TEXT: TM and ©2019 Monte Cook Games, LLC
  To print your Numenera Creature Deck 3, 
  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 3, Numenera Destiny, and 
  Priests of the Aeons. 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 colored reference to the sourcebook, for full stats 
  and information) on one side, and an image to share with 
  your players on the reverse. 
  Design: Monte Cook, Bruce R. Cordell, 
  Sean K. Reynolds, Shanna Germain
  Creative Director: Monte Cook
  Managing Editor: Shanna Germain
  Proofing: Ray Vallese
  Graphic Designer: Bear Weiter
  © 2019 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 3
  TM and ©2019 Monte Cook Games, LLC
  Alioptor 
  6 (18)
  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 Ninth World Bestiary 3, Numenera Destiny, 
  and Priests of the Aeons.
  Understanding the Creature Listings
  
  TM and ©2019 Monte Cook Games, LLC
  Alioptor 
  6 (18)
  BAZVET EXPLORER 
  7 (21)
  Health: 25
  Damage Inflicted: 7 points
  Armor: 2
  Movement: Short
  Modifications: Speed defense as level 6 
  due to size and maneuverability. Attacks 
  as level 8.
  Combat: A bazvet explorer usually has at 
  least two attack forms, one that affects 
  all creatures within immediate range 
  or short range and one that affects one 
  or two targets within long range. For 
  example, it might be able to release 
  corrosive gas or an electrical burst out 
  to short range and an energy beam or 
  projectile weapon out to long range.
  28
  Alioptor 
  6 (18)
  BALITHAUR 
  7 (21)
  Health: 33
  Damage Inflicted: 8 points
  Movement: Short; short when climbing
  Modifications: Speed defense as level 6 due to 
  size. Perception and stealth tasks as level 8.
  Combat: A balithaur claws and bites 
  simultaneously with all its limbs, and it can 
  attack all creatures within immediate range 
  simultaneously for 8 points of damage each. 
  Alternatively, a balithaur can try to pounce 
  on one target, which means the target must 
  withstand two claws and two bites plus avoid 
  being pinned. A pinned creature is automatically 
  clawed and bitten each round until it can escape.
  A victim who descends one or more steps on the 
  damage track as a result of a balithaur’s attacks 
  later discovers blisters on their extremities that 
  eventually grow into eyelike organs that blink and 
  look about, but which don’t provide the victim 
  any additional points of view.
  255
  Alioptor 
  6 (18)
  BABIRASA  
  3 (9)
  Health: 12
  Damage Inflicted: 3 points
  Movement: Short
  Modifications: Stealth as level 5, perception as 
  level 6
  Combat: Babirasa are drawn to living creatures 
  that have a bioelectric field. When they hunt, 
  each babirasa in a pack is connected to the next 
  in crisscrossing lines of leaping electricity. In any 
  round in which the pack is free to move, they 
  position themselves so that two or more of their 
  number surround prey. Every round, all prey 
  within immediate range of two or more babirasa 
  automatically takes 3 points of damage from the 
  connecting lines of electricity leaping between 
  each babirasa that remains alive and that can 
  still move. On a particular babirasa’s turn, its 
  tusked bite inflicts 3 points of damage, and on an 
  additional failed Might defense roll, 3 points of 
  damage from electricity. 
  If a babirasa would take damage from an electrical 
  source, they instead regain health equal to that 
  damage and their tasks are eased on their 
  next turn.
  254
  Alioptor 
  6 (18)
  ATHAMAK SAILWING 
  3 (9)
  Health: 9
  Damage Inflicted: 4 points
  Armor: 1
  Movement: Short; short when flying
  Modifications: Crafting and 
  understanding numenera as level 4
  Combat: Athamak sailwings shock 
  opponents with their limb tendrils. 
  A fully cognizant sailwing may use 
  cyphers in combat.
  24
  Alioptor 
  6 (18)
  ARRIC FROG 
  4 (12)
  Health: 20
  Damage Inflicted: 5 points
  Movement: Long; short when swimming
  Modifications: Jumping and swimming 
  as level 5
  Combat: The frog bites with its metal 
  teeth. If it can jump a short distance 
  before attacking, its attack inflicts 7 
  points of damage and the target must 
  make a Might defense roll or be knocked 
  prone. The frog might use its sticky 
  tongue to grab a small creature or 
  metallic object (such as a pet or cypher); 
  if the target fails a Might defense roll, 
  the frog yanks the seized creature or 
  object and swallows it, inflicting 4 points 
  of damage to it each round.
  23
  Alioptor 
  6 (18)
  ARGOZT 
  6 (18)
  Health: 24
  Damage Inflicted: 6 points
  Armor: 1
  Movement: Long
  Modifications: Speed defense, Intellect 
  defense, running, and jumping as level 7
  Combat: Argozts attack with their bite and 
  claws, attacking up to three creatures as one 
  action, inflicting 6 points of damage with 
  each attack.
  An argozt calls the energy sphere and metal 
  bands on its back its “light,” and they can 
  use their light to teleport themselves and 
  one human-sized rider up to about 100 miles 
  (160 km) away. Teleporting is exhausting for 
  an argozt, and they are careful not to go to 
  a place where there is immediate danger or 
  their weakness might endanger them. Every 
  20 miles (32 km) teleported (or fraction 
  thereof) hinders all of their actions; an hour 
  of complete rest reduces this penalty by 
  one step.
  22
  Alioptor 
  6 (18)
  AORIX 
  7 (21)
  Health: 27
  Damage Inflicted: 12 points 
  Armor: 1
  Movement: Short; short when instantly 
  teleporting up to a short distance
  Combat: In direct combat, an aorix can 
  instantly fashion tusk-like protrusions 
  from the probability vapor it constantly 
  emits. Potentially even more effective 
  is its ability to change reality within 
  an area a short distance across with 
  its probability vapor, manipulating the 
  terrain as an action. It can create pits, 
  lakes, walls, clouds, raging fires, and 
  similar obstacles. Alternatively, it can 
  create a seemingly real level 4 ally from 
  nothingness, or several (one per round).
  20
  Alioptor 
  6 (18)
  ANHEDON  
  4 (12)
  Health: 12
  Damage Inflicted: 4 points
  Armor: 3
  Movement: Short; very long when jumping
  Modifications: Understanding numenera as level 7
  Combat: Anhedons can manipulate gravity, both to make 
  attacks and to evade enemies. 
  A favorite attack is to greatly increase their own gravity 
  after leaping up under a lesser pull, allowing them to 
  smash back down, inflicting 4 points of damage on all 
  targets in an immediate area. Their control over gravity 
  and mass renders them immune from taking falling 
  damage themselves. 
  They can also target one individual within a short 
  distance, netting them in a field of crushing gravity that 
  pulls them to the ground, prevents them from taking 
  physical actions, and inflicts 4 points of damage each 
  round until the target can escape.
  An anhedon can cancel gravity for a target within short 
  range, which could cause the victim to float around like 
  a feather on the wind until they can escape, or they can 
  reverse gravity for one target long enough—less than a 
  round—to send them falling 100 feet (30 m) into the air. 
  The target will fall back to the ground (unless they can 
  prevent it), taking 10 points of damage and 
  descending one step on the damage track.
  253
  
  TM and ©2019 Monte Cook Games, LLC
  
  TM and ©2019 Monte Cook Games, LLC
  Alioptor 
  6 (18)
  CUSTELIGOR 
  4 (12)
  Health: 15
  Damage Inflicted: 4 points
  Movement: Short when hovering (held 
  aloft by a lighter-than-air gas from decay)
  Combat: The custeligor’s viscera-like 
  arms produce acid, allowing it to attack 
  up to three creatures within immediate 
  range with just a touch. A haze of 
  sleep-inducing spores surrounds a 
  custeligor to a range of 20 feet (6 m), 
  requiring creatures in range to make a 
  Might defense roll each minute to avoid 
  succumbing. If a custeligor kills a victim 
  and has the luxury of time, it may eject 
  the current ensconced corpse and pick 
  up a fresh one from the field of battle.
  43
  Alioptor 
  6 (18)
  CRANCHUR 
  2 (6)
  Health: 6
  Damage Inflicted: 2 points
  Movement: Short; short when flying
  Modifications: Perception and stealth as 
  level 3
  Combat: When threatened, cranchurs 
  extend their tendrils and sting, inflicting 
  2 points of damage and hindering the 
  target’s Speed-based actions for an hour if 
  they fail a Might defense roll. Any creature 
  within immediate range of a living or 
  dead cranchur is hindered in all tasks 
  because of the smell of the cranchur bile. 
  A dead cranchur leaks bile, creating a 
  pool an immediate distance across that 
  contaminates anything that touches it until 
  washed off or until about a day passes. 
  Creatures that are immune to poison are 
  unaffected by the bile. 
  39
  Alioptor 
  6 (18)
  CONUNDARY 
  4 (12)
  Health: 24
  Damage Inflicted: 2 points
  Movement: Short; immediate when seeping through 
  solid objects of its level or lower
  Modifications: Stealth tasks as level 6
  Combat: A conundary can erect a level 5 maze framework 
  made of invisible planes of force with just a few rounds 
  of effort. It must have an area a short distance across 
  to work with, which could be in a clearing, between 
  the boles of trees in a forest, in a cavern, or even up in 
  the branches of a large tree. Once prepared, it seeks to 
  lure a lone victim or two (never more) to that location 
  by creating noises, strange flares of light, and alluring 
  psychic whispers. A target is lured into the invisible 
  entrance if it fails an Intellect defense task to notice the 
  psychic impulse. Once caught in the maze, the target 
  can attempt to find a way out; however, each time they 
  fail in that task, they suffer 2 points of Intellect damage 
  (ignores Armor) as the conundary feeds. Doing nothing 
  slows the process, but still siphons 2 points of Intellect 
  damage per minute. 
  Those not caught in the creature’s maze can attempt to 
  break past it to find the conundary, which looms over the 
  maze like a massive spider on its web.
  257
  Alioptor 
  6 (18)
  COLMFERAN 
  3 (9)
  Health: 12
  Damage Inflicted: 5 points
  Movement: Short
  Modifications: Disguise, deception, and 
  stealth as level 6
  Combat: A colmferan first attempts to 
  lure prey into a trap as simple as a pit 
  or as complex as a machine that pulls a 
  victim into an otherspace (an artificial 
  dimension). Ideally, the trap renders 
  the victim helpless or severely limits its 
  options. Colmferan limbs are covered 
  in poisonous microstingers that inflict 
  Speed damage (ignores Armor), and on 
  a failed Might defense roll, cause the 
  victim to hallucinate for about a minute, 
  hindering all their tasks.
  37
  Alioptor 
  6 (18)
  COLCHIN 
  4 (12)
  Health: 12
  Damage Inflicted: 5 points
  Armor: 2
  Movement: Short
  Modifications: Knowledge of fungi as 
  level 7
  Combat: Colchin prepared to fight wear 
  fungal layers that provide 2 (or more) 
  points of Armor and have one or more 
  strange weapons at hand, including a spine 
  thrower. A colchin with a spine thrower 
  can make a short-range attack that inflicts 
  5 points of damage, and on a failed Might 
  defense task, inflicts 1 additional point of 
  Speed damage.
  Some colchin also carry a spore bomb, 
  which acts like a level 6 corrosive spawn 
  detonation but does not count against a 
  character’s cypher limit.
  36
  Alioptor 
  6 (18)
  CHIURGEATE SWARMER 
  2 (6)
  Health: 6
  Damage Inflicted: 2 points
  Movement: Short
  Modifications: Detecting and treating injuries, 
  diseases, and poisons as level 4
  Combat: If attacked unexpectedly, chiurgeate 
  swarmers retaliate with a bite, stab, or 
  slash, depending on their current head-tool. 
  Normally they initiate a hostile encounter 
  by gathering as a group of ten or more 
  and choosing one target to attack as a 
  level 4 creature. The target must make a 
  Might defense roll or be paralyzed until the 
  creatures finish their surgery (it can attempt 
  another Might defense roll every minute). The 
  swarmers might decide to amputate a limb, 
  remove or install a technological implant, 
  graft a cypher, or even cut the creature in 
  half and replicate both parts to create two 
  complete beings, taking anywhere from one 
  to ten minutes to perform this surgery.
  34
  Alioptor 
  6 (18)
  BOWG 
  2 (6)
  Health: 6
  Damage Inflicted: 2 points
  Movement: Short; short when climbing
  Modifications: Understand numenera as level 
  3. Resist machine or psychic commands as 
  level 1.
  Combat: Wild bowgs bite, claw, and punch at 
  their foes. They use animalistic tactics and are 
  likely to flee if outmatched.
  Mindlinked bowgs use medium weapons 
  such as clubs and bows, inflicting 4 points 
  of damage, and may be equipped by their 
  master with cyphers. Mindlinked bowgs 
  have an asset on all attacks, defenses, and 
  Intellect-based actions. They make use of 
  whatever tactics their master directs them to.
  30
  Alioptor 
  6 (18)
  BEASTCOAT INFILTRATOR 4 (12)
  Health: 12
  Damage Inflicted: 4 points
  Armor: 2
  Movement: Short (or as appropriate for its 
  current disguise)
  Modifications: Perception as level 6. One or 
  two skills appropriate to its current disguise as 
  level 5.
  Combat: A beastcoat infiltrator pretending to be 
  an animal attacks with mechanical claws, teeth, 
  or other weapons appropriate to its disguised 
  form. If encountered without a disguise, or if 
  it thinks it will be destroyed, it also can use a 
  short-range electrical stunner that knocks a 
  foe unconscious for one minute unless the foe 
  makes a difficulty 4 Might defense roll.
  Infiltrators fight only to aid their pack or keep up 
  appearances. If the other animals with it flee or 
  are killed, it stops attacking and retreats.
  An infiltrator’s optics have magnifiers that allow 
  it to see ten times farther than a human.
  29
  
  TM and ©2019 Monte Cook Games, LLC
  
  TM and ©2019 Monte Cook Games, LLC
  Alioptor 
  6 (18)
  EXCOGITATE 
  7 (21)
  Health: 30
  Damage Inflicted: 9 points
  Armor: 3
  Movement: Short when flying
  Modifications: Speed defense as level 6 due 
  to size. Understanding numenera and crafting 
  numenera as level 8.
  Combat: An excogitate can discharge tendrils 
  of energy to blast up to three foes at the same 
  time within short range, inflicting 9 points of 
  damage each.
  Alternatively, an excogitate can telekinetically 
  grab a human-sized victim (inflicting 9 points 
  of damage). If the target fails to escape on 
  their turn, the excogitate can throw them 120 
  feet (36 m) into the air or against a nearby 
  surface, inflicting an average of 12 points of 
  ambient damage.
  58
  Alioptor 
  6 (18)
  ESCULANT 
  4 (12)
  Health: 22
  Damage Inflicted: 5 points
  Armor: 2
  Movement: Short
  Modifications: Stealth tasks and tasks to 
  see through tricks and avoid traps as level 1
  Combat: An esculant attacks a living 
  creature by attempting to topple onto it. If it 
  succeeds, it inflicts damage and the target 
  becomes stuck under the esculant until the 
  target can pull itself free. Each round the 
  esculant remains in contact with the victim, 
  the victim takes an additional 5 points 
  of damage from tiny, mouthlike intake 
  channels that abrade the victim’s body. (The 
  creature uses this same method to devour 
  inanimate objects of up to level 5.)
  261
  Alioptor 
  6 (18)
  EGI 
  4 (12)
  Health: 18
  Damage Inflicted: 5 points
  Movement: Short; long when flying
  Modifications: Stealth tasks as level 6 
  when not moving
  Combat: An egi’s sting inflicts damage 
  by itself, but their first attack is usually 
  to spit a massive glob of greenish glue-
  like fluid at a target within short range, 
  inflicting damage and, on a failed Might 
  defense task, sticking the target to the 
  ground or nearest landscape feature 
  until the target can escape. If an egi 
  attacks with surprise, all related defense 
  tasks are hindered by two steps.
  56
  Alioptor 
  6 (18)
  DURRESH 
  5 (15)
  Health: 15
  Damage Inflicted: 5 points
  Armor: 2
  Movement: Short; short when flying
  Modifications: Pretends to be human 
  and resists trickery as level 4
  Combat: Durresh try not to reveal 
  their true nature, and initially attack 
  by striking out with their humanoid 
  corpse’s arms; these attacks are made 
  as a level 4 creature that inflicts 4 points 
  of damage. They may activate hidden 
  cyphers under their disguises to protect 
  themselves or escape. If they think the 
  disguise is no longer working, they 
  openly manipulate cyphers or strike out 
  with their sharp tentacles.
  54
  Alioptor 
  6 (18)
  DRITSWIMMER 
  4 (12)
  Health: 14
  Damage Inflicted: 4 points
  Armor: 1 or 2
  Movement: Short; short when swimming underground
  Modifications: Perception and stealth as level 5. Stealth 
  as level 6 when buried.
  Combat: Dritswimmers wait below the surface to 
  ambush potential prey, reaching out of the ground with 
  their claws to grab and pinch one or two targets. A 
  struck creature must make a Might defense roll or be 
  caught in the dritswimmer’s grip. A grabbed creature 
  automatically takes 4 points of damage every round until 
  it escapes.
  The ground around a dritswimmer to a distance of about 
  6 inches (15 cm) automatically softens, feeling much like 
  muddy water. This softening extends around whatever 
  creature its claws hold. The softened ground returns to 
  its normal density and consistency a few seconds after it 
  leaves. A buried dritswimmer has cover against attacks 
  (attacks against it are hindered).
  An outnumbered or wounded dritswimmer may retreat 
  deeper under the surface, bringing its prey with it. If it 
  lets go of its prey or is killed, the prey quickly becomes 
  trapped as the ground returns to its normal solidity. 
  To escape, the prey needs to hold its breath and dig or 
  climb up to the surface, which requires making a 
  Might roll each round for several rounds.
  53
  Alioptor 
  6 (18)
  DRITCH 
  4 (12)
  Health: 15
  Damage Inflicted: 4 points
  Movement: Short; immediate when burrowing
  Modifications: Tracking and salvaging midnight 
  stones as level 7
  Combat: A dritch can bite foes, though its first 
  attack is to spit a glob of greenish-black energy 
  (void matter) about once every minute, attacking 
  a foe within short range for 4 points of damage. 
  The target must also succeed on an Intellect 
  defense roll or be stunned and lose their next 
  turn. A stunned target immediately develops a 
  harmful mutation that lasts until their next ten-
  hour recovery roll.
  If a dritch attacks a character in possession of a 
  midnight stone (or who is otherwise infused with 
  void matter through some other item or ability), 
  the dritch’s attacks inflict 2 additional points 
  of damage (for a total of 6 points) and ignore 
  Armor. Each such attack returns the dritch to full 
  health, and in the case of a character carrying 
  midnight stones, drains one of those stones.
  52
  Alioptor 
  6 (18)
  DREAMSLAKE 
  5 (15)
  Health: 20
  Damage Inflicted: 7 points (see Combat)
  Movement: Short
  Modifications: Resists mental attacks and 
  deception as level 7. Stealth as level 8.
  Combat: A dreamslake prefers to sip on the 
  dreams of creatures sleeping within short 
  range, as long as it can stealthily slip a tendril 
  through small cracks and under imperfectly 
  sealed doorways to stroke a victim’s brow. 
  A victim may startle away and discover that 
  they’ve lost 1 point of Intellect, which they 
  can’t heal until after their next ten-hour 
  recovery roll. If forced into real combat, a 
  dreamslake can lash its tentacles at a target 
  within short range. If it hits, it inflicts 5 points 
  of damage plus 2 additional points of Intellect 
  damage (ignores Armor), for a total of 7 
  points of damage against an unarmored foe.
  51
  Alioptor 
  6 (18)
  DENTOFIEND 
  3 (9)
  Health: 9
  Damage Inflicted: 5 points
  Armor: 2
  Movement: Short
  Modifications: Attacks and Intellect defense as 
  level 4
  Combat: Dentofiends have no strategy; they just 
  bite and scratch at any meat they sense in the 
  area.
  The jagged teeth all over a dentofiend’s body 
  automatically inflict 2 points of damage to 
  anyone who tries to touch the fiend or strike it 
  with a melee attack.
  A dentofiend regenerates 3 points of health 
  each round. If it falls to 0 health, it instead 
  regenerates 1 point of health per hour until 
  it fully recovers nine hours later. If its corpse 
  is burned, scoured with acid, or otherwise 
  has its cells disrupted, it is killed and doesn’t 
  regenerate.
  45
  
  TM and ©2019 Monte Cook Games, LLC
  
  TM and ©2019 Monte Cook Games, LLC
  Alioptor 
  6 (18)
  GLASS-FACED VINGG 
  2 (6)
  Health: 6
  Damage Inflicted: 2 points
  Armor: 1
  Movement: Short
  Modifications: Defends against blinding 
  and visual attacks as level 3. Hides and 
  moves with stealth as level 4.
  Combat: A vingg attacks human-sized 
  creatures with a bite that also injects a 
  flesh-dissolving poison that inflicts 2 
  points of Speed damage immediately 
  and again every minute until the victim 
  makes a Might defense roll. Against 
  smaller targets, it might grasp with both 
  tails before biting.
  67
  Alioptor 
  6 (18)
  GIANK 
  2 (6)
  Health: 9
  Damage Inflicted: 4 points
  Movement: Long; short when climbing (even 
  completely vertical surfaces or along overhangs)
  Modifications: Speed defense tasks as level 6 due to 
  amazing mobility. Stealth tasks as level 4.
  Combat: Gianks often attack with surprise (which 
  eases the attack by two steps), racing up from a 
  distant vantage within long range and stabbing 
  their prey as part of the same action. In addition to 
  inflicting 4 points of damage from a limb ending in 
  a spear-like point, a victim of human size or smaller 
  must succeed on a Might defense roll or be speared 
  through and hauled up to a short distance away, 
  usually up the nearest vertical surface. A speared 
  victim takes 2 points of damage per round until they 
  can escape, and another 1 point of damage each 
  round until they can address the wound.
  66
  Alioptor 
  6 (18)
  GANTHANHAR 
  4 (12)
  Health: 15
  Damage Inflicted: 6 points
  Armor: 2
  Movement: Short
  Modifications: Defends as level 5. Crafting, salvaging, and 
  understanding numenera as level 6.
  Combat: Ganthanhars constantly emit dangerous radiation 
  out to an immediate distance, inflicting 2 points of damage 
  each round. They can strike with their suit-augmented arms 
  or blast an opponent within short range using a focused 
  beam of radiation, inflicting 6 points of damage.
  Ganthanhars are immune to their own radiation and that of 
  other ganthanhars. Their suits give them 2 points of Armor 
  against heat, cold, electricity, and radiation damage. They 
  may also use cyphers that don’t rely on a living metabolism 
  (for example, they can’t use most pills and injections).
  If a ganthanhar’s health reaches 0, its suit ruptures and 
  releases the dying creature’s radiation in an explosion that 
  deals 6 points of damage to all creatures in short range.
  A desperate, injured ganthanhar can abandon its suit 
  to exist as an independent energy being. In this form it 
  inflicts +2 points of radiation damage in an immediate 
  radius and can move a very long distance as its action, but 
  it has no Armor. It can survive only a few hours without a 
  suit before dissipating.
  63
  Alioptor 
  6 (18)
  GALLOAN 
  3 (9)
  Health: 13
  Damage Inflicted: 5 points
  Armor: 1
  Movement: Long
  Modifications: Perception and stealth as 
  level 4
  Combat: Galloans strike with their beaks 
  and strong wings. If the threat is great 
  enough, they regurgitate a bezoar-like 
  stone from a special internal organ, which 
  strikes a random foe with a beam of blue 
  energy that inflicts 5 points of damage or 
  explodes in a blast of similar energy that 
  inflicts 3 points of damage to all creatures 
  in immediate range (galloans and their 
  eggs are immune to this energy). Galloans 
  eat cyphers and energy-rich iotum to create 
  these bezoars, which takes several days.
  62
  Alioptor 
  6 (18)
  FOSSICK 
  3 (9)
  Health: 9
  Damage Inflicted: 4 points
  Movement: Short
  Modifications: Crafts and understands 
  numenera as level 5
  Combat: Fossicks work well when 
  fighting in formation. A formation of 
  four can attack a single foe in melee, 
  making one level 5 attack that inflicts 6 
  points of damage, or four fossicks next 
  to each other can fire ranged weapons in 
  a volley, gaining the same benefit.
  When possible, fossicks use the terrain 
  to their advantage by taking cover, 
  attacking from higher ground, and so on. 
  They’re also more than bright enough to 
  find and use cyphers in combat.
  263
  Alioptor 
  6 (18)
  FLESH GHOST 
  4 (12)
  Health: 15
  Damage Inflicted: 5 points
  Movement: Short
  Modifications: May possess memories, knowledge, 
  and skills associated with a unique, but provably 
  deceased, individual
  Combat: Flesh ghosts don’t want to enter combat 
  and prefer to get away if they can. But if they can’t, 
  they use whatever weapons are on hand to defend 
  themselves. Only after a flesh ghost is harmed, and 
  its wounds begin to leak a black, oily sludge that is 
  definitely not blood, does one become especially 
  dangerous. When a flesh ghost is at less than 
  its maximum health, each melee attack it makes 
  splatters some of its sludge on a foe, requiring a 
  Might defense roll to withstand or else the victim 
  takes 2 additional points of Speed damage (ignores 
  Armor) from the acid-like substance.
  If a flesh ghost is killed, it slumps into a pool of 
  acidic black sludge that burns its way into whatever 
  lies below it before evaporating after a few rounds.
  262
  Alioptor 
  6 (18)
  FIRE DZIK 
  2 (6)
  Health: 6
  Damage Inflicted: 2 points (see Combat)
  Armor: 3 (6 against damage from fire 
  and heat)
  Movement: Short; immediate when 
  burrowing
  Modifications: Speed defense as level 3 due 
  to size
  Combat: Fire dziks try to work as a group 
  of three (called a “wink”) to knock down a 
  foe as if they were a single level 5 creature. 
  Once an opponent is knocked down, the 
  wink swarms the victim and burns them 
  with hot ember plates for 7 points of 
  damage. (A single fire dzik might also try 
  this tactic, but if it succeeds in knocking 
  down prey, it inflicts only 2 points of fire 
  damage.)
  61
  Alioptor 
  6 (18)
  FELBIS 
  4 (12)
  Health: 12
  Damage Inflicted: 4 points
  Armor: 1
  Movement: Short; short when 
  climbing
  Modifications: Climbs as level 6
  Combat: Felbis attack twice per 
  round as an action, once with a 
  sharp foot and once with their saw.
  60
  
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  Alioptor 
  6 (18)
  ILMAASOLETH 
  3 (9)
  Health: 9
  Damage Inflicted: 3 points
  Movement: Short
  Modifications: Stealth as level 5
  Combat: An unempowered ilmaasoleth can attack 
  a single target with two claws, inflicting 3 points of 
  damage with each. If both attacks hit a victim, the 
  ilmaasoleth automatically inflicts an additional 3 
  points of damage with its bite.
  However, anytime an ilmaasoleth hunts a victim that 
  it knows to be dangerous or is not familiar with, it 
  vigorously shakes itself, like a furred beast coming 
  out of the water. This action causes the wasps 
  infesting it to sting. The venom transforms a normal 
  specimen into a venom-maddened ilmaasoleth for 
  one minute. During this period, its flaccid skin fills 
  out with muscle, its eyes light with fury, and the 
  buzzing sound of its wasps is redoubled.
  When the effects of the venom fade, the ilmaasoleth 
  retains excess health (if any) but nothing else. The 
  creature can normally benefit from a sting only once 
  every few hours.
  76
  Alioptor 
  6 (18)
  IKSAUM 
  2 (6)
  Health: 6
  Damage Inflicted: 4 points
  Armor: 1
  Movement: Short
  Modifications: Animal husbandry, 
  stealth, and understanding 
  numenera as level 3
  Combat: Iksaum use spears and 
  bows.
  74
  Alioptor 
  6 (18)
  IDOLUM 
  4 (12)
  Health: 14
  Damage Inflicted: 4 points
  Armor: 1
  Movement: Short; short when leaping
  Modifications: Tasks related to deception and disguise as 
  level 7
  Combat: An idolum prefers not to enter combat, but to take 
  lone victims by surprise, hopefully with the aid of others of 
  its kind. An idolum can batter a target, but it prefers to use 
  its poison.
  Breathe Poison: An idolum can breathe out a white plume 
  of poison at a target within immediate range. If the target 
  fails to defend, it takes 4 points of Intellect damage (ignores 
  Armor) and loses its next turn. If the target takes damage 
  from this poison a second time in the same combat, it must 
  resist losing the memory of the previous few minutes of its 
  life, including being attacked by the idolum.
  Skin-Shedding Poison: This toxin is a secondary effect of 
  repeated uses of the breathed poison. If a target descends 
  one or more steps on the damage track because of Intellect 
  damage, they begin to take 4 points of Speed damage each 
  round (ignores Armor) until they improve at least one step 
  on the damage track (through recovery, healing, or some 
  other method). A creature that dies because of this toxin 
  sheds a perfectly good skin that the idolum can use to 
  disguise itself as that victim, or at least some other 
  creature of the same kind.
  265
  Alioptor 
  6 (18)
  HOWLING NAVARGA  
  6 (18)
  Health: 20
  Damage Inflicted: 7 points
  Armor: 2
  Movement: Short
  Modifications: Breaks objects, climbs, and tracks as level 7
  Combat: A howling navarga attacks foes with its huge fists 
  and can make two attacks as a single action.
  It can bite and grab a victim instead of using its fists. If this 
  attack hits, it inflicts damage that turn and automatically on 
  the creature’s turn every round thereafter. The grabbed victim 
  cannot take physical actions unless it first breaks free with a 
  Might or Speed defense roll. A navarga can see in darkness 
  as if dim light and see in anything brighter than darkness 
  as normal illumination. It can track using a combination of 
  sound, scent, and infrared as level 7.
  The mechanical or organic modules within a navarga’s body 
  provide an additional ability, such as one of the following options.
  Carnivorous hair: The creature’s hairs are hollow tentacles 
  ending in tiny mouths that latch on to flesh and drain 
  blood. A hit from the creature’s fists, bite, or grab inflicts 
  1 additional point of damage. Hitting the navarga with an 
  unarmed attack inflicts 1 point of damage on the attacker.
  Force punch: As an action, the creature can emit a blast of 
  force up to long range, inflicting 8 points of damage.
  Repair: The creature’s organic and mechanical components 
  repair at high speed. It regains 2 points of health 
  each round as long as it has at least 1 health.
  181
  Alioptor 
  6 (18)
  GRITH 
  3 (9)
  Health: 9
  Damage Inflicted: 3 points
  Movement: Short; immediate when 
  burrowing
  Modifications: Perception and stealth as 
  level 4
  Combat: Griths bite with their large 
  teeth, tearing off pieces of their prey to 
  swallow immediately or bring back to 
  the queen. This attack inflicts 3 points of 
  damage, and the target must succeed on 
  a Might defense task or bleed for 1 point 
  of damage per round until they use an 
  action to tend to the wound.
  72
  Alioptor 
  6 (18)
  GLISTENING SOLDIER 
  4 (12)
  Health: 12
  Damage Inflicted: 6 points
  Armor: 2
  Movement: Short
  Modifications: One additional noncombat vocation 
  as level 6
  Combat: Glistening soldiers, whatever their vocation, 
  never forget how to fight, and in a pinch can project an 
  energy ray at targets within long range.
  Glistening soldiers sometimes sport additional 
  onboard armaments, allowing them to attack up to 
  three targets at once with a long-range energy attack. 
  These models usually also have the ability to launch 
  one missile at a target up to a half mile (800 m) 
  distant, which detonates in immediate range for 10 
  points of damage.
  It’s hard to keep a glistening soldier down for long; 
  each regains 1 point of health per minute while they 
  retain at least 1 health. (If brought in proximity to 
  another glistening soldier or other artifacts related to 
  the Glistening Army, health is regained even after the 
  soldier loses all health.)
  70
  Alioptor 
  6 (18)
  GLESNIK 
  6 (18)
  Health: 25
  Damage Inflicted: 6 points
  Armor: 1
  Movement: Short
  Modifications: Attacks, stealth, and swimming 
  as level 7
  Combat: Glesniks bite things they think are 
  edible. They can strike with their tail as easily as 
  biting, but they are very flexible and can quickly 
  get their head in place to bite any attacker.
  A glesnik’s suspensor devices allow it to make 
  a bite attack on a creature within short range, 
  either striking and returning to its original 
  position or pulling its entire body length along 
  with it. If the long strike hits and the glesnik pulls 
  its head back to its original position, it drags the 
  prey with it unless the bitten creature makes a 
  Might defense roll. Glesniks often lurk in shallow 
  waters and make long strikes against creatures 
  on land or flying overhead, dragging their prey 
  into the water or retreating under the surface to 
  try again.
  69
  Alioptor 
  6 (18)
  GLAXTER 
  6 (18)
  Health: 25
  Damage Inflicted: 6 points
  Armor: 1
  Movement: Short; short when flying
  Modifications: Three knowledge skills 
  and understanding numenera as level 7
  Combat: Glaxters can lash out with up 
  to three pseudopods, but they are more 
  likely to fire one or two telekinetic bolts 
  out to long range, inflicting 6 points of 
  damage.
  68
  
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  Alioptor 
  6 (18)
  LEGULIAN 
  4 (12)
  Health: 15
  Damage Inflicted: 5 points
  Movement: Short
  Modifications: Crafting and salvaging numenera 
  as level 6
  Combat: A lone legulian runs from conflict, 
  possibly using a cypher or a narrowly useful 
  artifact to do so. When backed up by its whole 
  pack, or when defending its lair from the 
  approach of intruders, it becomes vicious. 
  Legulian bites inflict 5 points of damage, but a 
  pack of legulians is also likely to have several 
  level 5 cyphers that provide abilities useful in a 
  fight, such as increasing gravity under targets so 
  they can’t move for a turn, blinding targets for a 
  few rounds, or dropping targets into dangerous 
  areas beneath the lair by phasing the ground for 
  a moment. A particularly well-defended lair may 
  even have a device that teleports the entire lair 
  somewhere else. 
  90
  Alioptor 
  6 (18)
  KREIT ENTICER 
  5 (15)
  Health: 22
  Damage Inflicted: 5 points
  Armor: 1
  Movement: Long while flying; short while on 
  the ground
  Modifications: Perception, stealth, and 
  deception (for illusions) as level 6. 
  Combat: Once an illusion brings a target to 
  stand before a kreit enticer, the revelation of 
  the creature’s true form is a surprise, easing 
  the kreit’s initial attack by two steps and 
  allowing it to inflict 10 points of damage with 
  its beak. Thereafter, it attempts to pounce 
  on prey with its talons, inflicting 5 points of 
  damage, and on a failed Might defense roll, 
  the prey is held helpless on the ground. Held 
  prey automatically takes 5 points of damage 
  each round from the kreit’s beak until it can 
  escape.
  87
  Alioptor 
  6 (18)
  KARVIL 
  4 (12)
  Health: 12
  Damage Inflicted: 4 points
  Armor: 1
  Movement: Short
  Modifications: Perception as level 5. Stealth as 
  level 7.
  Combat: Karvils attack from ambush, biting with 
  their jaws and inflicting 4 points of damage. If 
  the target fails a Might defense roll, the snake 
  holds it in its jaws and shifts slightly out of 
  phase to deal with its prey undisturbed. While 
  out of phase, it loses the benefit of its Armor, 
  but its Speed defense is eased by two steps and 
  the held creature automatically takes 4 points of 
  damage each round. The prey can escape with 
  a Might defense roll, but any actions other than 
  interacting with the snake are hindered by two 
  steps. Karvils can remain out of phase for about 
  a minute at a time, after which they must wait 
  about ten minutes for this ability to recharge.
  83
  Alioptor 
  6 (18)
  KADRON 
  5 (15)
  Health: 15
  Damage Inflicted: 5 or 6 points; see 
  Combat
  Armor: 1
  Movement: Short
  Modifications: Perception as level 6
  Combat: The kadron attacks with its 
  tusks, inflicting 6 points of damage, 
  or charges up to a short distance and 
  inflicts 5 points of damage on anyone in 
  its path. The symbiote gives it enough 
  tactical acuity to focus on its weakest 
  opponent and take advantage of 
  favorable terrain.
  82
  Alioptor 
  6 (18)
  IRON MARGR 
  5 (15)
  Health: 23
  Damage Inflicted: 6 points
  Armor: 1 (or 4; see Combat)
  Movement: Short
  Combat: Iron margr usually have one or two 
  options for inflicting damage and defending 
  themselves, varying by individual. Any given 
  iron margr can usually inflict damage with 
  an enhanced bite, horns, or bladed hands, or 
  even by spitting acid or blasting foes within 
  long range with weird beams of energy. An 
  iron margr may be able to teleport up to a 
  very long distance every few rounds, phase 
  through solid materials every few rounds, and 
  make its skin hard as iron (4 Armor) for a few 
  rounds at a time. Others have vastly more 
  health or the ability to heal a few points each 
  round. A few have even more radical abilities, 
  including the ability to move victims around 
  with their minds, which might be used to 
  knock foes off a bridge, hurl them into the air, 
  or restrict their breathing.
  80
  Alioptor 
  6 (18)
  INVERTER 
  4 (12)
  Health: 16
  Damage Inflicted: 4 points
  Armor: 2
  Movement: Short; short when climbing
  Modifications: Understanding and 
  salvaging numenera as level 5
  Combat: Inverters can emit a bright 
  flash of light that stuns one creature 
  within short range for one minute, 
  or a burst of electricity by touch that 
  inflicts 4 points of damage. They carry a 
  silicon-based artifact similar to a cellular 
  disruptor, which they use to dissect their 
  specimens (many of these devices 
  have a quirk that is dangerous to 
  carbon-based users).
  79
  Alioptor 
  6 (18)
  INUBRAN HUNTER 
  7 (21)
  Health: 27
  Damage Inflicted: 10 points
  Armor: 3
  Movement: Short
  Modifications: Speed defense as level 5 due to 
  size. Stealth tasks as level 2.
  Combat: Inubran hunters bite and rend their 
  prey. They can also lunge up to a short distance 
  in any direction, even straight up, and make a 
  bite attack as part of the same action.
  If prevented from directly biting their prey by 
  an artificial effect, they can use an action to 
  interact with devices and machines within 
  immediate range in an attempt to suppress 
  that effect for a few rounds. For instance, 
  people sheltering behind a force wall created 
  by a cypher become vulnerable if the hunter 
  can cause the force wall to flicker off for a few 
  rounds.
  78
  Alioptor 
  6 (18)
  INTEMPORAN 
  7 (21)
  Health: 18
  Damage Inflicted: 10 points
  Movement: Short; short when time-skipping 
  (effectively teleporting)
  Combat: Intemporans rely on devices or acquired 
  weapons that allow them to attack a target with long-
  range energy blasts. Knowing just where to aim, these 
  weapons inflict 10 points of damage, but in the hands 
  of other creatures, they inflict only 5 points.
  Because of intemporans’ privileged positions in the 
  timeflow, it’s incredibly difficult to surprise them 
  or even hurt them. Their level is partly due to this 
  effect, automatically making it difficult for attackers 
  to hit them or defenders to avoid their attacks. (If 
  an intemporan were to somehow lose its temporal 
  abilities, treat it as a level 4 creature.) Because they 
  can effectively see a round or two into the future, they 
  can replay a previous round again if they don’t like 
  how it plays out, but only once for any given round.
  They usually have several cyphers and an artifact or 
  two on hand, too.
  77
  
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  Alioptor 
  6 (18)
  MECH SHAMBLER 
  6 (18)
  Health: 30
  Damage Inflicted: 8 points
  Armor: 3
  Movement: Short
  Modifications: Speed defense as level 4 due to 
  size. Tasks related to salvaging, repairing, and 
  understanding numenera as level 8.
  Combat: Most mech shamblers can emit multiple 
  energy rays (usually three) at different targets 
  they can see within long range. Depending on 
  the shambler in question, other offensive and 
  defensive devices may also be available, including 
  devices that can alter local gravity, slow or speed 
  time, take control of nearby devices or machines, 
  or even allow the mech shambler to instantly 
  transfer itself (or foes) to some other location.
  If a mech shambler is within an immediate 
  distance of other machines, it can regain health at 
  a rate of 4 points per round even as it takes other 
  actions.
  266
  Alioptor 
  6 (18)
  MIMETAN 
  2 (6)
  Health: 6
  Damage Inflicted: 3 points
  Movement: Immediate (or short when several take on 
  the guise of a larger creature)
  Modifications: Climbs as level 5. Disguise tasks as level 
  7. Speed defense as level 4 due to size.
  Combat: A mimetan prefers to attack with surprise, 
  taking on its true form to bite a target that wasn’t 
  previously aware that the tool they were holding is a 
  hungry, shape-changing worm. Each time a mimetan 
  successfully inflicts a full 3 points of damage, it 
  replicates itself using the stolen flesh at the beginning 
  of its next turn. Now two mimetans can attack, each one 
  capable of duplicating itself again in the same way.
  When four of these creatures attack as one, treat them 
  as a single level 4 creature that inflicts 6 points of 
  damage. A successful group attack that does the full 6 
  points of damage produces two additional mimetans.
  A group of ten or more mimetans may attempt to hold 
  a victim immobile. If a victim can be held immobile for 
  two consecutive rounds, the group of mimetans may 
  duplicate the victim in guise, in bearing, and to a very 
  limited extent, in mind.
  268
  Alioptor 
  6 (18)
  MORVIK 
  5 (15)
  Health: 20
  Damage Inflicted: 5 points
  Armor: 2
  Movement: Short; short when flying
  Modifications: Might and Intellect defense as 
  level 6
  Combat: Morviks strike with two separate limbs 
  as a single action. Sometimes instead of using 
  a limb, it might bite with one of its absorbed 
  heads, the face swelling and distorting hideously 
  to do so.
  As an action, a morvik can consume an absorbed 
  head and use its energy to fire a psychic blast 
  that either inflicts 7 points of damage on one 
  target within long range or inflicts 3 points of 
  damage on all creatures within immediate range.
  An injured morvik can consume an absorbed 
  head to heal itself for 10 points of health and 
  ease all of its tasks on its next turn. This is not an 
  action for the creature.
  82
  Alioptor 
  6 (18)
  NACREOPE 
  3 (9)
  Health: 12
  Damage Inflicted: 3 points
  Movement: Short; fly up to a long distance 
  per round when gliding on extended neck frill
  Combat: Nacreopes can bite in extremis, 
  but they much prefer to display their psycho-
  hypnotic neck frill. All creatures within short 
  range who see it must succeed on a difficulty 
  6 Intellect roll or become hypnotized. 
  Hypnosis victims gain one additional attempt 
  to break the effect, but if they fail, they come 
  fully under the influence of the creature until 
  they discharge the imperative given them or 
  they are broken free by some other influence. 
  The imperative is simple: leave some food 
  and a shiny valuable, then depart the area and 
  forget about it and the nacreope.
  106
  Alioptor 
  6 (18)
  MALSTREL 
  4 (12)
  Health: 12
  Damage Inflicted: 5 points
  Movement: Long (see Combat)
  Modifications: Speed defense as level 5 due to 
  biomechanical reflexes. Stealth as level 7 from 
  camouflage field (when not moving). Perception as 
  level 8.
  Combat: Malstrels can enhance their movement 
  with jets of blue flame about once every hour to 
  reach speeds in excess of 100 mph (160 kph), 
  allowing them cover about 1,000 feet (300 m) in 
  under a round and still attack. In fact, this is the 
  preferred method by which a sprint of malstrels 
  attacks prey, often granting them surprise on their 
  first attack, easing the attack by two steps, and 
  conferring enough momentum that the attack 
  inflicts +2 damage (for a total of 7 points of 
  damage). Thereafter, they attack with their metallic 
  talons for 5 points of damage, and on a failed Might 
  defense roll, the target bleeds for an additional 1 
  point of damage each round until they use a turn 
  tending to the wound.
  96
  Alioptor 
  6 (18)
  LYVELLEN 
  4 (12)
  Health: 12
  Damage Inflicted: 4 points
  Armor: 1
  Movement: Short or long; short when swimming
  Modifications: Hearing-based perception as level 3. 
  Stealth and sight-based perception as level 5.
  Combat: Lyvellen attack with their foreclaws and fish-
  like mouths, striking up to three targets as an action.
  Lyvellen can use their crucible to make themselves 
  stronger, faster, or smarter, at the cost of the other 
  two aspects. This takes about an hour. The above 
  stats indicate a lyvellen in a balanced state. A 
  stronger lyvellen has 18 health, attacks as level 5, and 
  inflicts +1 point of damage with its attacks. A faster 
  lyvellen has 10 health, and attacks and makes Speed 
  defense tasks as level 5. A smarter lyvellen has 10 
  health, sight-based perception as level 6, and resists 
  trickery as level 5. Upon first detecting a varjellen, 
  the lyvellen makes itself smarter to better approach 
  and study its prey, then makes itself stronger or 
  faster based on its assessment of the target.
  95
  Alioptor 
  6 (18)
  LUREEN 
  4 (12)
  Health: 20
  Damage Inflicted: 6 points
  Armor: 1
  Movement: Short; immediate when climbing
  Modifications: Defends as level 6 due to illusions. 
  Tasks related to creating mazes and similar difficult-
  to-escape puzzles as level 6.
  Combat: The lureen’s ability to alter reality 
  quickly—as opposed to long-term changes—creates 
  temporary images (like an illusion), but it’s a passive 
  ability that automatically cloaks its presence, so 
  characters must succeed on an Intellect task every 
  round just to see it clearly, or they are hindered by 
  two steps when attacking it or avoiding its attacks. 
  The lureen’s attacks try to lead prey off short drops 
  or other areas of the landscape it has altered with its 
  psychic ability. A lureen can also attack with the red 
  tendrils of its beard, inflicting 6 points of damage 
  and, on a failed Might defense roll, the victim is 
  paralyzed for a round or two from poison in the 
  tendrils.
  93
  Alioptor 
  6 (18)
  LUNGE FISH 
  7 (21)
  Health: 30
  Damage Inflicted: 7 points
  Armor: 3
  Movement: Short; long when swimming or 
  lunging out of water onto land
  Modifications: Speed defense as level 6 due to 
  size. Stealth tasks as level 8.
  Combat: A lunge fish often makes a surprise 
  attack because nothing expects its appearance. 
  Normally, its massive jaws inflict 7 points of 
  damage. However, if it attacks a target before 
  the target has become aware of it, a successful 
  attack inflicts 10 points of damage and the victim 
  must succeed on a Might defense roll. A failed 
  roll means the victim is now hanging in the 
  lunge fish’s massive jaws until they can escape 
  or are eaten. Each round a victim remains in 
  the jaws, they automatically suffer 7 points of 
  damage as the lunge fish chews.
  92
  
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  Alioptor 
  6 (18)
  ONISCID 
  5 (15)
  Health: 15
  Damage Inflicted: 4 points
  Armor: 2
  Movement: Short; short when burrowing
  Modifications: Stealth and perception as level 6. 
  Navigation tasks as level 7.
  Combat: Oniscids prefer to avoid combat and instead 
  lead their victims into dangerous locations within the 
  ruins they inhabit through misdirection. However, they 
  can generate subsonic sounds to confuse, control, or 
  even harm victims. An oniscid can sense creatures 
  through level 6 material at a distance of around 20 
  feet (6 m) and target creatures through the material 
  within that range. 
  Destructive Interference: One target takes 4 points of 
  damage (ignores Armor).
  Terror: One target begins to move as quickly as they 
  can in a random direction for one minute or until they 
  can shrug off the effect.
  Hallucinate: One target believes there to be a wall 
  where there is none, solid ground where there is an 
  abyss, and so on, for about one minute or until 
  they can shrug off the effect.
  269
  Alioptor 
  6 (18)
  OORGOLIAN ENVOY 
  5 (15)
  Health: 22
  Damage Inflicted: 5 points
  Armor: 2
  Movement: Short
  Modifications: Interaction tasks as level 6
  Combat: Oorgolian envoys prefer not to attack 
  those they make contact with, but when conflict 
  is inevitable, they can use a cypher-like device to 
  instantly transport about five Oorgolian soldiers 
  to their current location.
  Envoys can also attack directly by using their 
  psychic link ability to inflict 5 points of Intellect 
  damage (ignores Armor) on a target within 
  immediate range. Once this damage is inflicted, 
  a channel remains open between the envoy and 
  target, which the envoy can use each round as 
  its action to direct the target to take whatever 
  action it desires. The only thing the target can 
  do (in addition to whatever the envoy directs) is 
  attempt to dissolve the mental link.
  270
  Alioptor 
  6 (18)
  ORNITHOR 
  7 (21)
  Health: 30
  Damage Inflicted: 10 points
  Armor: 8 (10 against electrical attacks)
  Movement: Immediate; long when swimming
  Modifications: Can tear through material of 
  up to level 9 when biting. Speed defense as 
  level 4 due to size.
  Combat: When combat starts, biomechanical 
  devices invested in an ornithor’s shell 
  electrify it, automatically inflicting 10 points 
  of damage on any creature that touches or 
  strikes it. An ornithor’s bite inflicts damage 
  and, on a failed Might defense roll, the target 
  is held helpless in the creature’s mouth until 
  it can escape. Each round a target is so held, 
  it is electrified for an additional 10 points of 
  damage.
  117
  Alioptor 
  6 (18)
  OURMADRAC 
  7 (21)
  Health: 33
  Damage Inflicted: 9 points 
  Armor: 1
  Movement: Long
  Modifications: Resists deception as level 8
  Combat: An ourmadrac opens its mnemonic 
  archive, revealing strange scenes, cascading 
  symbols, and mind-bending equations. Creatures 
  (including automatons) within short range who 
  see or otherwise directly sense the open archive 
  must succeed on an Intellect defense roll or 
  become enthralled until they can break free of 
  the effect, or until the ourmadrac singles them 
  out with a direct verbal command. An enthralled 
  creature that’s given a command does as it is 
  bid, though in a dazed state such that all its 
  actions while under the influence are hindered. 
  A commanded creature (as opposed to an 
  enthralled one) can attempt to break free of 
  the effect once every ten hours, though outside 
  influences might provide it with additional 
  opportunities.
  119
  Alioptor 
  6 (18)
  OMERI 
  3 (9)
  Health: 14
  Damage Inflicted: 5 points
  Armor: 1
  Movement: Long when flying
  Modifications: Speed defense as level 4. 
  Perception as level 5.
  Combat: Omeri stingers inflict 5 points of 
  damage and, on a failed Might defense roll, 
  paralyze prey for about an hour. An omeri 
  hunting group is willing to sacrifice a few of 
  its member hunters if at least one prey animal 
  (or PC) can be paralyzed, at which point the 
  remainder snatch up the unmoving form and 
  retreat. Prey that is taken back to a colony 
  may be stored for a day or two before they 
  are used as food. During this time, repeated 
  stings keep them paralyzed.
  116
  Alioptor 
  6 (18)
  NYKAMONO 
  5 (15)
  Health: 15 (see Combat)
  Damage Inflicted: 3 points (see Combat)
  Movement: Short
  Modifications: Deception as level 7
  Combat: Though the outer shell can wield 
  weapons to maintain the charade, a nykamono’s 
  best option is to split and release the eight or 
  more constituent ferals inside, each of which can 
  range up to a short distance from the collapsed 
  shell. Four ferals can concentrate on one foe and 
  make one attack as if they were a level 5 creature, 
  inflicting 8 points of damage. Each feral must 
  still be attacked individually, as normal. If their 
  numbers are reduced to fewer than four, they 
  attempt to escape back into their shell and flee. 
  If a feral’s umbilical is cut (requiring a successful 
  difficulty 6 Speed-based roll with a sharp 
  implement), it attempts to slink off to a dark 
  crevice and spin a cocoon that eventually gives 
  rise to a juvenile nykamono.
  Feral: level 3; Armor 1
  113
  Alioptor 
  6 (18)
  NORCROWN 
  3 (9)
  Health: 9
  Damage Inflicted: 4 points
  Movement: Short; short when climbing
  Modifications: Climbing, listening, and stealth 
  as level 5
  Combat: Norcrowns slam creatures with their 
  long arms and charge with their crowned 
  heads as an action. A norcrown can force air 
  through its horns to create a focused blast of 
  sound that strikes one creature within short 
  range, inflicting 4 points of damage.
  The leader of a pack of norcrowns is the 
  largest and strongest member. It acts as 
  1 level higher than a typical norcrown in 
  all regards. Instead of a focused blast, its 
  sonic attack can affect all creatures within 
  immediate range.
  112
  Alioptor 
  6 (18)
  NILBRE 
  5 (15)
  Health: 22
  Damage Inflicted: 7 points
  Armor: 1 (see Combat)
  Movement: Long
  Modifications: Mental defense, perception, 
  and seeing through trickery and lies as level 7 
  Combat: A starfish-like “nexus” made of 
  humanoid arms accompanies each nilbre. A 
  nilbre relies on one primary weapon wielded 
  by its nexus, which makes two attacks per 
  action with a melee or long-ranged weapon 
  that inflicts damage from energy or subsonic 
  vibration. Targets struck must also succeed 
  on an Intellect defense roll against the psychic 
  emanation of terror the nilbre emits. On a 
  failure, the target feels a surge of panic and 
  uses its next turn attempting to flee. If PCs 
  selectively target the nexus, treat it as an 
  independent level 5 creature with 4 Armor.
  110
  
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  Alioptor 
  6 (18)
  ROCKCLAW 
  6 (18)
  Health: 25
  Damage Inflicted: 8 points
  Armor: 6
  Movement: Short; immediate when burrowing
  Modifications: Speed defense as level 5 due 
  to size
  Combat: Unless attacked or an intruder 
  invades its underground lair, a rockclaw 
  prefers to avoid combat. But to protect itself 
  or its lair, it can attack two foes with its 
  claws as a single action, or one foe twice. If 
  attacked in or near its lair, it maneuvers foes 
  into nearby level 5 pitfall traps that have wide 
  mouths but narrow bottoms, trapping targets 
  that fall in so they can’t move, hindering all 
  escape attempts by two steps. Targets that fall 
  into a pitfall trap also take 5 points of damage 
  from razor-sharp rocks that line each pit.
  131
  Alioptor 
  6 (18)
  RIBBON WRAITH 
  2 (6)
  Health: 6
  Damage Inflicted: 2 points
  Armor: 1
  Movement: Immediate; immediate when 
  flying
  Modifications: Attacks and stealth as 
  level 3. Resist mental influence as level 4.
  Combat: A ribbon wraith’s touch 
  leaves deep, narrow wounds as if from 
  razor-sharp blades, but actually they 
  are stealing slices of their foe’s three-
  dimensionality. These attacks inflict 2 
  points of damage (ignores Armor). Each 
  time the wraith successfully strikes, 
  its pained visage heals slightly, as if 
  whatever force crushed it into its current 
  shape is slightly weaker.
  130
  Alioptor 
  6 (18)
  REVEHENT 
  6 (18)
  Health: 22
  Damage Inflicted: 8 points
  Armor: 4
  Movement: Short; long when flying; immediate 
  when burrowing or climbing
  Modifications: Speed defense as level 5 due to size
  Combat: Able to shape their bodies at need, a 
  revehent can batter or claw foes with limbs hard 
  as synthsteel, or it can project bolts of inert tissue 
  at creatures within long range with brutal force. It 
  can use its elasticity to grab and hold foes. Or it 
  can try to crush and smother them, automatically 
  inflicting damage each round until a foe can escape. 
  A revehent can even attempt to tear victims in half 
  (the victim descends one step on the damage track 
  for each round it fails a defense task to resist).
  Because they’re composed partly of fluid nanites, 
  they’re able to repair tears and wounds and regain 
  2 points of health every round, even if depleted of 
  all health. Burning or similarly damaging a dead 
  revehent or its “gift” permanently destroys it.
  272
  Alioptor 
  6 (18)
  RANGIFER BLIGHT 
  2 (6)
  Health: 6
  Damage Inflicted: 3 points
  Armor: 4 (5 against acid, poison, and disease)
  Movement: Short
  Modifications: Acid, poison, and disease attacks as 
  level 5
  Combat: Rangifer blight inflict 3 points of damage 
  when they gore a target with their antlers. However, 
  any creature within immediate range of a rangifer 
  blight is subject to one or more of the following 
  effects each round:
  Acid Spray. 3 points of Might damage each round for 
  three rounds on a failed Speed defense roll.
  Disease Contamination. 3 points of Intellect damage 
  (ignores Armor) each day on a failed Might defense 
  roll. Disease damage can’t be recovered until the 
  disease is resisted. A disease sufferer can attempt 
  one Might defense roll a day to resist the disease.
  Poison Spore. 3 points of Speed damage (ignores 
  Armor) for three rounds on a failed Might defense 
  roll.
  128
  Alioptor 
  6 (18)
  RABID FABRICATOR 
  7 (21)
  Health: 35
  Damage Inflicted: 7 points 
  Armor: 4
  Movement: Short; immediate when burrowing
  Modifications: Speed defense as level 4 due to size
  Combat: A rabid fabricator can create specialized modules 
  that emit rays of electricity and simultaneously target up to 
  three creatures within long range.
  At the same time, any creature within immediate range of 
  a rabid fabricator risks being caught in an intake orifice. If 
  caught, a victim sustains 7 points of damage. A character 
  who dies from this damage is consumed, and their body 
  becomes raw material for further fabrication. 
  Installations, artifacts, or similar numenera objects of level 7 
  or higher will distract a rabid fabricator from going after living 
  creatures, unless it is attacked, in which case it defends itself.
  As long as a rabid fabricator has taken in raw materials 
  recently, it regains 3 points of health per round. 
  The entity is able to break down installations and other 
  numenera objects of up to level 7 over the course of minutes 
  to hours.
  271
  Alioptor 
  6 (18)
  PHYGAMIC CONSTRUCT 5 (15)
  Health: 15
  Damage Inflicted: 6 points
  Armor: 1
  Movement: Short
  Modifications: Speed defense as level 6 due 
  to psychic ability to see half a second into 
  the future. Perception tasks as level 8 due to 
  psychic talent to see all things.
  Combat: Little gets past a phygamic 
  construct, because they’ve been designed 
  to see all things using an enhanced psychic 
  talent. If one is attacked or detects an 
  intruder, it sounds a psychic alarm that does 
  two things. It brings other defenders, and it 
  attacks all foes within short range, inflicting 
  1 point of Intellect damage each on a failed 
  Intellect defense roll. Phygamic constructs 
  are also usually armed with weapons that can 
  make a ranged attack on a target within long 
  range, inflicting 6 points of damage.
  123
  Alioptor 
  6 (18)
  PHRONTEX 
  2 (6)
  Health: 6
  Damage Inflicted: 4 points
  Movement: Short
  Modifications: Speed defense, climbing, 
  and intimidation as level 3
  Combat: Phrontex use spears as melee 
  or thrown weapons. Unarmed phrontex 
  attack with one claw, inflicting 2 points 
  of damage.
  122
  Alioptor 
  6 (18)
  PANEGYR 
  4 (12)
  Health: 20
  Damage Inflicted: 6 points
  Armor: 1
  Movement: Short
  Combat: Panegyrs ignore other creatures 
  unless their purpose is to defend an area or 
  gather a particular material that something 
  else possesses. In these and similar 
  situations, panegyrs can generate a powerful 
  electrical discharge at a target within short 
  range that inflicts 6 points of damage and, on 
  a failed Might defense roll, stuns the target so 
  they lose their next turn.
  Electrical and other conducted energy attacks 
  heal a panegyr rather than inflict damage. 
  When using this ability in a directed fashion, a 
  panegyr’s touch can drain one or more cyphers 
  carried by a character who fails a Speed 
  defense roll.
  120
  
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  Alioptor 
  6 (18)
  SFERIC 
  5 (15)
  Health: 30
  Damage Inflicted: 5 points
  Armor: 3
  Movement: Short; immediate when flying (hovering)
  Modifications: Resists mental attacks and deception 
  as level 7
  Combat: A sferic prefers to avoid combat. If it 
  decides to salvage bio-circuitry from a living 
  creature, it extrudes tendrils at a target within 
  immediate range. Each round, the chosen victim 
  must resist the tendrils burrowing into their skull 
  or lose their next turn and take 5 points of Intellect 
  damage (ignores Armor). Once a sferic inflicts 
  15 points on a given creature, it has the material 
  it desires, though the target permanently loses 3 
  points from its Intellect Pool (if it recovers at all).
  If attacked, a sferic can ably defend itself with its 
  digging and cutting implements, physically attacking 
  every creature within immediate range as its action.
  275
  Alioptor 
  6 (18)
  SHELL GARDENER 
  3 (9)
  Health: 12
  Damage Inflicted: 4 points
  Armor: 4
  Movement: Short
  Modifications: Speed defense as level 2 due to size
  Combat: A shell gardener bites at its prey and defends 
  itself with sweeps of its spiked tail. It is normally a 
  slow mover (an immediate distance each round) and 
  relies on its fast striking speed to catch fish and small 
  animals, but it sometimes hunts larger prey and can 
  keep up with a human for several minutes before 
  tiring.
  Every gardener has an unusual kind of plant growing 
  on its shell, which provides it with one beneficial 
  effect. Typical symbiotic benefits are immunity to 
  disease and poison, 5 Armor against one or more 
  types of energy, healing 1 health each round, hindering 
  actions of all other creatures within short distance, 
  adding poison or energy damage to the animal’s bite 
  (inflicting +2 points of damage), shifting out of phase 
  to escape attacks or bypass obstacles, increasing its 
  level for a skill, or adding to its health.
  140
  Alioptor 
  6 (18)
  SHINSPINNER 
  2 (6)
  Health: 6
  Damage Inflicted: 2 points
  Movement: Short
  Modifications: Tasks related to crafting as level 5
  Combat: Alone, shinspinners are hardly threatening; 
  however, a group of four is dangerous, and a colony is 
  something else again. When four or more shinspinners 
  attack a single foe, they act as a single level 4 creature. 
  A target hit by such a group takes 5 points of damage 
  from the flurry of claws and bites and is subject to 
  having a cypher or artifact plucked from their person by 
  inquisitive hands. 
  But the true problems arise when explorers attempt 
  to worm their way into a shinspinner colony, either to 
  explore it or to clear it out. Shinspinner colonies are 
  rife with level 5 traps, ranging from simple deadfalls 
  to complex, movement-triggered force-field cages and 
  disintegration beams. In addition, at least one group of 
  shinspinners in any colony spends all its time tinkering 
  with a stolen weapon artifact—usually some kind of ray 
  or missile emitter that only a group of shinspinners can 
  make work. Such an attack is made as if by a single level 
  5 creature and inflicts 8 points of damage in an area an 
  immediate distance in diameter. 
  276
  Alioptor 
  6 (18)
  SPLINTER TANGLE 
  3 (9)
  Health: 9
  Damage Inflicted: 3 points
  Armor: 1
  Movement: Short
  Modifications: Defends as level 4 due to 
  resilient body structure
  Combat: A splinter tangle attacks foes with 
  its “head” or one of its limbs, crushing and 
  piercing its prey with a spine-covered lump.
  The colony can reshape itself in limited ways 
  to suit specific needs. As its action, it can 
  do any one of the following things: change 
  to a five-legged form and move up to a long 
  distance, change to a bipedal form and 
  make two or three melee attacks, change to 
  a flattened form and swim a short distance, 
  or change to a squat form that climbs as 
  level 6.
  145
  Alioptor 
  6 (18)
  SCROW 
  5 (15)
  Health: 20
  Damage Inflicted: 6 points
  Armor: 1
  Movement: Short; can “disappear” by 
  returning to microscopic scale as an action
  Modifications: Tasks related to understanding, 
  salvaging, and crafting numenera as level 7
  Combat: Scrow rely on long-range energy ray 
  weapons. Most scrow on expeditions also 
  carry at least one scalar detonation, which are 
  level 8 cypher-like devices that can be tossed 
  up to a short range and affect all creatures 
  within immediate range. The detonation 
  randomly changes a target’s scale, but not 
  uniformly or consistently, which damages 
  their bodies, inflicting 8 points of damage 
  that ignore Armor. 
  274
  Alioptor 
  6 (18)
  SCREAMING FOLIVOR 
  4 (12)
  Health: 12
  Damage Inflicted: 5 points
  Armor: 1 
  Movement: Short; short when climbing
  Modifications: Perception as level 6 due to 
  scent
  Combat: These creatures deal damage 
  with their terrible bite. But the howling that 
  accompanies any attack goes far beyond simple 
  annoyance, hindering the tasks of all prey able 
  to hear normally. Sometimes a screaming 
  folivor takes on small prey alone. But against 
  larger targets, four can concentrate on one foe 
  and make one attack as if they were a level 6 
  creature, inflicting 10 points of damage. Each 
  folivor must still be attacked individually, as 
  normal. Once screaming folivors engage, it’s 
  rare for them to retreat, even in the face of 
  overwhelming odds.
  137
  Alioptor 
  6 (18)
  SCALE WORM 
  3 (9)
  Health: 9
  Damage Inflicted: 3 points
  Movement: Immediate (see Combat)
  Combat: Scale worms ambush prey at the human 
  scale by “appearing” as if from nowhere as their 
  first attack, easing the attack by two steps if the 
  victim is surprised. The victim takes damage 
  and must succeed on a Might defense task (also 
  potentially hindered by two steps if surprised) or be 
  yanked down to the same scale that the scale worm 
  emerged from. If the worm fails to yank a target into 
  a new size regime, it remains at the human scale to 
  make further attacks.
  If victims are reduced to the microscopic scale, 
  they find themselves in an alien world teeming with 
  horrific life, including the scale worm that bit them 
  and at least three to five others waiting to feed. 
  Victims can act normally and attempt a new Might 
  defense roll each round to return to normal size.
  135
  Alioptor 
  6 (18)
  RYKATOR 
  6 (18)
  Health: 28
  Damage Inflicted: 6 points
  Armor: 2
  Movement: Short
  Modifications: Speed defense as level 5 
  due to size. Might-based tasks as level 7. 
  Breaking objects as level 8.
  Combat: Rykators pummel with their 
  armored heads, strike with their heavy 
  trunk, or stomp their feet. A rykator 
  might pick up a foe with its trunk and 
  either beat them against the ground or 
  fling them up to a short distance away, 
  inflicting 6 points of damage. Some 
  rykators can be trained to throw logs or 
  heavy stones up to a short distance.
  134
  
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  Alioptor 
  6 (18)
  TROMUNN 
  5 (15)
  Health: 21
  Damage Inflicted: 9 points
  Armor: 3
  Movement: Short 
  Modifications: Knowledge of history as level 
  7. Understanding numenera and crafting 
  numenera as level 6.
  Combat: A tromunn might have any number 
  of different abilities, but most will have a 
  reliable long-range attack as well as a limited 
  ability to move objects within short range with 
  their mind. Tromunns collect cyphers and 
  possibly artifacts, giving them lots of options.
  If killed, a tromunn regenerates from the 
  remains of its head after a few weeks of 
  dormancy. However, unless its prosthetics (or 
  materials for making new ones) are nearby, its 
  mobility becomes limited.
  155
  Alioptor 
  6 (18)
  TUNNEL SEAL 
  5 (15)
  Health: 15
  Damage Inflicted: 6 points
  Armor: 1 (2 against fire)
  Movement: Short; short when burrowing
  Modifications: Escaping and avoiding 
  restraints as level 6
  Combat: Tunnel seals bite their prey and grab 
  on with the strong hooked claws they use 
  for digging. After a successful bite attack, 
  they automatically grab on with their claws, 
  easing their bite attacks until the opponent 
  pries itself free with a Might defense roll. If 
  outnumbered, they may grab one creature 
  and drag it into a nearby tunnel to finish off 
  their prey without distractions.
  Their flesh is coated in a noxious, slippery 
  slime that provides 2 points of Armor against 
  fire and helps it escape restraints, confined 
  spaces, and attempts to hold it.
  157
  Alioptor 
  6 (18)
  TYGNOG 
  3 (9)
  Health: 12
  Damage Inflicted: 3 points
  Armor: 1
  Movement: Short; short when climbing 
  or swimming
  Modifications: Climbing and stealth as 
  level 4
  Combat: Tygnogs attack with up to four 
  limbs as an action, attacking one or two 
  creatures with two limbs each. Each limb 
  inflicts 3 points of damage and injects 
  the foe with venom, inflicting 2 points of 
  Might damage unless the target makes a 
  Might defense roll.
  158
  Alioptor 
  6 (18)
  TYRIAJA 
  2 (6)
  Health: 6
  Damage Inflicted: 2 points
  Movement: Short
  Modifications: Perception and climbing as 
  level 3. Speed defense as level 3 due to size.
  Combat: A tyriaja attacks with a spear or other 
  simple weapon made out of a scrap of wood, 
  metal, or synth.
  The tyriaja’s entire body is very poisonous. 
  Any creature that touches or strikes it takes 
  1 point of Speed damage immediately and 
  again every minute until the attacker makes 
  a Might defense roll. A tyriaja without a 
  weapon might brush its side flanges against 
  an opponent, inflicting no damage from 
  the attack but exposing the opponent to its 
  poison.
  159
  Alioptor 
  6 (18)
  TOUGLIM 
  2 (6)
  Health: 7
  Damage Inflicted: 4 points
  Armor: 1
  Movement: Short
  Modifications: Intimidation as level 3 
  (when their true appearance is seen). 
  Might-based tasks as level 3.
  Combat: Touglim use swords and bows. 
  They usually wear some kind of leather 
  armor. Most are accompanied by a 
  tovrost that they raised and trained from 
  birth.
  152
  Alioptor 
  6 (18)
  THLIPSID 
  5 (15)
  Health: 15
  Damage Inflicted: 5 points
  Armor: 2
  Movement: Short; every other round, can move up to 
  three times its normal movement by contracting time
  Modifications: Knowledge of time and temporal 
  engineering as level 8
  Combat: Though adverse to combat, an hour 
  merchant is quite capable of defending itself with a 
  touch of one of its mechanical prostheses. When it 
  does, space-time collapses and that creature freezes 
  in time for one minute. A creature frozen in time 
  can’t act or be acted upon.
  Once every other round, a thlipsid can take three 
  actions in one turn as it expands the time it stole for 
  its own benefit. 
  If an agreement has been reached, an hour 
  merchant will sell time taken from others in the form 
  of a small metallic token. Thereafter, the buyer can 
  choose to take one extra action up to once each day 
  and usually no more than three times in total.
  279
  Alioptor 
  6 (18)
  TABANID 
  5 (15)
  Health: 20
  Damage Inflicted: 6 points
  Armor: 1
  Movement: Short
  Modifications: Breaks objects as level 7. Stealth tasks 
  as level 6.
  Combat: Tabanid can animate their long trailing 
  cloaks to become an additional and deadly “limb” 
  in combat, giving them a reach of 20 feet (6 m) and 
  allowing them the option of grabbing and holding 
  immobile foes they strike. If a grabbed target fails a 
  Might defense task, they can do nothing until they can 
  escape on a later round.
  In addition, a tabanid can absorb worked materials 
  (which includes drit) by touch, healing itself for a 
  number of points equal to the level of the material or 
  component. Mundane materials provide 1 point of 
  healing, synth provides 2 points, synthsteel 3 points, 
  and so on, as described on the Iotum Result Table. If 
  a tabanid holds its action until attacked, it can absorb 
  a physical object made of these materials (such as a 
  sword, arrow, or cypher that touches it) if the attacker 
  fails a Speed defense task.  
  278
  Alioptor 
  6 (18)
  SYNTH EATER 
  3 (9)
  Health: 9
  Damage Inflicted: 4 points
  Movement: Short; immediate when burrowing
  Modifications: Perception as level 5 due to scent. 
  Initiative as level 6.
  Combat: Synth eaters have an incredibly powerful bite, 
  which they use to tear off chunks of synth from debris 
  fields, standing structures, or the casings of strange 
  items. They can attack singly or in groups of four or 
  more, in which case they make one attack as if they 
  were a level 5 creature and inflict 8 points of damage.
  A group of six or more can spend a round to meld 
  together into a single creature: a synth eater 20 feet 
  (9 m) long with a mouth large enough to swallow a 
  human whole. These melds are level 6 creatures that 
  inflict 10 points of damage. Melds can also make 
  quick work of an installation.
  The digested, oily black tar left behind by synth eaters 
  is poisonous to most living creatures. If creatures get 
  any on themselves, they suffer 3 points of damage 
  from the illness and bone-wracking nausea that 
  follows.
  277
  
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  Alioptor 
  6 (18)
  VAPOR LICE 
  3 (9)
  Health: 18
  Damage Inflicted: 4 points
  Movement: Short when flying
  Modifications: Stealth tasks as level 6 when moving 
  in fog or cloud
  Combat: When vapor lice in thick fog attack with 
  surprise with their sharp claws, the victim’s Speed 
  defense tasks are hindered by two steps. The same 
  potential for surprise is true of prey that wanders 
  into a foggy area strung with near-invisible strands 
  of water webs, which can hold a target fast until they 
  can escape. The water webs draw excess moisture 
  from prey without any action on the vapor lice’s 
  part, inflicting 1 point of Speed damage each round 
  (ignores Armor) until the prey can escape. During 
  this same period, one or more vapor lice attacks 
  entangled prey, inflicting 4 points of damage each 
  round with their claws. If the fog is thick enough, PC 
  defenses may continue to be hindered because they 
  might be almost blind in the mist.
  166
  Alioptor 
  6 (18)
  VARANIK 
  6 (18)
  Health: 22
  Damage Inflicted: 6 points
  Armor: 3
  Movement: Short
  Modifications: Speed defense and 
  stealth as level 5 due to size
  Combat: Varaniks bite and lash out 
  with their long tails. A varanik’s bite is 
  venomous, moving the victim one step 
  down on the damage track on a failed 
  Might defense roll. The venom also 
  enhances bleeding, so the victim takes 
  1 point of damage each round until they 
  use an action to treat the wound.
  167
  Alioptor 
  6 (18)
  VENSIN HOOL 
  7 (21)
  Health: 35
  Damage Inflicted: 7 points
  Armor: 4
  Movement: Short; long when flying
  Modifications: Speed defense on the ground as level 
  6 due to size. Perception as level 8.
  Combat: A vensin hool can shoot up to four metal 
  slugs or destructive rays as a single action at the 
  same or different targets within long range. When 
  flying, it can fire one slug or destructive ray at a 
  range of 1,000 feet (300 m) in lieu of making four 
  attacks. When on the ground, it can instead bite or 
  smash with its forelimbs, but it is unlikely to do so.
  The crest on a vensin hool’s head is a complex 
  sensory device that gives it data in the visual and 
  infrared spectrums, as well as radar, sonar, and 
  other types of input. Because of these redundant 
  senses, they are immune to visual effects such as 
  illusions. They can detect the presence of numenera 
  suitable for eating at very long range.
  170
  Alioptor 
  6 (18)
  VISCOUS APPROXIMATOR 6 (18)
  Health: 18
  Damage Inflicted: 6 points
  Armor: 2
  Movement: Short; short when climbing
  Modifications: Defends against mental attacks as level 7
  Combat: An approximator lashes out with multiple 
  pseudopods, collectively inflicting 6 points of damage. 
  A struck foe must make a Might defense roll or be 
  grabbed and enveloped by its semifluid body. Each 
  round thereafter, the absorbed foe takes 6 points of 
  damage from corrosive chemicals. The absorbed foe’s 
  physical actions are hindered, but they can escape with a 
  successful Might defense roll.
  Meanwhile, the approximator begins to build a clone of 
  its captive, which initially appears as random organs and 
  bones within the creature’s body. On the second round 
  after the enveloping attack, the clone is fully developed 
  and is expelled automatically. This duplicate is usually 
  dead and malformed in many ways—organs herniating 
  through its flesh, misshapen facial features, or even 
  limbs from different kinds of creatures. If the clone lives, 
  it is a bestial, crazed thing that attacks nearby creatures, 
  flees, or tries to tear itself apart.
  172
  Alioptor 
  6 (18)
  VADASKO 
  2 (6)
  Health: 7
  Damage Inflicted: 3 points
  Movement: Short; long when flying
  Modifications: Speed defense as level 3 due to 
  size. Perception as level 4.
  Combat: A vadasko can bite with its beak or 
  strike with both of its strong wings. It can 
  spray its digestive acid every few rounds at 
  one target within immediate range, inflicting 
  4 points of damage and blinding the target for 
  one round. The smell of their acid triggers a 
  hunger reflex in the birds, so if one vadasko 
  uses its acid attack, others in the fight are 
  likely to do so on the same round.
  Vadaskos attacking a larger creature 
  automatically cling to it like bats, gaining an 
  asset to their bite attacks on later rounds. 
  Prying off a clinging vadasko is a Might task.
  163
  Alioptor 
  6 (18)
  UTHALIC BEE 
  2 (6)
  Health: 6
  Damage Inflicted: 2 points
  Armor: 2
  Movement: Short; long when flying
  Modifications: Speed defense as level 3 due 
  to size
  Combat: Uthalic bees use their toxic stinger, 
  inflicting 2 points of damage and injecting 
  their target with a level 2 poison. If the target 
  fails a Might defense roll, it takes 2 points 
  of Speed damage; every minute thereafter 
  it must make another Might defense roll or 
  take poison damage again. Unlike common 
  tiny bees, a uthalic bee’s stinger doesn’t 
  automatically get stuck in its target’s flesh, so 
  it is able to keep stinging again and again.
  162
  Alioptor 
  6 (18)
  URANK 
  4 (12)
  Health: 24
  Damage Inflicted: 6 points
  Armor: 1
  Movement: Long
  Modifications: Perception as level 6
  Combat: The urank bites prey in its powerful 
  jaws, clamps on tight, then shakes and chews 
  the target until they’ve expired. Jaw-clamped 
  prey can do nothing but attempt to escape 
  each round (a difficulty 6 Might-based task), 
  automatically taking 6 points of damage each 
  round until it manages to do so.
  Most attacks only infuriate an urank no 
  matter how much damage is inflicted, but 
  attackers can drive them off when they 
  successfully inflict at least 12 points of 
  damage with one or more electrical attacks.
  161
  Alioptor 
  6 (18)
  UBI 
  4 (12)
  Health: 18
  Damage Inflicted: 4 points
  Armor: 3
  Movement: Short; immediate when phasing through 
  barriers
  Modifications: Stealth as level 7. Phase through barriers 
  (including force fields) as level 6.
  Combat: An ubi attacks with its bladed arm. If damage 
  is inflicted, targets must also succeed on either a Speed 
  defense roll or an Intellect defense roll, or lose an object 
  from their equipment or a memory, respectively.
  If the ubi tries to take a memory, it specifies the nature 
  of the memory to be removed, such as “your training 
  in swords” or “everything that happened over the last 
  minute,” or even “your name” or “how to speak.”
  Stolen memories are collected in tiny fused glass globes 
  that flicker as if internally lit. Touching a memory globe 
  gives a preview of the memories contained therein, and 
  if a creature touching a globe wills it, the memories are 
  infused into the creature for several minutes. If a victim 
  of memory theft does this, their memory is permanently 
  restored.
  160
  
  TM and ©2019 Monte Cook Games, LLC
  
  TM and ©2019 Monte Cook Games, LLC
  Alioptor 
  6 (18)
  ZULERIN SENTINEL 
  6 (18)
  Health: 20
  Damage Inflicted: 6 points
  Armor: 2
  Movement: Short; short when burrowing
  Combat: If approached in any direction other 
  than straight on, or if attacked, a zulerin 
  sentinel releases a volley of long-range 
  energy attacks, targeting up to six creatures. 
  Creatures hit by the attack take 6 points 
  of damage and must succeed on a Might 
  defense roll. On a failure, each develops a 
  harmful mutation (but only one per encounter 
  with a zulerin sentinel). These mutations take 
  full effect after ten minutes and last for 28 
  hours before the target reverts to normal. 
  If a zulerin sentinel feels that it might lose a 
  conflict, it retreats into its burrow or creates a 
  new one to escape.
  182
  Alioptor 
  6 (18)
  ZANEROTH 
  5 (15)
  Health: 20
  Damage Inflicted: 5 points
  Movement: Flies up to a long distance each round
  Modifications: Speed defense as level 4 due to size. 
  Stealth tasks as level 6 due to mimicry.
  Combat: A zaneroth bites prey, inflicting damage 
  and, on a failed Might defense roll, the victim is 
  paralyzed until they successfully resist the effect, 
  which they can attempt once every minute. A 
  zaneroth usually consumes paralyzed victims, a 
  process requiring only a few minutes. Consumed 
  victims are distilled to a liquid essence and stored in 
  a honeycomb-like cell sealed with secreted glass.
  When physically struck, a zaneroth releases a cloud 
  of poisonous motes (requiring no action on their 
  part) that potentially affects every other nearby 
  creature that fails a Might defense roll. Affected 
  creatures are paralyzed and lose their next turn.
  180
  Alioptor 
  6 (18)
  WOAD SEEKER 
  4 (12)
  Health: 18
  Damage Inflicted: 4 points
  Movement: Short
  Modifications: Speed defense as level 3. 
  Deception as level 6 (when evoking immobile 
  flora).
  Combat: Victims are burned by the 
  acid-like touch of woad seeker tendrils and 
  must succeed on a Might defense roll or 
  suffer from excessive bleeding and hair 
  loss, reducing their maximum Might Pool 
  by 2 points until the condition passes a few 
  days later. Any creature killed by a woad 
  seeker, either immediately or because of 
  complications from bleeding, sprouts the 
  green tendrils of a juvenile woad seeker within 
  a few hours.
  177
  Alioptor 
  6 (18)
  WAXRIF 
  4 (12)
  Health: 16
  Damage Inflicted: 3 points
  Armor: 1
  Movement: Short
  Modifications: Speed defense as level 3 due to 
  size. Perception as level 5.
  Combat: Waxrifs attack with their long, raspy 
  tongue, inflicting 3 points of damage. They 
  can also strike out with their lateral tendrils, 
  which inflict 1 point of damage. The tongue 
  and tendrils are all venomous and inflict 3 
  points of Speed damage if the target fails 
  a Might defense roll. This poison lingers in 
  the target’s body, and if it dies within a few 
  hours of taking damage from the poison, the 
  target’s body fat converts to a grey or tan wax 
  called corpse wax.
  176
  
  TM and ©2019 Monte Cook Games, LLC
  
SOURCE: textdata/thevault/Cypher System/Setting - Numenera/Other Media/Numenera - Creature Deck 3.pdf