A creature so engulfed suffers 
  8 points of damage each round until it can 
  escape.
  Health: 12
  Damage Inflicted: 
  4 points
  Movement: Long
  Modifications: Stealth 
  as level 1 because of 
  constant sound they 
  produce; Speed defense 
  as level 2 due to size.
  35
   
   
  Chalik 
  2 (6)
  Combat: Chaliks swarm a foe and bite with their 
  mandibles. A group of four or more chaliks can 
  attack as a single level 4 creature that inflicts 5 
  points of damage. Alternatively, a single chalik can 
  contract its abdomen and cause the glands inside 
  to burst, resulting in a gush of sticky secretions 
  from its mouth (and in that chalik’s death). This 
  is a level 4 attack that inflicts no damage, but a 
  single targeted victim who fails a Speed defense 
  task is covered in the secretion and immobilized 
  (and unable to take actions other than attempt to 
  break free) until it can escape. Attacks against a 
  target immobilized by chalik secretions are two 
  steps less difficult.
  Chalik carapaces slough off their own secretions 
  so they don’t become stuck in the sticky material 
  provided by their fellows.
  Health: 6
  Damage Inflicted: 
  2 points
  Armor: 1
  Movement: Short; short 
  when climbing
  Modifications: Speed defense 
  as level 4 due to size.
  33
   
   
  Carnivorous Color 
  3 (9)
  Combat: A carnivorous color attacks the mind of 
  an intelligent creature within immediate range, 
  inflicting 4 points of Intellect damage (ignores 
  Armor).
  Attacking a carnivorous color means attacking the 
  object currently hosting the entity. Solid objects like 
  walls might provide the color with a few points of 
  Armor. A color rarely chooses to fight to the death, 
  and may flee upward as a globe of illumination. If a 
  host object is destroyed, the color is disrupted and 
  fades. Unless a weapon using extradimensional 
  energy is used, the color isn’t actually killed, just 
  rendered inactive for several days.
  When a color successfully eats the intelligence of 
  a victim, the victim becomes darker as their color 
  fades. The carnivorous color gains 3 points of 
  health when it does this, even if the increase 
  puts it above its maximum health.
  Health: 12
  Damage Inflicted: 
  3 points
  Movement: Short; 
  immediate when flying
  Modifications: Stealth tasks 
  and attacks as level 5.
  32
   
   
  Caprimag 
  3 (9)
  Combat: A caprimag attacks with talons and 
  beak. To catch a foe and carry it away back to a 
  nest, a caprimag dives from just beyond short 
  range, moving about 100 feet (30 m) in a round, 
  attempting to grab a victim. A target must 
  succeed on a Speed defense task or be jerked 
  into the creature’s taloned grip into the sky.
  A victim is held immobile by the caprimag’s 
  extra set of arms. The victim can take only purely 
  mental actions or struggle to escape. Caprimags 
  have a supremely unpleasant body odor that 
  becomes overpowering to those held in their 
  grip, which increases the difficulty of all tasks 
  attempted by a victim by one step, including 
  Might tasks made to escape. Of course, a victim 
  who successfully escapes is probably looking at a 
  fall of at least 50 feet (15 m).
  Health: 11
  Damage Inflicted: 
  4 points
  Movement: Short; long if 
  flying (short if flying with 
  a victim)
  Modifications: Perception 
  as level 5.
  31
   
   
  Candescent Sabon 
  3 (9)
  Combat: If pressed to defend itself, a candescent 
  sabon can project a tiny energy orb at any creature 
  within short range, inflicting 4 points of damage. 
  However, it prefers to attack by establishing a 
  mental link with a creature touching its surface. 
  Each day—and after each conferral with the 
  candescent sabon where it provides useful help—
  the candescent sabon poses one question, riddle, 
  or puzzle to the user. The user must succeed 
  on a difficulty 3 Intellect-based task to answer 
  correctly. Every few days, the difficulty increases 
  by one step. If the user gets a question wrong, the 
  candescent sabon automatically inflicts 4 points 
  of Intellect damage (ignores Armor) each round 
  until the victim releases their grip, which requires 
  a successful difficulty 5 Might-based task.
  Health: 12
  Damage Inflicted: 
  4 points
  Armor: 2
  Movement: Short when 
  flying
  Modifications: Knowledge 
  of the numenera as level 
  8; Speed defense as level 4 
  due to size.
  30
   
   
  Brendril 
  1 (3)
  Combat: A single brendril bites a foe and inflicts 
  1 point of damage from its fangs and 2 points of 
  damage from a heat spike (a total of 3 points of 
  damage).
  When brendrils attack in a pack of three or 
  more creatures, the pack acts as a single level 
  4 creature. A target hit by a pack is grabbed 
  with strong, spindly arms. An embraced target 
  can move, but the difficulty of all attack and 
  movement-related tasks is increased by one step.
  Escaping the embrace of a pack requires that the 
  target succeed on a difficulty 5 Might-based task. 
  Killing the embracing pack also works, but damage 
  done to a brendril tightly holding a target is shared 
  with the target. Each round a target remains in a 
  pack embrace, it takes 5 points of damage 
   from heat generated by the pack.
  Health: 3
  Damage Inflicted: 
  3 points
  Armor: 5 points 
  versus fire and heat
  Movement: Short; 
  immediate when burrowing
  Modifications: Speed 
  defense as level 3 due to 
  small size.
  29
  
  TM and ©2017 Monte Cook Games, LLC
  
  TM and ©2017 Monte Cook Games, LLC
   
   
  Deiparon 
  3 (9)
  Combat: Deiparons pounce on prey when they 
  attack, from the branches of overhanging trees 
  if possible. However, a deiparon can also deal 
  6 points of damage from the energy orb on its 
  back to a creature within short range. Each time 
  they do so, they lose 1 point of health.
  In rare instances, a deiparon uses its energy 
  to trigger a transformation that grants it 
  intelligence at least equal to a human’s, as well 
  as the abilities of a level 6 creature. This effect 
  usually lasts for no more than a minute. The 
  deiparon uses its temporary intelligence to 
  defray a conflict, unless it sees a way to defeat 
  foes through trickery or some other stratagem.
  Health: 12
  Damage Inflicted: 
  4 points
  Armor: 2
  Movement: Short; short 
  when climbing
  Modifications: Perception 
  tasks as level 6.
  45
   
  6 (18)
  Decanted Reaper 
  6 (18)
  Combat: A decanted reaper often makes its initial 
  attack by relying on a visual distortion field that 
  renders it nearly invisible. The field collapses if the 
  decanted reaper attacks or makes a long-range leap 
  to enter combat. Surprised targets take 2 additional 
  points of damage (for a total of 10 points).
  If it wants a target’s head, a decanted reaper uses 
  an energy saber to attack just one target within 
  immediate range. The damaged target must 
  succeed on a Might defense task or descend one 
  step on the damage track as the reaper attempts 
  to sever its head The reaper keeps up this tactic on 
  the chosen target until the target descends all three 
  steps on the damage track and its cauterized head 
  comes free. The reaper then “ingests” the liberated 
  head and stores it for later processing.
  Health: 33
  Damage Inflicted: 
  8 points
  Armor: 3
  Movement: Short; short 
  when climbing; long when 
  leaping
  Modifications: Stealth as 
  level 8 when using visual 
  distortion field.
  44
   
   
  )
  Dazzlegad 
  5 (15)
  Combat: A dazzlegad can trample up to two foes next 
  to each other. It can focus its light into a burning beam 
  able to target a creature within long range, inflicting 6 
  points of damage. It can also accomplish the following:
  Blind one target within short range and all targets 
  within immediate range for about a minute if they fail 
  a Might defense task.
  Create a convincing illusion of the arrival of a far more 
  serious threat.
  Beam a pulsing light display into the eyes of a target 
  within short range, sending them into a seizure lasting 
  a few rounds if they fail a Might defense task. This effect 
  inflicts 3 points of Speed damage (ignores Armor).
  Beam a disorienting light pulse that confuses a target 
  within short range who fails an Intellect defense task, 
  causing them to attack a random target next 
  round. 
  Health: 25
  Damage Inflicted: 6 
  points
  Armor: 2
  Movement: Short
  Modifications: Attacks and 
  Speed defense as level 6 due 
  to visual glare.
  43
   
   
  )
  Datatar 
  5 (15)
  Combat: A datatar can be affected only by energy 
  weapons or similar implements.
  Datatars can discharge electromagnetic energy or 
  a battering force field to attack a foe within long 
  range.
  They can also tune themselves to display a 
  customized mind-infecting pattern at a foe within 
  immediate range who fails an Intellect defense 
  task. An affected foe stands entranced until they 
  can escape the trance by succeeding on a difficulty 
  6 Intellect-based task.
  Each round in which a victim remains entranced, 
  knowledge is siphoned from the victim’s mind, 
  inflicting 2 points of Intellect damage (ignores 
  Armor).
  Composed of regenerating light, datatars regain 
  health at 2 points per round as long as they 
  have at least 1 point of health.
  Health: 15
  Damage Inflicted: 
  5 points
  Movement: Short when flying
  Modifications: Most 
  knowledge tasks as level 9.
  42
   
   
  )
  Dal 
  4 (12)
  Combat: A dal can race along a surface but also 
  use its thin body as a blade to attack a target. In 
  addition, most dal can affect their surroundings by 
  manipulating the fabric of spacetime and can create 
  one of the following effects:
  Dissonance. A long-range sonic attack against a single foe.
  Alienation. An immediate-range psychic attack against a 
  single foe who takes Intellect damage (ignores Armor) 
  and on a failed Might defense task loses their next turn.
  Transfer. An immediate-range attack that transfers 
  both the dal and its victim into an alternate dimension 
  if the victim fails a second Intellect defense task. This 
  alternate dimension might look exactly like the one 
  just departed, except empty of life. Victims phase 
  back to their plane of origin after a few rounds.
  Health: 15
  Damage Inflicted: 5 
  points
  Movement: Short; 
  able to fade into an 
  alternate dimension up 
  to once each hour as 
  an action
  Modifications: Knowledge 
  of other dimensions as 
  level 5; Speed defense as 
  level 5 due to existing only 
  in two dimensions.
  41
   
   
  Cypherid 
  3 (9)
  Combat: Cypherids can batter or stab, but 
  they prefer to try to pilfer cyphers. If one feels 
  especially threatened, it uses a cypher-like 
  function available to it. The cypher effect could 
  be a ray emitter, a detonation, a gravity wave that 
  holds the characters down, a phasing cypher that 
  allows the cypherid to get away, and so on.
  When a cypherid attacks a character carrying 
  a cypher, the PC must succeed on an Intellect 
  defense task or the cypherid snakes a glassy 
  tendril into the character’s equipment and 
  comes away with a cypher chosen by the GM. 
  Along with any other action it takes on its next 
  turn, the cypherid can add the cypher to itself, 
  which grants the creature 5 points of health even 
  if this takes it over its normal maximum.
  Health: 9
  Damage Inflicted: 
  3 points
  Armor: 2
  Movement: Short
  Modifications: Speed 
  defense as level 4 due to 
  size; uses cyphers as if 
  cyphers were level 5.
  40
   
   
  )
  Cyclic Raider 
  5 (15)
  Combat: Cyclic raiders use a device they call a Melu box 
  to render human targets unconscious. 
  Raiders avoid direct engagement and are expert at 
  dodging incoming attacks. If forced to defend themselves, 
  they fire a sound blast that inflicts 4 points of Intellect 
  damage (ignores Armor) on a failed Intellect defense task.
  In areas with ambient sound, these automatons 
  require no sustenance and operate indefinitely. But in 
  completely soundless areas, such as the void beyond 
  the sky, they collapse and can be restored to function 
  only when exposed to sound.
  MELU BOX (ARTIFACT)
  Level: 1d6 + 3
  Form: Small silver box
  Effect: When activated, every living creature in short 
  range that can hear must succeed on an Intellect 
  defense task or fall unconscious. Unconscious 
  creatures can attempt an Intellect task each round 
  to rouse themselves. 
  Depletion: 1 in 1d10
  Health: 20
  Damage Inflicted: 4 
  points
  Armor: 2
  Movement: Short; long when 
  jumping
  Modifications: Speed defense 
  as level 6 due to quickness; 
  stealth and interaction tasks 
  as level 7. 
  39
   
   
  )
  Culova Protector 
  5 (15)
  Combat: A culova protector prefers to attack 
  from ambush, usually with two or three web traps 
  deployed—as well as the backing of a couple of 
  regular culova compatriots. A web trap is a level 5 
  sticky net that ensnares an unsuspecting victim, 
  preventing them from taking any actions until they 
  can escape. Attacking a victim in a web trap is two 
  steps less difficult.
  Culova protectors also rely on envenomed crossbows 
  of their own making that inflict 6 points of damage 
  plus 6 points of Speed damage (ignores Armor) for 
  two rounds on those who fail a Might defense task.
  In addition, protectors can spray venom from 
  their mouths on all creatures within 10 feet (3 m). 
  Victims must succeed on a Might defense task or 
  take 6 points of Speed damage (ignores Armor).
  Health: 25
  Damage Inflicted: 
  6 points
  Armor: 2
  Movement: Long; short 
  when climbing
  Modifications: Speed 
  defense as level 6 due to 
  quickness; stealth and 
  interaction tasks as level 7. 
  38
  
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  Faradawk 
  2 (6)
  Combat: A faradawk prefers to feed on items rich 
  in energy, but if hungry, it attacks living targets 
  who carry such objects. A faradawk’s lashing tail 
  inflicts 3 points of damage and sets the victim on 
  fire, inflicting 1 point of damage each round until 
  the victim uses an action to douse the flame. 
  Someone who is so attacked by a faradawk must 
  also succeed on an Intellect defense task or a 
  cypher they carry is drained of its energy and 
  rendered useless.
  If three or more faradawks attack a single target, 
  they act like a single level 4 creature that inflicts 5 
  points of damage.
  A faradawk that is killed detonates in a fiery 
  blast of energy, inflicting 6 points of damage 
  on all creatures (except other faradawks) in 
  immediate range.
  Health: 6
  Damage Inflicted: 
  3 points
  Movement: Immediate; 
  long when flying
  Modifications: Speed 
  defense as level 4 due to 
  small size.
  54
   
   
  )
  Exigen 
  4 (12)
  Combat: An exigen stalks targets by following 
  them from the safety of their mirror dimension. 
  Particularly observant targets may notice 
  reflective shimmers in the air from time to time, 
  but the significance isn’t immediately clear—
  until an exigen reaches through and attempts 
  to grab a target. An attacking exigen becomes 
  visible as it attempts to snatch prey, during 
  which time it is vulnerable.
  A target damaged by an exigen must succeed on 
  a Might defense task or be pulled through. Once 
  a target is pulled through, the exigen releases 
  it and offers no further aggression unless 
  attacked. Otherwise, the target is free to act as it 
  wishes, though it remains trapped in the mirror 
  dimension until it can find some way to escape (a 
  difficulty 6 Intellect task) or it dies.
  Health: 15
  Damage Inflicted: 
  5 points
  Movement: Short
  Modifications: All tasks 
  related to stealth as level 6.
  53
   
  6 (18)
  Erodel Shepherd 
  6 (18)
  Combat: Erodel shepherds can batter foes with 
  their limbs, but their true strength is in their 
  ability to mentally control others into defending 
  them. A shepherd can make a psychic attack on a 
  creature within short range. On a failed Intellect 
  defense task, the target acts as the shepherd 
  mentally commands on its next action. If the 
  same target is affected by this dominating attack 
  a second time within a minute, the shepherd’s 
  mental control lasts for ten hours.
  In addition, a shepherd can broadcast a psychic 
  field that extends to short range, filling affected 
  targets with calm love. An affected target 
  breaks off attacks on the shepherd, lays down 
  their weapons, and cajoles other combatants 
  attacking the shepherd to do the same. Using 
  this field is not an action for the shepherd, 
  but the field affects only one creature in a 
  given round.
  Health: 18
  Damage Inflicted: 
  6 points
  Armor: 2
  Movement: Short; long 
  while flying
  Modifications: Resists all 
  mental attacks as level 8.
  52
   
   
  Eldmor 
  9 (27)
  Combat: When “encysted” between dimensions, 
  eldmorem appear like inanimate, weathered 
  boulders the size of small mountains. Upon 
  waking, they unfold to reveal their true shape. 
  Though large, eldmorem can easily discern prey 
  much smaller than themselves.
  An eldmor’s primary weapons are its eyes, 
  which can emit twin blasts of destructive 
  transdimensional energy at targets within 5 miles 
  (8 km). Each blast inflicts 12 points of damage that 
  phases past normal matter and protective gear 
  (and thus ignores Armor).
  Eldmorem can also catch a target that fails a 
  Speed defense task in its manipulators. If a 
  caught target fails an Intellect defense task in the 
  subsequent round, it is ejected from the current 
  reality into a random dimension.
  Health: 50
  Damage Inflicted: 
  12 points
  Armor: 5
  Movement: Long when flying
  Modifications: Speed defense 
  as level 6 due to size.
  51
   
   
  )
  Elaan 
  5 (15)
  Combat: Since elaan are always partially 
  phased, a character must succeed on a 
  difficulty 6 Intellect task to even notice one 
  when it hitches a ride on them. If the targeted 
  character fails to notice, they get another 
  attempt at a Might defense task during 
  their next ten-hour recovery, when the elaan 
  attempts to burrow. If either Might defense task 
  is successful, the target can defend themselves 
  enough to frustrate the creature.
  An elaan that burrows is difficult to detect. A 
  character descends one step on the damage 
  track each day the creature is not extracted. The 
  target must succeed on an Intellect task each 
  hour to remain in their right mind; otherwise, 
  they attempt to slip away and die in peace. 
  When the character is dead, a clutch of 
  elaan blows out of the body.
  Health: 15
  Damage Inflicted: 
  6 points
  Movement: Short when 
  flying
  Modifications: Stealth as 
  level 6.
  50
   
  6 (18)
  Effigy 
  6 (18)
  Combat: An effigy often uses cyphers and, if 
  available, an artifact to aid itself in combat. 
  However, it can also hit hard with its stone 
  fists, attacking twice as one action, inflicting 8 
  points of damage per punch. Alternatively, an 
  effigy can generate a small quake by phasing 
  one hand into the ground. Everyone within 
  short range must succeed on a Might defense 
  task or fall to the ground and take 8 points of 
  damage (from shaking and from being struck 
  by toppling objects, crumbling walls, and so 
  on). Once an effigy triggers a quake, it is dazed 
  for a few rounds and finds the difficulty of all 
  tasks increased by one step.
  An effigy flees through the stone rather than 
  fight to the death.
  Health: 30
  Damage Inflicted: 
  8 points
  Armor: 3
  Movement: Short; short if 
  phasing through stone
  Modifications: Knowledge 
  of the numenera as level 7.
  49
   
   
  )
  Dread Rider 
  4 (12)
  Combat: A dread rider can make a single attack 
  with an electricity-infused weapon for 6 points of 
  damage (4 points from the blade and 2 points from 
  the electricity).
  A dread rider can use several special abilities:
  Lightning Storm: The dread rider becomes immune 
  to electricity. Anyone within immediate range of 
  a dread rider takes 1 point of damage each round, 
  and the dread rider inflicts an additional 2 points of 
  damage from electricity each round.
  Recall: The dread rider teleports to the nearest dread 
  destroyer, which could be many hundreds of miles away.
  Summon: The dread rider summons a dread destroyer, 
  which arrives in a few hours. Most of the time, a rider 
  won’t do this, even if it’s in personal danger, unless it 
  feels some greater purpose could be achieved.
  Death Trigger: If a dread rider is killed, a 
  dread destroyer is summoned.
  Health: 15
  Damage Inflicted: 6 
  points
  Armor: 3
  Movement: Short
  Modifications: Might 
  defense tasks as level 6.
  47
   
   
  Dimensionworm 
  8 (24)
  Combat: A dimensionworm hides in a parallel 
  dimension. Even while dimensionally separated from 
  prey, its howls possess a transdimensional resonance 
  able to paralyze a target and anyone within immediate 
  range of the target. Victims who fail Intellect defense 
  tasks are paralyzed until they can shake off the effect.
  When the dimensionworm appears from what seems 
  to be empty space to attack, its massive blunt head 
  batters the target and all creatures within short range 
  of the target. The target, however, must succeed on a 
  Might defense task from the envenomed bite or move 
  one step down the damage track.
  A dimensionworm uses its ability to transcend 
  planes defensively as well as offensively. Once every 
  few rounds, a dimensionworm can burrow through 
  dimensional walls as part of its movement. The hole 
  created closes up a few rounds after it is no longer 
  being used by the worm.
  Health: 56
  Damage Inflicted: 
  10 points
  Armor: 2
  Movement: Short
  Modifications: Speed defense 
  as level 5 due to size; resists 
  trickery as level 3.
  46
  
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  )
  Golden Cachinnate 
  5 (15)
  Combat: Targets touched by a golden 
  cachinnate must succeed on a Might defense 
  task or take 5 points of Speed damage (ignores 
  Armor) from toxin. Each round thereafter, the 
  toxin continues to inflict 2 points of Speed 
  damage until the victim succeeds at a Might 
  defense task.
  In addition, every creature within immediate 
  range of a golden cachinnate must succeed on 
  a Might defense task each round or take 1 point 
  of Speed damage (ignores Armor) from the 
  toxin in the air exhaled by the creature.
  Finally, a golden cachinnate can spit toxic darts 
  at targets within long range who are affected as 
  if they were touched by the creature.
  Health: 25
  Damage Inflicted: 5 
  points
  Armor: 1
  Movement: Short; short 
  when leaping
  62
   
   
  )
  Gleresisk 
  4 (12)
  Combat: A gleresisk dives at prey and attacks 
  with its nest of tendrils. A victim must succeed 
  on a Speed defense task or take 4 points of 
  damage. If it inflicts damage, the gleresisk 
  retains its hold on the victim until the victim 
  can escape. Each round, a victim held fast in 
  a gleresisk’s tendrils takes 4 points of Intellect 
  damage (ignores Armor). A victim who dies 
  from this damage is mentally consumed by the 
  gleresisk. The body collapses, and the gleresisk 
  floats away, satisfied.
  Health: 12
  Damage Inflicted: 
  4 points
  Movement: Immediate; 
  long when flying
  Modifications: Speed 
  defense as level 5 due to 
  size.
  61
   
   
  )
  Glauxim 
  5 (15)
  Combat: A glauxim usually avoids direct combat 
  by staying hidden and relying on its long-range 
  improbability field. The field has two levels of 
  effect. Normally, the field causes random odd 
  happenings in the area, troubling targets for 
  several days or months with unsettling dreams, 
  extreme runs of bad luck, mysterious marks, 
  strange sounds, and so on.
  But if a glauxim’s secret presence is threatened, 
  it can directly manipulate reality to cause 
  walls to collapse on foes, weapons to go off 
  unexpectedly, cyphers to detonate, brains to 
  drop into sleep, and so on, generally creating 
  one level 5 effect within long range per round. 
  Whenever a glauxim creates such a directed 
  effect, its entire body glows with a soft blue 
  illumination.
  Health: 18
  Damage Inflicted: 
  6 points
  Armor: 3
  Movement: Short
  Modifications: All tasks 
  related to perception and 
  stealth as level 7.
  60
   
   
  Ghru 
  3 (9)
  Combat: Ghru warriors wield storm staves, 
  medium melee artifact weapons that inflict 3 
  additional points of damage from electricity. 
  (A storm staff can also hurl short-range bolts 
  of red lightning that inflict 5 points of damage.) 
  Ghru also employ poison against their enemies 
  whenever possible. For the ghru, sometimes 
  a warrior is one who employs stealth to get 
  close to an enemy and strike with a poisoned 
  fingertip needle rather than a burly armored 
  figure with a massive weapon.
  Ghru armor is derived from an artifact called 
  electric armor that also inflicts 1 point of 
  damage on any creature that strikes the ghru 
  in combat.
  Health: 12
  Damage Inflicted: 
  7 points
  Armor: 1
  Movement: Short
  Modifications: Knowledge 
  of machines as level 6; 
  seeing through lies or tricks 
  as level 2.
  59
   
  6 (18)
  Gevanic 
  6 (18)
  Combat: When first encountered, this 
  automaton swirls forward, which might be 
  construed as an attack, but which is actually a 
  sample-gathering exercise. A nip of flesh tucked 
  into a sphere inflicts 1 or 2 points of damage at 
  most, then the gevanic moves on.
  However, if resisted, the gevanic becomes 
  aggressive. It can attack all creatures within 
  immediate range by “flailing” its metallic 
  spheres in a flurry, inflicting 6 points of damage 
  to each victim. In addition, the touch of a 
  sampling sphere from an aggressive gevanic 
  disrupts nervous systems. Anyone who is 
  struck by one must make a Might defense task; 
  those who fail are stunned and lose their next 
  turn.
  Health: 36
  Damage Inflicted: 
  6 points
  Armor: 3
  Movement: Short when 
  flying
  Modifications: Speed 
  defense as level 5 due to 
  size and speed.
  58
   
   
  Gaphelin 
  7 (21)
  Combat: If a gaphelin spends an action charging 
  its crystalline interior with psychic energy, in 
  the following round it can make a psychic attack 
  on a creature within long range that inflicts 9 
  points of Intellect damage (ignores Armor). If the 
  gaphelin doesn’t spend the round charging up, 
  the 9 points of damage are deflected normally 
  by Armor.
  A gaphelin can telekinetically manipulate objects 
  within short range.
  A gaphelin can also cause portions of the ground 
  around it within long range to detonate near 
  foes.
  Health: 21
  Damage Inflicted: 
  9 points
  Armor: 5
  Movement: Immobile (but 
  can appear or disappear 
  up to once per hour when 
  unobserved)
  Modifications: Tasks related 
  to interfacing with or talking 
  to machines as level 8.
  57
   
  6 (18)
  Fuser 
  6 (18)
  Combat: A fuser might seem rational one 
  moment, then with an audible click become a 
  murderous sociopath the next, which means 
  they might attack with surprise. A fuser usually 
  has some kind of weapon built into its modified 
  body, which might be a machine sword or a 
  ray-emitting artifact. Because of its quickness, 
  a fuser can attack two foes as one action.
  A fuser can also jump up to a long distance as 
  part of its movement, which might allow it to 
  close in to attack or escape if things are going 
  poorly. Many fusers enjoy a low-level self-repair 
  capability, which restores 1 point of health per 
  round.
  Health: 27
  Damage Inflicted: 
  8 points
  Armor: 2
  Movement: Short; long 
  when jumping
  Modifications: Tasks 
  related to interfacing with 
  or talking to machines as 
  level 8.
  56
   
   
  )
  Flaw 
  5 (15)
  Combat: A flaw can draw a weapon from 
  apparently nowhere and use it as an action, be 
  that a large maul, a weapon that fires energy, 
  or a detonation. They can also move up to a 
  long distance by taking a single step, and thus 
  position themselves well to attack or evade a 
  fight.
  A flaw affects reality in its vicinity, usually to 
  the detriment of its foes. For instance, the 
  ground under a foe’s feet may become soft 
  and mushy, restricting movement. The air may 
  become smoky and harsh, making breathing 
  difficult and obscuring sight lines. A character’s 
  weapon might become so slippery that they risk 
  dropping it. And so on.
  Health: 20
  Damage Inflicted: 
  6 points
  Armor: 1
  Movement: Long
  Modifications: Deception 
  as level 7.
  55
  
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  )
  Imusten Crawler 
  5 (15)
  Combat: An imusten crawler bites prey if the 
  victim fails a Speed defense task, inflicting 6 
  points of damage. The bitten target must then 
  succeed on a Might defense task, or it feels a 
  numbing, mounting pressure in its lungs, which 
  begin to fill up with smothering gel. The victim 
  takes 6 points of damage (ignores Armor) each 
  round until it succeeds on a Might defense task. 
  Each failed task to cough up the gel makes the 
  succeeding defense task one step more difficult as 
  the victim suffocates.
  An imusten crawler instead may choose to secrete 
  gel from its skin that holds the victim in place—
  rather than suffocating it—in a pocket of clear, 
  viscous material. The gel has a soporific effect 
  and can store living creatures indefinitely until the 
  imusten becomes hungry enough to eat.
  Health: 18
  Damage Inflicted: 
  6 points
  Armor: 2
  Movement: Short; short 
  when climbing; immediate 
  when burrowing
  Modifications: Stealth as 
  level 7.
  71
   
   
  )
  Imorphin Gonoph 
  5 (15)
  Combat: Imorphin gonophs don’t move quickly, so 
  anyone who wants to break off combat with one can 
  usually do so by moving out of range. An imorphin 
  gonoph rarely pursues. Normally it attacks only 
  if attacked first (usually by a victim who doesn’t 
  appreciate having their equipment stolen).
  In addition to lashing a target with its tendrils to 
  inflict 5 points of damage, a gonoph can reveal a 
  cavity resembling a large mouth that emits piercing 
  sonic effects, including the following:
  Sonic barrage that inflicts 5 points of damage on all 
  targets within immediate range
  Piercing sonic ray that inflicts 5 points of damage 
  (ignores Armor) on one target within short range
  Reverberation that deafens all characters within 
  short range who fail a Might defense roll. Each 
  round, they can attempt another Might 
  defense roll to shrug off the effect.
  Health: 23
  Damage Inflicted: 5 
  points
  Armor: 2
  Movement: Flies an immediate 
  distance each round
  Modifications: Stealth as 
  level 7.
  70
   
   
  Igothus 
  3 (9)
  Combat: Igothus are fast and agile, savagely 
  attacking with claws and teeth. They never 
  use weapons or armor, and they prefer swarm 
  tactics. A group of five igothus can attack as a 
  single individual of level 5, inflicting 8 points of 
  damage.
  Igothus seem to be utterly fearless and fight 
  with a savage bloodlust to their dying breath. 
  In the moment in which it is struck down, an 
  igothus can often make a single, final attack if it 
  has the opportunity.
  Health: 9
  Damage Inflicted: 
  4 points
  Armor: 1
  Movement: Short
  Modifications: Speed 
  defense as level 4.
  69
   
   
  )
  Idyc 
  5 (15)
  Combat: The idyc’s abilities are based on the initial 
  health of those it encounters. It targets healthy 
  creatures in hopes of finding robust hosts for its 
  young.
  Healthy: Attacks with a shower of short-range darts 
  (up to four as a single action) and then attempts 
  to break off the engagement. Victims struck by a 
  dart must succeed on an additional Might defense 
  task. On a failure, the embedded dart digs deeper 
  into the tissue and becomes impossible to extract 
  without a special operation. Sometime over the 
  following three days, the victim releases 1d6 tiny 
  level 1 idycs. This inflicts 3 points of damage per 
  idyc so hatched. If the victim survives, they feel 
  protective of the newly hatched creatures.
  Hurt: Attempts friendly interaction. This could 
  occur even after the idyc has hurt a previously 
  healthy victim with darts.
  Health: 19
  Damage Inflicted: 
  3 points
  Armor: 2
  Movement: Short; 
  short when climbing or 
  swimming
  68
   
   
  Ice Weaver 
  3 (9)
  Combat: Ice weavers race quickly on self-created 
  narrow lanes of ice and use that speed to their 
  advantage in combat. An ice weaver can move a 
  long distance and attack as a single action. It can 
  also use its action to create a lane that stretches up 
  above the heads of its prey, so that they can’t reach 
  it that round unless they try to climb an elevated, 
  slippery ice lane (a difficulty 6 Might task).
  Ice lanes are level 3 and melt in under an hour in 
  warm conditions.
  When an ice weaver bites down on a foe, it drains 
  heat and inflicts 4 points of Speed damage 
  (ignores Armor). Completely frozen victims are 
  dragged off and consumed later.
  Anyone within immediate range of an ice weaver 
  suffers 1 point of cold damage each round.
  Health: 9
  Damage Inflicted: 4 
  points
  Armor: 4 (see Combat)
  Movement: Long
  Modifications: Speed 
  defense as level 4.
  67
   
   
  )
  Iani 
  4 (12)
  Combat: While iani have claws they can use to 
  batter and cut foes, they rely on technological 
  devices they’ve absorbed. As an action, an iani 
  can absorb any device it touches. As another 
  action, it can use the absorbed device (if 
  applicable) as though the device were a natural 
  part of it. Given ten minutes, it can transfer the 
  abilities of the absorbed device to all iani within 
  3 miles (5 km). It can also reject a previously 
  absorbed device and spew it out again, good 
  as new.
  Cyphers can be used only once, and abilities 
  don’t always transfer, but absorbed artifacts 
  can be used multiple times and their abilities 
  can be shared among other iani.
  Health: 12
  Damage Inflicted: 
  4 points
  Armor: 2
  Movement: Long
  Modifications: Speed 
  defense, jumping, and 
  balancing as level 5.
  66
   
   
  )
  Hungry Pennon 
  4 (12)
  Combat: A hungry pennon attempts to flee 
  from direct combat by flying away. If it has no 
  other option, it bites a foe with the tiny mouths 
  it hides under the folds of its banner-like wings.
  A hungry pennon takes down prey by convincing 
  its host to attack a target. Fresh hosts must 
  succeed on an Intellect defense task to avoid 
  the suggestion to attack. The difficulty of all 
  attacks made by a host with a bonded pennon 
  is reduced by one step, which explains the 
  attraction to the initial psychic connection.
  A pennon never willingly leaves a bonded host. 
  A host who has had enough of the bond must 
  succeed on a difficulty 6 Intellect task each 
  time it wants to attack the pennon. If a hungry 
  pennon is killed, its bonded host suffers 6 
  points of Intellect damage (ignores Armor).
  Health: 18
  Damage Inflicted: 
  4 points
  Movement: Short when 
  flying
  Modifications: Perception 
  as level 6.
  65
   
   
  )
  Haneek 
  4 (12)
  Combat: A haneek prefers that victims ensnare 
  themselves by failing to notice it poised before 
  them. Otherwise it can lash out with a flap of 
  tissue. Either way, a victim must succeed on a 
  Might defense task or become stuck to the haneek 
  until it can escape. Each round a victim remains 
  stuck to a haneek, it suffers 4 points of damage 
  (ignores Armor) as the direct contact begins to 
  digest the victim.
  Even after a victim escapes, a runaway digestive 
  process continues to inflict 1 point of damage 
  (ignores Armor) each round, until the victim can 
  come up with some sort of treatment or, more 
  likely, cut off the afflicted patch of skin. Best case, 
  this self-mutilation inflicts 4 points of damage 
  (ignores Armor) that leaves a nasty scar. Worst 
  case, the victim must sacrifice a limb.
  Health: 16
  Damage Inflicted: 
  4 points
  Movement: Short; short 
  when gliding
  Modifications: Stealth tasks 
  as level 7; stealth tasks as 
  level 3 for up to an hour 
  after it has fed.
  63
  
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  Kaseyer 
  3 (9)
  Combat: A kaseyer can bite and claw, but mostly 
  relies on mental abilities. It uses those abilities 
  to disguise itself (usually taking the likeness of a 
  human child), and also to mentally assault victims.
  Brain Wrack: If a kaseyer touches a foe, the target 
  must succeed on an Intellect defense task or be 
  subject to horrifying images that corrode their 
  brain, inflicting 3 points of Intellect damage 
  (ignores Armor) and, on a failed Might defense 
  task, making them lose their next turn. If three or 
  more kaseyera work together, the attack is level 5 
  and inflicts 5 points of Intellect damage.
  Sway: If a kaseyer touches a foe, it must succeed 
  on an Intellect defense task or take an action 
  specified by the kaseyer on its next turn. If three 
  or more kaseyera work as one, the attack is a level 
  5 assault.
  Health: 12
  Damage Inflicted: 
  3 points
  Armor: 1
  Movement: Short
  Modifications: Disguise and 
  stealth as level 5.
  80
   
   
  )
  Keeper 
  5 (15)
  Combat: A host body is almost completely 
  protected by the keeper, but it’s also in a state 
  of stasis. Unless a keeper is damaged by a large 
  attack (such as a detonation, which affects both 
  keeper and host), the host remains protected 
  even as the keeper takes the brunt of any 
  offensive.
  A keeper can use any equipment or cyphers 
  possessed by the host body, or it can exhale 
  on a foe within immediate range. A target 
  must succeed on a Might defense task or fall 
  into a confused state. Until the target makes 
  a successful Intellect task, it can take no other 
  actions. If a keeper maintains skin-to-skin 
  contact with a victim for three rounds, it can 
  transfer itself. The old host wakes within a few 
  rounds, having moved one step down 
  the damage track.
  Health: 20
  Damage Inflicted: 
  5 points
  Armor: 3
  Movement: Short (or as 
  host body, if better)
  Modifications: Knowledge 
  skills as host body.
  81
   
   
  Keltonim
  3 (9)
  Combat: Keltonim flee combat unless they are 
  hurt. Then the fight-or-flight reflex hidden in 
  keltonim flesh is activated over the course of one 
  round, during which the creature does nothing 
  but shake as if having a fit. If not killed or sedated 
  before the beginning of its next turn, the keltonim 
  is transformed for about a minute.
  A transformed keltonim’s muscles are taut 
  beneath its skin, its eyes are wide, its mouth 
  gapes, and wicked claws emerge from its fingers. 
  A transformed keltonim inflicts an additional 5 
  points of damage (8 points total). It cannot be 
  stunned or dazed, and its skin thickens, providing 
  +3 to Armor. Even when killed, a transformed 
  keltonim gets a final death spasm attack.
  Once a transformation runs its course, a surviving 
  keltonim is dazed for several minutes, and all 
  tasks it attempts are one step more difficult.
  Health: 12
  Damage Inflicted: 
  3 points (8 when 
  transformed)
  Movement: Short; long 
  when flying
  Modifications: When 
  transformed, Speed defense 
  and attacks as level 5.
  82
   
   
  Kelursan 
  7 (21)
  Combat: Kelursans batter their enemies with 
  brutal ferocity. They can make a whirlwind attack 
  targeting every creature within immediate range. 
  In addition, they can hurl nearby boulders, chunks 
  of synth, walls from ruins of the prior worlds, or 
  other creatures at targets within long range, dealing 
  damage to all creatures within immediate range of 
  the impact zone that fail a Speed defense task.
  Kelursans regain 4 points of health per round. If 
  a kelursan inflicts damage during the same round 
  in which its healing factor is active, it inflicts 2 
  additional points of damage (10 points total) with 
  its attacks that round.
  If a kelursan dies, embedded tech slowly reknits 
  the creature, bringing it back to life within a few 
  days unless the body is completely destroyed.
  Health: 30
  Damage Inflicted: 
  8 points
  Movement: Short; long 
  when jumping
  Modifications: Strength and 
  Might defense tasks as level 
  8; Speed defense as level 5 
  due to size.
  83
   
   
  Jreet 
  3 (9)
  Combat: A jreet attacks with its multiple-mouthed 
  bite, inflicting 3 points of damage. A victim must 
  also succeed on a Might defense task or be latched 
  onto by the jreet and suffer an additional 3 points 
  of damage each round until escaping.
  A pack of five or more jreets can act as a single 
  level 5 creature and make a stampede attack. 
  When they do, the pack moves 50 feet (15 m) in 
  a round, and everything along the line of that 
  movement is attacked. Victims take 5 points of 
  damage. Even those who succeed on a Speed 
  defense roll take 2 points of damage.
  Finally, a jreet can use its poisoned sting. The 
  sting inflicts only 1 point of damage, but a victim 
  must also succeed on a Might defense task or 
  suffer 3 points of Speed damage (ignores 
  Armor) each round for three rounds.
  Health: 12
  Damage Inflicted: 
  3 points
  Movement: Long; short when 
  climbing; immediate when 
  burrowing
  Modifications: Perception 
  as level 5; Speed defense as 
  level 4 due to quickness.
  76
   
   
  )
  Jasmeris 
  5 (15)
  Combat: A jasmeris attacks targets with 
  barbed leaves, though its perfume is its most 
  lethal quality. Unless the jasmeris’s petals are 
  folded, those in short range must succeed on 
  a Might defense task or descend one step on 
  the damage track each round. A creature that 
  descends to the final step on the damage track 
  because of this effect collapses into so much 
  bloody liquid. This scent-triggered hemophilia 
  occurs regardless of any other action the 
  jasmeris takes.
  To avoid this, a character within short distance 
  must hold their breath by succeeding on a 
  Might task each round. The difficulty begins at 1 
  and increases each round.
  Health: 20
  Damage Inflicted: 5 
  points
  Movement: Short
  75
   
   
  Jacentwing 
  1 (3)
  Combat: Jacentwings inflict 1 point of damage with their 
  sting. Treat a swarm as a level 3 creature that inflicts 3 points 
  of damage. Victims of a swarm attack must also succeed on 
  a Might defense task or suffer one of the following:
  1
  Target is shunted to a pocket dimension.
  2
  Crystal version of the PC pops out of a parallel 
  dimension on to the real character.
  3
  The character’s armor or equipment is shunted to a 
  pocket dimension.
  4
  A doppelganger of the character appears.
  5
  Target’s limb becomes lodged in an alternate dimension 
  until they succeed on a difficulty 3 Might task.
  6
  The character’s armor is damaged as it becomes 
  phased, reducing its Armor value by 1 until the PCs 
  return to their home dimension.
  7
  Alternate dimensions bleed through reality around 
  the character, increasing the difficulty of all tasks by 
  one step for about a minute.
  8
  Target is shunted into a dimension where each 
  round is one hour.
  9
  Transdimensional leeches (level 1) appear on the target.
  10
  One of the target’s cyphers explodes, inflicting 
  damage equal to the cypher level.
  Health: 3
  Damage Inflicted: 
  1 point
  Movement: Immediate when flying
  Modifications: Speed defense as 
  level 3 due to size.
  74
   
   
  Ixobrychid 
  7 (21)
  Combat: An ixobrychid can make four attacks 
  as a single action using its fractal-like limbs. A 
  damaged target must also succeed on an Intellect 
  defense task or be stunned and lose its next turn.
  If an ixobrychid chooses to focus all of its attacks 
  on a single target, and at least two of those attacks 
  hit, the victim must succeed on a Might defense 
  task to pull free. Otherwise the creature folds 
  up around the target, completely covering it. 
  The enfolded target can do nothing but attempt 
  to escape. If the target doesn’t escape within a 
  few rounds, the ixobrychid unfolds once more, 
  revealing that the target has vanished. In truth, 
  it’s been shunted to a pocket dimension where 
  the ixobrychid collects things of all sorts, many of 
  which defy description. 
  Health: 28
  Damage Inflicted: 
  7 points
  Movement: Immediate; 
  long when flying
  Modifications: All tasks 
  related to the numenera as 
  level 9.
  73
  
  TM and ©2017 Monte Cook Games, LLC
  
  TM and ©2017 Monte Cook Games, LLC
   
   
  )
  Lambrequin 
  5 (15)
  Combat: A lambrequin can direct up to two 
  blasts of energy at the same or different targets 
  within long range, inflicting 5 points of damage.
  As part of the same action, they can extend 
  their head tendrils and attack all targets 
  within immediate range or one target within 
  short range. A character who fails a Speed 
  defense task loses one cypher or oddity in 
  their possession (in that order) as the tendril 
  touches it and sucks away the energy. If the PC 
  has an artifact, the character must check for 
  depletion as some of the energy powering it is 
  leeched away. 
  Each item a lambrequin sucks energy from 
  grants it 3 points of health, even if that exceeds 
  the creature’s normal health maximum.
  Health: 20
  Damage Inflicted: 
  5 points
  Armor: 3
  Movement: Short
  Modifications: Tasks 
  related to understanding 
  and talking to machines 
  as level 7.
  88
   
   
  )
  Lanmoro 
  4 (12)
  Combat: A lanmoro can attempt any of the following:
  Emotional Surge: A creature within short range 
  must succeed on an Intellect task or be overcome 
  with sadness, hilarity, fear, disgust, or surprise. 
  The target loses their next turn, or can wrench their 
  mind back into focus, which inflicts 4 points of 
  Intellect damage (ignores Armor).
  Bland Gray Sky: Biological creatures within short 
  range must succeed on an Intellect defense task 
  or lose all motivation for the next minute. Affected 
  creatures pause and become unmoving. A creature 
  can attempt to escape this torpid state, but if 
  successful, it suffers 4 points of Intellect damage 
  (ignores Armor). 
  Bloom: The lanmoro detonates. Creatures within 
  immediate range must succeed on a Might defense 
  task or suffer 4 points of damage. Over the next 
  few days, juvenile lanmoros take root in random 
  locations that exposed targets visit.
  Health: 12
  Damage Inflicted: 4 
  points
  Movement: Immediate
  Modifications: Speed 
  defense as level 2 due to 
  slowness.
  90
   
   
  )
  Latos Adjunct 
  5 (15)
  Combat: A latos adjunct can physically attack by 
  battering foes with metal alloy fists. Alternatively, 
  it can lash out with horrific mental attacks. Attacks 
  include the following:
  All creatures within immediate range of the adjunct 
  must succeed on an Intellect defense task or suffer 
  3 points of Intellect damage (ignores Armor).
  One creature within short range must succeed on 
  an Intellect defense task or their consciousness 
  is transferred into the adjunct, where it cannot 
  take action. The adjunct controls the target’s 
  body, taking over so seamlessly that allies might 
  not notice. Usually, it tries to convince the allies 
  to leave, ignore the latos, and so on. If necessary, 
  the adjunct will attack the target’s allies using the 
  body. The adjunct can continue to act even while it 
  controls a target. The target can regain control of 
  their body if they succeed on an Intellect task.
  Health: 25
  Damage Inflicted: 6 
  points
  Movement: Short
  91
   
   
  )
  Leradyt  
  5 (15)
  Combat: A leradyt acting as part of a group 
  attempts to either chase a lone target into the 
  jaws of an ambush, or lead a group of targets 
  into an ambush. Leradyt attacks from ambush 
  increase the difficulty of defending against 
  them by two steps, and deal a total of 7 points 
  of damage.
  A standard leradyt bite inflicts 5 points of 
  damage, and the target must succeed on a 
  Might defense task or be blinded by a splash 
  of white, sticky froth until they use an action 
  wiping away the muck. If a leradyt hits a blind 
  target, it can wrap the befuddled victim in its 
  clawed legs and inflict 5 points of damage each 
  round until the target can escape. A blind target 
  finds any task requiring sight at least two steps 
  more difficult, if not impossible.
  Health: 15
  Damage Inflicted: 
  5 points
  Armor: 1
  Movement: Long
  Modifications: Perception 
  as level 6.
  92
   
   
  Lacaric Courier 
  7 (21)
  Combat: If threatened, a lacaric courier can 
  direct up to four blasts of energy at the same or 
  different targets within long range, or fire one 
  blast of energy at a range of 1,000 feet (300 
  m) in lieu of making four attacks. If nothing 
  else, it could ram a target, inflicting 14 points 
  of damage to both the target and itself, though 
  its Armor applies. However, if attacked, a 
  courier doesn’t spend more than a few rounds 
  defending itself. 
  Health: 33
  Damage Inflicted: 
  7 points
  Armor: 4
  Movement: Short when 
  flying; immediate when 
  crawling
  Modifications: Speed 
  defense as level 4 due to 
  size.
  87
   
   
  )
  Kroth 
  4 (12)
  Combat: Kroth scales secrete a sticky fluid that 
  bonds to most objects and surfaces, and that 
  digests most materials. Characters who tread upon 
  a kroth’s back must succeed on a difficulty 6 Might 
  defense task or become stuck until they can escape.
  Kroths that ensnare prey while lying submerged 
  in water roll their prey beneath the surface. 
  Attempting to “wrestle” a kroth while stuck to it in 
  order to get a breath of air before being rolled under 
  again requires a difficulty 5 Might-based task.
  The adhesive, digestive fluid inflicts 4 points of 
  damage per round to adhered victims, who may 
  also be attempting to stave off drowning.
  Drowning: For every three rounds a character 
  goes with no air (as well as what is likely a few 
  accidental breaths of water), they move one 
  step down the damage track.
  Health: 12
  Damage Inflicted: 
  4 points
  Armor: 3
  Movement: Immediate; jumps 
  a long distance
  Modifications: Stealth and 
  disguise as level 6; perception 
  as level 3; Speed defense as 
  level 3 due to size.
  86
   
   
  )
  Klax 
  4 (12)
  Combat: A klax attacks with a touch that’s 
  charged with electricity. It can increase the 
  intensity of the attack by sacrificing its own 
  health, inflicting 2 additional points of damage 
  per health point used. If a klax uses the last of 
  its health to make an extremely powerful attack, 
  instead of dying, it appears to fade away, falling 
  back into whatever dimension, interstellar 
  location, or time from which it projected itself. 
  All their possessions go with them.
  A klax can control a device of any size that is 
  able to use power, as long as they remain in 
  contact with it and the device is level 4 or lower. 
  Each additional klax that touches the device 
  increases the level of the device that can be 
  controlled.
  Health: 12
  Damage Inflicted: 
  4+ points
  Movement: Long when 
  hovering
  Modifications: Numenera 
  knowledge as level 7.
  85
   
   
  Kissing Fawn 
  3 (9)
  Combat: A kissing fawn may seem playful, even 
  going so far as to “kiss” a target with its wriggling 
  feelers. However, the corrosive slime produced by 
  each feeler inflicts 4 points of damage, and if the 
  target fails a Might defense task, a feeler detaches 
  and burrows in.
  A target hosting one or more feelers finds the 
  difficulty of all tasks one step higher due to the pain, 
  which also automatically inflicts 2 points of Speed 
  damage (ignores Armor) each round until it can be 
  extracted. Extracting a burrower requires some kind 
  of tool that can be used as tongs, however crude, 
  and inflicts 4 points of damage (ignores Armor).
  If a burrowing feeler kills a target, a new fawnling 
  is born in the dead flesh, feeding on the body and 
  growing until it finally emerges after about a week.
  Health: 11
  Damage Inflicted: 
  4 points
  Movement: Short
  Modifications: All tasks 
  related to positive social 
  interaction and deception 
  as level 5.
  84
  
  TM and ©2017 Monte Cook Games, LLC
  
  TM and ©2017 Monte Cook Games, LLC
   
   
  )
  Namnesis 
  5 (15)
  Combat: If threatened, a namnesis attempts to 
  psychically remove a character’s special ability 
  and use it for itself. For instance, if a nano with 
  the Mind Control esotery confronts a namnesis, 
  the nano must succeed on an Intellect defense 
  task or lose the use of that ability for about 
  a minute. As part of the same action, the 
  namnesis attempts to use Mind Control on the 
  character or the character’s ally. If a namnesis 
  fails to “borrow” an ability, the target instead 
  takes 3 points of Intellect damage (ignores 
  Armor) that round.
  A namnesis may also attempt to remove a 
  foe’s memory of their initial meeting so it can 
  slip away or try again, though this works only 
  against a single foe without allies.
  Health: 18
  Damage Inflicted: 3 
  points (see Combat)
  Armor: 3
  Movement: Short
  106
   
   
  Nacreon Wind 
  2 (6)
  Combat: A nacreon wind is insubstantial, 
  unaffected by anything not transdimensional. 
  It can move through small cracks and fissures. 
  Its presence makes all tasks related to finding 
  objects of the numenera one step less difficult, 
  as those objects tend to gleam, power on, or 
  otherwise reveal themselves.
  A nacreon wind can concentrate down to a fraction 
  of its former size and become a solid that mimics, 
  in outline only, the shape of a character or object. 
  In this shape, it touches a character or unattended 
  cypher and “rewrites” its functionality. If this 
  happens to a character, randomly choose one new 
  cypher for that PC (the old cypher remains in form, 
  but it has a new function).
  If attacked, a concentrated nacreon wind is 
  vulnerable. It can also return an attack, inflicting 
  3 points of Speed damage (ignores Armor) if the 
  target fails a Speed defense task.
  Health: 9
  Damage Inflicted: 
  3 points
  Movement: Short when 
  flying
  105
   
   
  Multrolca 
  7 (21)
  Combat: A multrolca chases prey with single-
  minded intensity, bounding from boulder to 
  cliff wall, slavering and roaring with horrendous 
  fury. The multrolca’s bite inflicts 10 points of 
  damage, and if the victim fails a Might defense 
  task, venom inflicts an additional 6 points of 
  Speed damage (ignores Armor).
  A multrolca that commits itself to combat 
  begins to bleed from ancient wounds after a 
  few rounds of activity, which inflicts 1 point 
  of damage per round to the creature. These 
  re-opened wounds eventually become life 
  threatening; at that point, the multrolca 
  activates the strange devices studding its 
  skin, opens a temporary wormhole to another 
  location, and attempts to escape to safety 
  and convalescence.
  Health: 32
  Damage Inflicted: 
  10 points
  Armor: 3
  Movement: Short; short 
  when climbing
  Modifications: Speed defense 
  as level 6 due to size.
  104
   
   
  )
  Moilt   
  5 (15)
  Combat: Moilts don’t usually fight in the 
  physical sense, but they can use their tendrils to 
  attack all creatures within immediate range for 
  2 points of damage as a single action.
  Moilts hypnotize creatures with their psychic 
  gaze. A moilt can potentially mentally affect 
  all creatures within short range as one action. 
  Affected creatures that are not at least as smart 
  as humans forget the moilt is present.
  A human or equivalently intelligent creature is 
  compelled to move forward and take a few bites 
  from the moilt’s soft, bread-like outer flesh 
  (which inflicts 1 point of damage to the moilt). 
  Upon swallowing, the diner must succeed on 
  a Might defense task or fall unconscious for 
  an hour. Unless awakened prematurely, those 
  who eat of the moilt wake with a new memory, 
  which is so out of context that little can be 
  gleaned from it.
  Health: 24
  Damage Inflicted: 
  2 points
  Movement: Short
  100
   
   
  )
  Mnethashi  
  5 (15)
  Combat: Mnethashi claws drip with a powerful 
  acid that is also their blood. The damage they 
  inflict includes 3 points of acid damage. Further, 
  if they are struck in melee, the creature striking 
  them suffers 2 points of acid damage from the 
  blood spray.
  Mnethashi are experts in stealth. They can cloud the 
  minds of other creatures, implanting false images. 
  Those failing an Intellect defense task cannot help 
  but be confused by these psychic illusions.
  Mnethashi have mental powers that they can use 
  offensively as well. A target within short range 
  that fails an Intellect defense task suffers 6 points 
  of Intellect damage (ignores Armor). A character 
  reduced to 0 Intellect loses much of their will 
  and obeys any command or suggestion sent to 
  them telepathically. This condition lasts until their 
  Intellect Pool is completely restored.
  Mnethashi often use cyphers or artifacts, 
  usually as weapons.
  Health: 22
  Damage Inflicted: 
  8 points
  Movement: Short
  Modifications: Stealth and 
  deception as level 7.
  99
   
  6 (18)
  Mimus  
  6 (18)
  Combat: A mimus hides in plain sight by 
  digging in or hiding behind convenient 
  structures so that only its head is visible. Such 
  a peculiarity is enough to lure some victims to 
  within immediate range. That’s when the face 
  splits and erupts with a shower of burrowing 
  leeches. On a failed Speed defense task, targets 
  suffer 6 points of damage and an additional 6 
  points of damage (ignores Armor) each round 
  thereafter from burrowing leeches until they 
  succeed on a Might-based task to expel the 
  leeches. After a few rounds, victims begin to 
  suffer flitting hallucinations and odd visions 
  that make no apparent sense.
  Health: 22
  Damage Inflicted: 
  6 points
  Armor: 1
  Movement: Short; immediate 
  for burrowing or climbing
  Modifications: Speed 
  defense as level 4 due to 
  size; stealth tasks as level 7 
  due to ability to hide most 
  of its body.
  98
   
  6 (18)
  Mazocacoth 
  6 (18)
  Combat: A mazocacoth in its darkwalker aspect 
  usually enters combat only if an attacker is able to 
  affect its phased form, requiring a device designed 
  to affect out-of-phase creatures. A darkwalker can 
  extend one of its legs to stab a foe within 300 feet 
  (90 m), inflicting 8 points of Intellect damage 
  (ignores Armor) to the target as well as all within 
  immediate range of the target who fail a Speed 
  defense task. Those who succeed suffer 2 points of 
  Intellect damage (ignores Armor).
  Sleeper mazocacoths roused from slumber or 
  found while browsing vegetation do not defend 
  themselves if attacked, though they do move away 
  at full speed.
  If a mazocacoth is killed in either aspect, a psychic 
  cry inflicts 8 points of Intellect damage (ignores 
  Armor) on all creatures within a mile (2 km) of 
  the deed. The body fades over the course 
  of hours.
  Health: 22
  Damage Inflicted: 8 
  points
  Armor: 2 
  (in sleeper aspect)
  Movement: Long in 
  darkwalker aspect; short in 
  sleeper aspect
  Modifications: Perception 
  as level 9.
  96
   
   
  Malvok  
  3 (9)
  Combat: If caught, malvoks might use crude 
  weapons like spears or clubs to defend themselves 
  before they attempt to slip away down a freshly 
  burrowed hole in the ground. They avoid open 
  conflict when possible and instead try to skewer 
  sleeping (or at least reclining) foes from the safety 
  of stealthily extended tunnels. Defending against a 
  surprise bite by a malvok is two steps more difficult 
  (or impossible for a sleeping target). A victim takes 
  3 points of damage and must succeed on a difficulty 
  5 Might defense task or be completely paralyzed 
  and unable to take physical actions until the 
  damage from the initial bite is restored.
  A malvok secretly feeds on a paralyzed victim 
  through the same puncture cavity it used to 
  inject its paralytic venom, inflicting 3 points of 
  damage (ignores Armor) each round as it 
  sucks out the organs.
  Health: 12
  Damage Inflicted: 
  3 points
  Armor: 2
  Movement: Short; immediate 
  when burrowing
  Modifications: Defends as 
  level 4 due to slick scales; 
  stealth tasks as level 6 when 
  burrowing.
  95
  
  TM and ©2017 Monte Cook Games, LLC
  
  TM and ©2017 Monte Cook Games, LLC
   
   
  )
  Nibovian Guide 
  5 (15)
  Combat: The Nibovian guide first seeks to gain 
  the trust of one or more humans, then tries to 
  capture its victims in transdimensional cocoons 
  that transfer them to its home dimension.
  The guide releases chemicals into the air that 
  create a drug-like dependency in humans. For 
  each hour that this exchange occurs, the PC 
  feels motivated and positive about whatever the 
  guide is helping with, gaining an asset to any 
  directly related task while the guide is present.
  If the PC doesn’t uncover what’s going 
  on after five days, the PC collapses into 
  unconsciousness. The guide then cocoons 
  the PC in white filaments from spinnerets in 
  its mouth. Once cocooned, a victim has only 
  about ten hours before it is shunted to 
  Reeval, there to face an unknowable fate.
  Health: 15
  Damage Inflicted: 
  5 points
  Armor: 1
  Movement: Short
  Modifications: Tasks 
  related to stealth, 
  deception, and one area 
  of expertise as level 6.
  112
   
   
  )
  Nildir  
  5 (15)
  Combat: A nildir tears at prey with its powerful claws 
  until they are incapacitated, then attempts to steal 
  away the dying body to an alternate dimension, there 
  to dine on the still-living flesh in peace.
  Dimensional bleed surrounds a planar cannibal—a 
  being of disrupted dimension—like a halo. Each 
  round, disquieting emotions, sounds, visions, and 
  even physical objects appearing out of nowhere can 
  afflict foes. Generally speaking, these effects increase 
  the difficulty of all attacks and defenses against the 
  cannibal by one step, though the GM can also choose 
  to apply specific effects.
  As its action, a planar cannibal can move into an 
  alternate dimension, usually one it has previously 
  visited. It leaves behind flickering footsteps that 
  can be followed for one round if pursuers are quick 
  enough (a level 5 Speed task).
  Health: 23
  Damage Inflicted: 8 
  points
  Movement: Short; action to 
  flit between known parallel 
  dimensions
  Modifications: Defense tasks 
  as level 6 (see Combat); runs, 
  climbs, and jumps as level 7.
  113
   
   
  )
  Nomyn 
  4 (12)
  Combat: A nomyn’s touch transfers a handful 
  of insects that inflict 4 points of damage each 
  round until the victim removes the creatures. 
  In addition, victims must succeed on a Might 
  defense task or be blinded by the poison until 
  they use an action to wipe their eyes clear. The 
  difficulty of most physical tasks is increased by 
  two steps for a blinded creature.
  As part of the same action, a nomyn’s mobile 
  “head” can attack a character by jumping on 
  them, but it only targets victims that have 
  already been blinded. If this happens, treat 
  the head as a separate level 4 creature. If the 
  target fails a Speed defense task, the head 
  automatically inflicts 4 points of damage each 
  round until it can be shaken off.
  Health: 18
  Damage Inflicted: 
  4 points
  Movement: Short
  114
   
   
  Null-Cat 
  7 (21)
  Combat: A null-cat relies on its energy-draining 
  field during combat. All characters within 
  immediate range who have an artifact must roll 
  normally for depletion each round. Anyone who 
  is attacked by the null-cat and suffers damage 
  “burns out” a cypher in their possession (if any) 
  on a failed Intellect defense task. The null-cat 
  gains 5 points of health for each artifact charge 
  and cypher it consumes in this fashion.
  Simultaneously with its energy-draining effect, 
  a null-cat can bite a target, inflicting 7 points of 
  damage.
  The null-cat stalks victims passing through its 
  territory, preferring to wait until night to attack. If 
  possible, it waits to attack sleeping victims. 
  Health: 42
  Damage Inflicted: 
  7 points
  Movement: Long; short 
  when climbing
  Modifications: Stealth and 
  hiding as level 9; Speed 
  defense as level 6 due to size.
  115
   
   
  )
  Nibovian Domicile 
  4 (12)
  Combat: A Nibovian domicile flees if creatures on its 
  exterior realize its true nature. It prefers to attack with 
  a subtle poison it secretes, which appears as nothing 
  more than dust. Someone who spends more than an 
  hour in the domicile must succeed on a Might defense 
  task or they refuse to leave. If left alone, the domicile 
  opens a suspiciously mouthlike “secret hatch” in the 
  floor and attempts to eat the target, inflicting 5 points 
  of damage per bite. A target affected by the poison 
  remains cognizant enough to defend itself but is dazed, 
  finding the difficulty of all tasks increased by one step. 
  The victim won’t leave the domicile, even when it’s 
  attacking them, unless they succeed on an Intellect 
  defense task. A victim that seems to be getting the 
  better of the domicile is spit out the front door, and 
  then the entire structure flees.
  Health: 24
  Damage Inflicted: 5 points
  Armor: 3 (exterior only)
  Movement: Immediate; 
  long when it extends 
  thousands of tiny insect 
  legs to shift location 
  or flee from external 
  attackers
  Modifications: Deception 
  as level 7; Speed defense 
  as level 1 due to size 
  and relative immobility 
  (Speed defense as level 
  3 when it extends legs to 
  flee and evade attacks).
  111
   
   
  )
  Nerodrod 
  4 (12)
  Combat: A nerodrod usually begins a combat 
  with utter surprise, targeting whoever has its 
  distributed body part, a so-called “nerodrod 
  cypher.” It arrives suddenly as if it had dived 
  directly from overhead (even if a target is inside or 
  underground), phasing into material form just in 
  time to deliver a level 2 attack that inflicts 10 points 
  of damage. If the target fails a Might defense task, 
  it is also stunned and unable to take its next turn.
  In subsequent rounds, the nerodrod can attack 
  with its massive metallic splinter, inflicting 5 
  points of damage. If it attacks a target holding 
  its distributed body part, it attacks as if a level 6 
  creature inflicting 7 points of damage.
  If threatened overmuch, a nerodrod’s core body 
  phases and flies off, searching for easier prey 
  elsewhere in time and space, leaving behind its 
  parts.
  Health: 12
  Damage Inflicted: 4 
  points (see Combat)
  Armor: 2
  Movement: Short; long 
  when flying
  110
   
   
  )
  Neanic  
  5 (15)
  Combat: Each round any character within 
  short range clearly sees the neanic and fails an 
  Intellect defense task, victims suffer 5 points of 
  Intellect damage (ignores Armor). This mind-
  draining effect persists for one round after a 
  creature who glimpsed a neanic ceases to view 
  it, whether because they turn away, close their 
  eyes, or something else occurs—or because 
  the neanic is killed.
  A character could choose to avert their gaze 
  while attacking a neanic, which increases the 
  difficulty of their attack by two steps. The 
  creature doesn’t physically attack its foes, but 
  it does stalk after those who run from it, and 
  attempts to teleport itself back into a victim’s 
  field of view.
  Health: 33
  Damage Inflicted: 5 
  points
  Movement: Teleports 
  up to a long distance 
  each round
  109
   
   
  Nausrak 
  2 (6)
  Combat: A nausrak attacks by hurling a glob of 
  fungus at a foe. A struck target takes 3 points 
  of damage and must also succeed on a Might 
  defense task or become infected.
  If three or more nausraks target a foe, it’s treated 
  as a single level 5 attack that inflicts 8 points of 
  damage, and the Might defense task becomes 
  difficulty 5.
  An infected target struggles for breath and loses 
  their next turn. The infection is a level 5 disease. 
  Every 28 hours the victim must succeed on a 
  Might defense task or descend one step on the 
  damage track as the fungus grows on them, but 
  especially over any objects of the numenera they 
  carry. If a target completely divests itself of such 
  items for 56 hours, the infection ends. If a victim 
  dies while infected, their corpse is ground 
  zero for a fresh infestation.
  Health: 9
  Damage Inflicted: 
  3 points
  Movement: Short
  Modifications: Stealth and 
  deception as level 5; resists 
  poisons and passive energy 
  attacks as level 8.
  107
  
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  )
  Otolin  
  4 (12)
  Combat: Otolins use ray emitters that have a range 
  of 300 feet (90 m) in the air and many miles in the 
  void. Because otolins are partly made of machines, 
  they can attempt to seize control of complex 
  equipment carried by foes, such as many artifacts, 
  some cyphers, body parts of characters who Fuse 
  Flesh and Steel, and similar items. Control is 
  gained when characters fail an Intellect defense 
  task, after which an otolin can trigger a cypher or, 
  more likely, attempt to hold a character immobile 
  until they can escape.
  As an action, an otolin can absorb a cypher or 
  artifact, and gain a number of points of health 
  equal to double the item’s level, even if that raises 
  the otolin above its normal maximum.
  Otolins retreat if faced with a more powerful 
  foe, but return with reinforcements later.
  Health: 18
  Damage Inflicted: 
  6 points
  Armor: 2
  Movement: Short; long 
  when flying
  Modifications: Tasks related 
  to understanding and using 
  machines as level 7.
  122
   
  6 (18)
  Overlord Automaton 
  6 (18)
  Combat: Overlord automatons would prefer not to 
  fight. But it if comes to it, an overlord can defend 
  itself with bladelike appendages, attacking up to three 
  foes as a single action. Additionally, an overlord can 
  attempt the following abilities:
  Dazzling Display: The overlord produces a hypnogogic 
  light show. Living creatures with eyes within short 
  range who fail an Intellect defense task are dazzled 
  by the overlord’s majesty and cannot attack for one 
  round.
  False Reinforcements: The overlord produces a burst 
  of electromagnetic radiation tuned to human nervous 
  systems that makes humans believe they are facing 
  three times the number of foes on a failed Intellect 
  defense task.
  Force Field: The overlord erects a level 8 force field it 
  can use to trap up to two foes standing next to each 
  other, or to retreat behind and escape.
  Health: 30
  Damage Inflicted: 7 
  points
  Armor: 4
  Movement: Long
  Modifications: Perceives, 
  persuades, and deceives as 
  level 8; Speed defense as level 
  5 due to size.
  123
   
  6 (18)
  Oxyuratl 
  6 (18)
  Combat: An oxyuratl can make physical melee 
  attacks, but mostly relies on a long-range ray 
  targeting up to three different creatures as one 
  action. Targets who fail a Speed defense task suffer 
  8 points of damage from the focused energy. 
  Alternatively, oxyuratls can focus their superb 
  senses to make a single attack on a target within 2 
  miles (3 km) that inflicts 10 points of damage.
  Finally, an oxyuratl feeling threatened can activate 
  a camouflage ability that makes it difficult to 
  see (stealth as level 7). However, this drains the 
  creature’s power reserves, and it must feed on a 
  fresh source of power within the hour or begin to 
  shut down.
  If an oxyuratl uses an action, it regains a number 
  of health points equal to the level of a cypher or 
  artifact in its possession. (A cypher is used 
  up. An artifact is depleted.)
  Health: 30
  Damage Inflicted: 
  8 points
  Armor: 3
  Movement: Long when flying
  Modifications: Speed defense 
  as level 5 due to size; resists 
  deception and trickery as 
  level 2.
  124
   
   
  Phaselost 
  2 (6)
  Combat: A phaselost is mostly out of phase and 
  doesn’t take damage from mundane physical 
  sources, such as swords and spears. It takes only 
  1 point of damage from attacks that inflict energy 
  damage, even attacks specifically designed to affect 
  transdimensional creatures, no matter how much 
  damage was indicated.
  On the other hand, a phaselost can attack a target 
  by touching it, inflicting 2 points of Intellect damage 
  (ignores Armor) if successful. This represents the 
  target’s physical body gradually being converted 
  into an out-of-phase existence. A target that would 
  otherwise be killed by a phaselost instead becomes 
  phaselost itself after a period of several days, during 
  which its out-of-phase body reconstitutes itself.
  It’s possible that some kind of intervention using a 
  device or special ability could convert a phased victim 
  or even a phaselost itself back to normal phase. 
  Health: 9
  Damage Inflicted: 2 
  points
  Movement: Short when flying
  Modifications: Stealth as level 
  5; phasing attack as level 4.
  125
   
   
  Ort  
  3 (9)
  Combat: Orts become a frenzy of gibbering 
  threat when they attack, battering foes with 
  limbs suffused with transdimensional energy 
  that inflicts 4 points of damage. Three orts 
  acting in concert can attack as a level 5 creature 
  and inflict 6 points of damage on one attack; 
  a victim must succeed on an additional 
  Might defense task or be pulled into a pocket 
  dimension that the orts use as a lair until the 
  victim can escape (with a successful level 5 
  Intellect-based task) or the orts return to feed.
  Health: 9
  Damage Inflicted: 
  4 points
  Armor: 1
  Movement: Short
  Modifications: Stealth as 
  level 5.
  121
   
   
  )
  Oorgolian Tester 
  4 (12)
  Combat: Oorgolian testers don’t directly attack 
  subjects, instead relying on Oorgolian soldiers to 
  provide candidates. But if pressed a tester can attack 
  with a needlelike limb that inflicts 4 points of damage 
  plus a specific drug if the subject fails a difficulty 5 
  Might defense task. Drug effects include:
  Paralysis: For one minute, target can do nothing but speak.
  Hallucination: Target can no longer distinguish reality 
  from upsetting visions for three rounds.
  Truth: For one hour, target must succeed on a 
  difficulty 6 Intellect task to lie.
  Once a target is subdued, a tester asks a series of 
  questions. If the tester believes the target hasn’t 
  answered a question, it applies a shock that inflicts 4 
  points of Speed damage (ignores Armor).
  Sample odd questions: “What motivates you?” “Do 
  fish get thirsty?” “Is green angrier than blue?” 
  “Is a fly without wings a walk?”
  Health: 15
  Damage Inflicted: 4 
  points
  Armor: 3
  Movement: Short
  Modifications: Knowledge of 
  the numenera as level 6.
  120
   
   
  Onrakas 
  3 (9)
  Combat: An onrakas’s claws are unbelievably 
  sharp and ignore Armor except that provided by 
  force fields or by effects or devices of level 8 or 
  higher. The claws also cause bleeding wounds, 
  and a target who takes damage must also 
  succeed on a Might defense task or bleed for 2 
  points of damage per round until they use an 
  action to tend to the wound.
  When three or more onrakases are together, 
  as their action they can produce a level 5 
  subsonic hum that destructively interferes with 
  a selected object within short range, potentially 
  causing the object to shatter.
  Health: 12
  Damage Inflicted: 
  3 points
  Armor: 2
  Movement: Short; short 
  when burrowing
  Modifications: Burrow 
  through stone, synth, 
  metal, and other 
  substances of up to level 
  7; perception as level 6.
  119
   
   
  Olion  
  3 (9)
  Combat: An olion has an overwhelming instinct 
  to fake death when confronted with danger. It 
  falls into a torpor nearly indistinguishable from 
  death for minutes, hours, or even longer. While 
  in this trance, an olion has +5 to Armor, gains 
  immunity to poisons and disease, and regains 2 
  points of health per round.
  When an olion falls into its death trance, it 
  releases a psychic attack targeting all other 
  creatures within immediate range. Targets 
  who fail a difficulty 5 Intellect defense task fall 
  unconscious, but do not gain any of the olion’s 
  other modifications. The target must depend 
  on an ally to pull it out of immediate range of 
  any “dead” olions, or it must succeed on three 
  difficulty 5 Might defense tasks before failing 
  two. Otherwise, the target becomes fused with 
  the nearest olion (or olions—spreading the flesh 
  around) and is essentially unrecoverable.
  Health: 15
  Damage Inflicted: 
  3 points
  Movement: Short
  Modifications: Stealth as 
  level 4; see Combat.
  117
  
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  )
  Quar Bastion 
   5 (15)
  Combat: When a quar bastion must defend itself 
  against aggressors, it relies on the seething swarm of 
  automatons it directs. When it deploys its servitors in 
  combat, they swarm everywhere on tiny legs, allowing 
  the bastion to attack every target within short range. 
  Directly attacking the swarm isn’t likely to produce 
  results, because the bastion can pump out more. 
  However, an effect that inflicts damage in an area at 
  least a short distance across can disrupt the deployed 
  swarm for a round.
  Smaller creatures, objects, or structures that can’t 
  move out of the way of a slowly advancing quar 
  bastion are crushed.
  A quar bastion regains 2 points of health each round 
  while its automatons repair it.
  Someone who can talk to machines might be able to 
  cause the swarm to stand idle for a round, but 
  they would have to do so each round. 
  Health: 25
  Damage Inflicted: 5 
  points
  Armor: 4
  Movement: Immediate
  Modifications: Speed defense 
  as level 2 due to immense 
  size and lack of agility.
  132
   
   
  )
  Quover 
   5 (15)
  Combat: A quover can deliver a pulse of psychic 
  energy to scramble the thoughts of one creature 
  within short range. A target that fails an Intellect 
  defense task takes 5 points of Intellect damage 
  (ignores Armor).
  Alternatively, a quover can use a psychic pulse 
  to temporarily transfer its own mind into a 
  target that fails an Intellect defense task. For a 
  period of up to one minute (or until the target 
  whose consciousness is submerged can regain 
  control with a successful Intellect-based task), 
  the quover controls the target creature while its 
  own body stands silently by with eyes closed. A 
  quover-inhabited creature might try to negotiate 
  with others, or simply run the host creature off a 
  cliff or into some other dangerous situation 
  if nothing else seems to do.
  Health: 22
  Damage Inflicted: 
  5 points
  Armor: 4
  Movement: Long
  Modifications: Speed 
  defense as level 6 due 
  to size and quickness; 
  knowledge tasks as level 7.
  133
   
   
  Rapicaw 
   1 (3)
  Combat: Rapicaws attack with mandibles, 
  inflicting 2 points of damage and marking a 
  foe with a special targeting pheromone. For 
  the next hour or so, or until a marked foe can 
  douse itself in water or otherwise remove the 
  scent, all rapicaws can attack the target as if 
  they were level 3 and inflict 5 points of damage.
  Sometimes ten or more rapicaws attack the 
  same marked foe by forming a “death spiral” 
  around it. When this happens, the circling 
  rapicaws make a single attack as if level 6 and 
  inflict 12 points of damage. However, during the 
  tight, trampling attack, about half the rapicaws 
  involved in the death spiral attack are killed.
  Health: 5
  Damage Inflicted: 
  2 points
  Armor: 3
  Movement: Short; 
  immediate when burrowing
  Modifications: Speed 
  defense as level 2 due to 
  size; breaking through 
  solid barriers as level 5.
  134
   
   
  Reconstructor 
   3 (9)
  Combat: Reconstructors can attack using clawlike 
  manipulators if they have no other weapon, but 
  most have access to some kind of ranged weapon 
  gleaned from a nearby ruin, such as a ray emitter or 
  a localized gravity collapser, which usually provides 
  a long-range attack. 
  Because reconstructors are infused with 
  nanomachines, they are constantly self-repairing tiny 
  flaws. They regain 1 point of health each round, even 
  if reduced to 0 health. This process can be prevented 
  if someone succeeds on a difficulty 5 Intellect task to 
  understand the numenera, then sacrifices a cypher to 
  use that insight to stem the process.
  Three or more reconstructors can reconfigure 
  themselves to become a single entity much more 
  powerful than the sum of their parts. These so-
  called “reconstructor primes” are level 6 and inflict 
  10 points of damage on a successful attack.
  Health: 12
  Damage Inflicted: 4 
  points
  Armor: 1
  Movement: Short
  Modifications: Knowledge 
  of the numenera as level 5; 
  resist trickery as level 2.
  135
   
   
  Puppet Tree 
   8 (24)
  Combat: The red reeds surrounding a puppet tree end 
  in hard, sharp crystal spikes. When a living creature 
  comes within short range of the tree, the reeds rise 
  behind the target and try to skewer them through 
  the head or neck. If a target is killed, the puppet tree 
  controls the body as a corpse puppet, using it to enact 
  its plans. 
  Most trees have about five corpse puppets active, 
  which can be simultaneously animated.
  All fire attacks against the tree inflict 2 additional 
  points of damage and ignore Armor. The puppet tree 
  will always attempt to stop a fire, or target the source 
  of flame during combat. 
  Corpse puppet: level 2; a target must also succeed 
  on a Might defense task or be grabbed until it can 
  escape; all physical tasks attempted by the 
  target are one step more difficult.
  Health: 33
  Damage Inflicted: 
  10 points
  Armor: 3
  Movement: None
  Modifications: Speed defense 
  as level 5 due to size and 
  immobility; deception and 
  disguise (puppeteering 
  corpses to act in a lifelike 
  manner) as level 6.
  130
   
   
  Psellis 
  7 (21)
  Combat: Psellises are not usually aggressive 
  but are capable of defending themselves. When 
  one attacks, it dives out of the sky, moving up 
  to a long distance. In the same action, it can 
  release a blast of electricity on all targets within 
  immediate range that ignores most Armor 
  except that provided by force fields.
  The first time a psellis is struck in combat, 
  it produces a piercing wail that scrambles 
  minds. Creatures within immediate range must 
  succeed on a Might defense task or become 
  addled and lose their next turn. This defense 
  doesn’t require an action by the psellis.
  Health: 21
  Damage Inflicted: 
  10 points
  Armor: 1
  Movement: Short; long 
  when flying
  Modifications: Knowledge 
  of one particular concept 
  or mastery as level 10; 
  Speed defense as level 6 
  due to size.
  129
   
   
  )
  Pitystrian 
  4 (12)
  Combat: A pitystrian can make two kinds of attacks. 
  The first is a phase blast of inverted dimensional 
  power against a target within long range that inflicts 
  4 points of damage (ignores Armor).
  The second is a melee attack that inflicts damage 
  and requires the target to succeed on a Might 
  defense task to resist an injection of nanomachines. 
  The nanomachines attempt to repurpose the victim 
  to become a clumsy servant of the pitystrian for 
  about a minute before falling into a coma. The 
  servant will do whatever the pitystrian asks, but all 
  tasks attempted by the target are one step more 
  difficult. The deep sleep lasts about an hour, after 
  which targets of level 2 or higher are freed of the 
  compulsion.
  If in danger, pitystrians can use an action to phase 
  through a handy wall or other obstruction 
  and try to escape.
  Health: 14
  Damage Inflicted: 
  4 points
  Armor: 2
  Movement: Short; immediate 
  when phasing through solid 
  objects (as an action)
  Modifications: Knowledge 
  and operation of the 
  numenera as level 6.
  128
   
   
  Pherotherm 
  3 (9)
  Combat: Energy or transdimensional attacks are the 
  only way to harm a pherotherm; regular weapons 
  just pass through it. A pherotherm, however, can 
  attack a foe with a burning touch that inflicts 4 
  points of fire damage. The touched target must 
  then succeed on a Might defense task or burn (their 
  skin or their clothing) for 4 points of damage each 
  round until the fire is put out as an action.
  Alternatively, a pherotherm can attempt to 
  smother a foe by allowing itself to be breathed in. 
  A target must succeed on a Might defense task 
  or cough and wheeze, and take 4 points of Speed 
  damage (ignores Armor) each round until they 
  can clear the smoke from their lungs (a difficulty 5 
  Might-based task).
  While its fire burns, a pherotherm regains 2 
  points of health per round, even after it runs out 
  of health.
  Health: 15
  Damage Inflicted: 4 
  points
  Movement: Short when 
  flying
  Modifications: All tasks 
  related to stealth as 
  level 7.
  127
  
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  Rythcallocer 
   7 (21)
  Combat: Rythcallocers prefer not to fight. If forced 
  to do so, they draw forth one of their orb-like eyes, 
  revealing it to be artificial. Each orb is essentially a 
  cypher that can kick a target (or the rythcallocer) 
  through time by a few minutes, which removes the 
  target from the current conflict. Other orbs act 
  like detonations or ray emitters that inflict damage 
  while also kicking a target through time. In most 
  cases, the direction is into the future, which 
  means that the target seems to disappear and 
  reappear a few minutes later, with no time having 
  passed for it.
  If killed, a rythcallocer phases away (to where isn’t 
  clear—it’s possible their body becomes unmoored 
  in time), leaving only a few glass orbs behind.
  Health: 33
  Damage Inflicted: 
  7 points
  Armor: 3
  Movement: Short; short 
  when swimming
  Modifications: Knowledge 
  of the numenera and 
  crafting as level 8.
  139
   
   
  )
  Roummos 
   5 (15)
  Combat: A roummos is partly phased. Due to 
  this a roummos ignores any attack that targets a 
  single creature; it can be affected only by damage 
  from attacks that affect an area. A roummos can 
  affect matter and attack prey, but it has a hard 
  time affecting solid matter (it attacks as if a level 
  4 creature). But as a phased entity, it can flow 
  around obstacles and squeeze through cracks.
  A roummos can flow over and around characters 
  like a cloud. For characters inside the “cloud,” 
  the difficulty of all tasks related to perception is 
  increased by one step. Each round a character 
  is so enveloped, they must succeed on a Might 
  defense task as the roummos begins to transfer 
  them into its interior. On a success, the character 
  takes 1 point of damage (ignores Armor); on a 
  failure, they take 5 points (ignores Armor).
  Health: 15
  Damage Inflicted: 
  4 points
  Movement: Short when 
  flying
  Modifications: Attacks as 
  level 4 due to amorphous 
  nature. 
  138
   
   
  Residuum 
   7 (21)
  Combat: As a physically manifest creature, a 
  residuum can batter or stab foes with powerful 
  limbs. However, it can often call upon impressive 
  abilities gleaned from its connection to the 
  datasphere, including the following attacks, which 
  it can project on a foe within short range:
  Confusion: The target takes 10 points of damage 
  and must succeed on an Intellect defense task or 
  spend the next turn attacking an ally.
  Fear: The target takes 5 points of Intellect damage 
  (ignores Armor) and must succeed on an Intellect 
  defense task or spend their next turn cowering in 
  terror.
  Dislocation: The target takes 5 points of Speed 
  damage (ignores Armor) and must succeed on an 
  Intellect defense task or disappear, reappearing in 
  a random location up to a mile (2 km) away.
  Health: 33
  Damage Inflicted: 
  10 points
  Armor: 2
  Movement: Short
  137
   
   
  Redintegrad 
   8 (24)
  Combat: Redintegrads can smash themselves 
  bodily into targets within short range as a 
  melee attack, attacking all creatures within 
  25 feet (8 m) of each other at once. Their 
  impressive power reserves (perhaps tapped 
  from a transdimensional source) give them 
  relentless energy and durability, allowing them to 
  smash through most obstacles, including walls, 
  structures, and mountains.
  A redintegrad can fire a beam of force at a target 
  within 300 feet (90 m) that inflicts 10 points 
  of damage. On a failed Might defense task, the 
  target is also encapsulated in a level 8 force 
  bubble that resists tampering. Paradoxically, 
  the bubble might keep the target safe from the 
  redintegrad’s battering attacks—at least until 
  the air runs out or the target can find a means to 
  collapse the bubble.
  Health: 33
  Damage Inflicted: 
  10 points
  Armor: 5
  Movement: Long when flying
  Modifications: Speed defense 
  as level 5 due to size. 
  136
  
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SOURCE: textdata/thevault/Cypher System/Game Tools/Decks/Numenera/Numenera Creature Deck 2.pdf