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ANIMALS
Beasts of Burden
Beasts of Space
Beasts of the Wild
DEMONS
Minor
Common
Lords
MONSTERS
Elder Brood
Splugorth Minions
Vlathachna
PLANTS

Jeff Wilson's GURPS Creatures Supplement

ANIMALS

Beasts of Burden

Equicorn

ST: 60 Speed/Dodge: 18/10Size: 3 hexes
DX: 16 PD/DR: 3/7 Weight: 1,200-1,600 lbs
IQ: 6 Damage: 7d-1 cr# Origin: SF
HT: 17 Reach: C, 1 Habitats: F, P, M

The equicorn is genetically engineered from horse, goat, and unicorn DNA. A combination of technological and magical techniques were used. An equicorn stands as tall as a horse, but is thinner. It has a single horn, which spirals like a unicorn's, but is shorter, and with a slight curve. The equicorn also has cloven hooves, a goat's beard, and is very sure footed. Equicorns are alert, possessing the equivalent of Danger Sense/12, and having sub and ultra hearing, discriminatory smell, infravision, polarized sight, and color vision. They can eat nearly anything organic (Cast Iron Stomach) and heal rapidly. They have three levels of telepathy (Empathy) and are presentient. They also have the innate ability to Walk on Air. A equicorn does 7d-1 (cr) damage with a kick, 3d (cr) with a bite, and 3d (imp) with a slam attack from its horn.

Equicorns will not be treated as slaves or animals. They realize that humans are smarter than they are, but will not tolerate rudeness. Anyone with an equicorn has a partnerand would do well not to forget it.

The State often adds muscle reinforcement to it's equicorns, adding +40 strength so the equicorn does 11d (cr) with a kick, 5d (cr) with a bite, and 5d (imp) with a slam attack from its horn. The State also provides special equipment so that an equicorn can do cutting damage with any attack, and need not attack with a slam to use its horn (cutting damage only).

Horse, Augmented (TL/9)

ST: 80-100Speed/Dodge: 16/8 Size: 3
DX: 10 PD/DR: 2/15 Weight: 1,500-2,000 lbs
IQ: 4 Damage: 4d+2 Origin: SF
HT: 13-15 Reach: C, 1 Habitats: I

Bio-tech techniques have been used to improve a heavy warhorse. An augmented horse can survive on a much poorer diet than a normal horse, but is not capable of eating everything. It possesses nightsight, and does as much damage with it's bite as it's kick.

Swarth

ST:22-26Speed/Dodge:13/6Size:3
DX:12 PD/DR:1/2 Weight:300-500 lbs.
IQ:3 Damage:1d cut Origin:SF
HT:13-14Reach:C Habitats:M, Sub

The Swarth is a giant lizard, sometimes used as a riding animal. It is capable of climbing vertical surfaces, and even clinging to ceilings.

Beasts of Space

These beasts are primarily for use in a Spelljammer™ campaign, but could be adapted to Science Fantasy.

Kindori

ST:90Speed/Dodge:8/9Size:80 hexes
DX:19PD/DR:1/9 Weight:?
IQ: 7Damage:10d cr Origin:SF
HT:12Reach:20 Habitats:Wildspace

The average Kindori is 80' long. (Light attack 500x400 yard cone blinds 4d4 minutes.) A Kindori skeleton can serve as 15 ton vessel.

Scavver, Gray

ST:19Speed/Dodge:5/6Size:2 hexes
DX:12PD/DR:2/2 Weight:?
IQ: 3Damage:1d Origin:SF
HT: 8Reach:C Habitats:Wildspace

No special abilities

Scavver, Brown

ST:23Speed/Dodge:5/6Size:3 hexes
DX:12PD/DR:3/4 Weight:?
IQ: 3Damage:1d+1 Origin:SF
HT: 8Reach:C Habitats:Wildspace

May swallow 1 man-sized creature whole. Poisonous Gullet. Poison cloud. Internal DR 1.

Scavver, Night

ST:32Speed/Dodge:8/6Size:5 hexes
DX:13PD/DR:3/6 Weight:?
IQ: 3Damage:2d-1 Origin:SF
HT: 8Reach:C Habitats:Wildspace

Swallow 1 man-sized creature whole. Internal DR 2. May "chew" creatures in its gullet.

Scavver, Void

ST:50Speed/Dodge:8/7Size:7 hexes
DX:15PD/DR:4/9 Weight:?
IQ: 5Damage:2d+2 Origin:SF
HT: 9Reach:C Habitats:Wildspace

May swallow creatures up to 12' tall. Poison gullet.

Spaceworm

ST: 9 (6) Speed/Dodge:2 Fl 8 / 6 (5)Size:<1 hex
DX:13 (10)PD/DR:3 (4) / 1 (0) Weight:?
IQ: 6 Damage:1d (1d-2) Origin:SF
HT:10 Reach:C Habitats:Wildspace

Spaceworms travel in packs of 2d6*4. The numbers in parenthesis refers to juvenile spaceworms.

Spigri

ST: 1Move/Dodge:14/8Size: <1
DX:14PD/DR: 1/1 Weight:8 lb.
IQ: 3Damage:none Origin:
HT:11Reach: C Habitats: Wildspace

Like "duck" or "antelope" "spigri" is a generic term covering several related species. Spigri look like squid and range from 3" to 2' in size. (The stats above are typical for an average spigri.) Most are shades of brown or black, but some are brightly colored and others even glow. Rarest of all are the spigri whose carapace contains photosynthesizing symbiotes. Such spigri are a translucent, luminous green and are considered good luck by most spelljammers. Spigri have no eyes, but are capable of perceiving light and dark. Spigri are harmless, attacking human-sized creatures only with a slam attack. Most varieties of spigri are edible, with some being considered delicacies. Though capable of flight, spigri quickly die if taken into a major gravity well.

Beasts of the Wild

These creatures are suitable for use as wilderness encounters.

Hlanashkak

ST:4-5Move/Dodge:10, 20#/10Size: 1
DX:15PD/DR: 0/1 Weight:15-30 lbs.
IQ:7 Damage:1d-4 cutOrigin: -
HT:15Reach: C Habitats: Any

A hlanashkak is a cat-like lifeform with wings. It is highly stealthy (18) and has extremely keen eyesight (15). However, its most remarkable feature is its ability to mimic many sounds, including those of human (or alien) speech. Hlanashkak are extremely intelligent and playful. They can be tamed, but not domesticated, and tend to waste away when confined. 1d-3 are typically encountered. Hlanashkak should be considered presentient.

DEMONS

When using the random demon table, I prefer to multiply demon DR by (TL-6) minimum 1. This gives them a better chance to stand up to high tech weapons.

Minor

Minor Demons are never named. They commonly occur in packs. 1d6+2 can be summoned at one time.

Exorbal

ST:6 Speed/Dodge:1 / 4 Size:1 hexes
DX:10PD/DR:0 / 0 Weight:1 lbs
IQ:4 Attacks:1d-5 cr Origin:SF
HT:12Reach: ? Habitats:-

These 1' tall minor demons look like nothing so much as ornate pieces of jewelry, apparently made out of precious metals and formed into the shape of skeletons. They are of little value, except that the members of a group have the ability to communicate amongst themselves regardless of how far apart they are. They require one HP of sentient blood every day to remain healthy.

Ghost Daggers

ST:6 Speed/Dodge:3 / 1 Size:1 hexes
DX:11PD/DR:0 / 3 Weight:2 lbs
IQ:5 Attacks:1d-3 cut Origin:SF
HT: 8Reach: ? Habitats:-

These minor demons are nearly unintelligent, but can direct themselves to a target when thrown, or fly under their own power at a move of 3. Once on a target, they will seek out vulnerable points, and do damage every turn without needing to roll. They ignore all non-living material, but can be damaged or removed by hand attacks. The only way to dispose of them is through exorcism or purely magical assaults which bring them below -60 HP. Ghost Daggers look like translucent and jagged bone daggers.

Herava

ST:5Speed/Dodge:4/4 Size: 1
DX:12PD/DR:1/6 Weight:80 lbs.
IQ:10Damage:1d-3 cutOrigin: O
HT:8Reach:C Habitats:-

Herava look like hairless and tailless dogs with ridges on their backs. Their paws are bony and handlike with claws and opposable thumbs. Against creature which can fight back they bite for 1d-3 cut damage. Against helpless creatures they prefer to attack with their 1d-5 cut claw attacks. They are able to completely ignore non-living matter when they wish to. This means that they are able to reach through regular armor, and walk through stone and metal walls. Herava seldom use tools, and are fond of tormenting and torturing other beings. In worlds with tech level below 8, Herava have DR/2.

Kadridge

ST:10 Speed/Dodge:1 / 4 Size:1 hexes
DX:11PD/DR:0 / 0 Weight:80 lbs
IQ:7 Attacks:1d-2 cr Origin:SF
HT: 6Reach: ? Habitats:-

This demon looks much like a very short (4' tall) human with an owl's head standing on backwards legs. It can speak, and it's vision and hearing is extremely acute (15 on both vision and hearing rolls). It has no bite attack, but can strike with its horny hands.

Kookon

ST:10Speed/Dodge:3 / 1 Size:1 hexes
DX:10PD/DR:1 / 0 Weight:80 lbs
IQ: 4Attacks:1d-2 cr Origin:SF
HT: 5Reach: ? Habitats:-

Kookon stand some 4' tall, and appear to be beautiful children (+8 reaction). They seem to be both mute and deaf. The typical Kookon tactic is to try to encourage someone to take them home. When their benefactor is asleep, they strangle him or her. Most people must make a will roll to attack a Kookon even if the Kookon is hurting them. When subjected to abuse, Kookon do not appear to heal any faster than a normal sentient, but in actuality they regenerate 1 HP per turn.

Phohocan

ST:10Speed/Dodge:1 / 4 Size:1 hexes
DX:11PD/DR:0 / 0 Weight:80 lbs
IQ:7 Attacks:1d-2 Sonic Origin:SF
HT:6 Reach: ? Habitats:-

Usually found in groups of 1d6+1, these minor demons love to possess sound-producing devices. They are limited to devices under 80 lbs. As they have no physical form they are unaffected by physical attacks. While they cannot animate the devices they possess, they can cause the device to do 1d-2 damage to everyone within 1 hex. Possessed sonic weapons (including vibroblades) do an addition 1d of damage.

Snuffler

ST: 5Speed/Dodge:3 / 1 Size:1 hexes
DX:10PD/DR:0 / 3 Weight:1 lbs
IQ: 6Attacks:1d-5 cut Origin:SF
HT: 9Reach: ? Habitats:-

Found in groups of 1d+2, these 10" long minor demons look like a cross between hairless gophers and guinea pigs. Their large sharp teeth give them the damage listed above. Although they are blind, the rest of their senses are very acute, and they are extremely open to psionics or magical telepathy (no resistance rolls against communication effects).

Tawn

ST:5 Speed/Dodge:1 / 1 Size:1 hexes
DX:12PD/DR:0 / 2 Weight:80 lbs
IQ:8 Attacks:1d-5 cr Origin:SF
HT:14Reach: ? Habitats:-

Often found in herds, these demons look like beautiful white does with silver hooves and horns, and glowing white eyes. However, their beautiful appearance masks the desire to feast on the flesh of sentient beings. They can mimic voices, and sing beautifully.

Tenende

ST:4 Speed/Dodge:4 / 4 Size:1 hexes
DX:10PD/DR:1 / 2 Weight:10 lbs
IQ:5 Attacks:none Origin:SF
HT:15Reach: ? Habitats:-

1d+2 when summoned. They are small (8" tall) fat humanoids with demonic faces who appear to be carved from dull black stone. Though they have no effective attacks, they can be thrown by larger demons, or used as spies. They can speak, and have good senses (12). They are immune to material weapons, fire, and cold. They are affected by attacks which can melt metal, and gain no PD or DR against sonic attacks.

Varash

ST:3 Speed/Dodge:4 / 2 Size:1 hexes
DX:10PD/DR:2 / 2 Weight:30 lbs
IQ:7 Attacks:none Origin:SF
HT:14Reach: ? Habitats:-

These 3' tall minor demons wear heavy, concealing robes, and show no part of their body. Though their intelligence is low, it should not be underestimated. They are good at indirect attacks.

Yunta

ST:3 Speed/Dodge:3 / 4 Size:1 hexes
DX:11PD/DR:0 / 0 Weight:10 lbs
IQ:7 Attacks:special (noOrigin:SF
HT:15Reach: ? Habitats:-

This demon looks like a giant (2' long) termite with twisted human faces. It must eat continuously to stay alive. It can eat anything, but if it stops eating it will take 1 HP of damage every 5 turns until it loses consciousness and dies (and it only has 3 HP). While eating, it gains as many hit points as whatever it is consuming loses. Some necromancers are known to summon these demon to ravage a farmers fields. A Yunta can eat an acre barren in a mere 24 hours.

Common

Common demons have unique names, but most also belong to a "type." In this list only the type name is given.

Aflective (1)

ST:9 Speed/Dodge:6#3 / 6Size:1 hexes
DX:14PD/DR:2 / 4 Weight:200 lbs
IQ:11Attacks:1d cut Origin:SF
HT:15Reach: ? Habitats:-

This demon typically is found in pairs. This demon looks like a tired pudgy human with one leg and glasses. He will typically have a crutch or cane to help him move about. He stands about 5' 6" tall, and talks hesitantly and slowly, breathing noisily through his mouth, and drooling. He also appears to move slowly. Of course this is all deception as looking into the demon's eyes permits it to cast the Daze spell (skill 21). The target resists with HT, but even the best mages will have no idea that the spell has been cast. If attacked, or against a helpless opponent, the demon can defend himself with his tongue blade, since his tongue is as sharp and as hard as steel. This demon can levitate (speed 3), or run at a speed of 6, although it usually prefers to hide those capabilities. It's conversation tends towards the boring and uninteresting. (Though threats may cause it speak properly.) Occasionally, an Aflective will pretend to know certain skills, but it will only be a ruse.

Akkankut (2)

ST:30Speed/Dodge:6#3 / 8Size:2 hexes
DX:14PD/DR:3 / 8 Weight:350 lbs
IQ:12Attacks:3d cr / wpn Origin:SF
HT:15Reach: ? Habitats:-

Akkankut are dumpy, pear-shaped demons on spindly legs with tentacles for arms. Their arms and legs are naked, but their bodies are covered with stinking feathers. No sense organs are visible. They possess three legs and three tentacles, and may freely launch two attacks per round.

Apulcol (1)

ST:10Speed/Dodge:5 / 6Size:2 hexes
DX:12PD/DR:2 / 8 Weight:350 lbs
IQ:12Attacks:1d-1 cut Origin:SF
HT:12Reach: ? Habitats:-

This demon looks like a rotting mass of oozing gangrenous meat. What's worse, once its been on a specific world for a time, the members of that world will recognize bits and pieces of sentients and animals from that world making up the demon's body. It's presence is so foul that all sentients 20' are Dazed (as the spell, resisted by HT), and it can extend this affect over an entire battlefield at a cost of 5 fatigue. Everyone sighting an Apulcol must make a fright check at -8. They are difficult to affect with magic, having 5 ranks of magic resistance.

Errango (0)

ST:8 Speed/Dodge:4 / 6 Size:1 hexes
DX:12PD/DR:2 / 4 Weight:250 lbs
IQ:9 Attacks:1d-3 cut / wpn Origin:SF
HT:15Reach: ? Habitats:-

This gangrenous demon stands some 6' tall. Its skin is green-white. It's Deathtouch (skill 21) takes the form of a gangrenous infection of the limbs. Failing special healing, the victim will lose all four limbs. Even with special healing, healing can be problematical, requiring that both disease and physical damage be cured.

Ervas (0)

ST:9 Speed/Dodge:5 / 7 Size:1 hexes
DX:13PD/DR:2 / 0 Weight:175 lbs
IQ:9 Attacks:1d cut Origin:SF
HT:15Reach: ? Habitats:-

Another multi-part demon, this one is capable of splitting into two. This demon looks like a fancy carpet, with four wire-like tendrils, one at each corner. It is capable of assuming any sort of pattern or coloration. When joined together, the demon can do 2d cutting damage, or grapple and suffocate a person with an effective ST of 22 if the halves manage to catch a victim between them. By varying its coloration, this demon is capable of casting a Mass Daze (skill 25) for 5 fatigue.

Gangly (0)

ST:18Speed/Dodge:6#3 / 6 Size:2 hexes
DX:12PD/DR:1 / 3 Weight:350 lbs
IQ:13Attacks:1d+2 cr / wpn Origin:SF
HT:15Reach: ? Habitats:-

This demon stands close to 12' tall with hairless orange skin, and the face of a monkey. However, its back is the same as its front. It has a face on the back side of its head, etc. Most of it's height is in its legs, which are about 6' long, which is also the length of each of its four arms (reach 2 +1 with weapon). It's arms are arranged radially, with one coming from it's chest, one from it's back, and the regular two on the sides. It's arms and legs are long enough to do swing damage. Gangly are excellent climbers, being able to climb with a skill of 18. It will use weapons with a skill of 16, and can make make up to three attacks on three different targets in a single round. It's meelee strikes do swing damage.

Garamerzan (0)

ST:10Speed/Dodge:4 / 6Size:1 hexes
DX:12PD/DR:0 / 3 Weight:200 lbs
IQ:11Attacks:1d-2 cut Origin:SF
HT:15Reach: ? Habitats:-

These human-sized blocky demons are covered with curley blue-white hair. They have sharp teeth and sharp claws on their hands and feet. Their breath causes the effect of a sleep spell unless the target fails a HT roll. The victim will fall unconscious even if they do not normally sleep. They have a skill of 25 to use their breath, and are at -1 for each hex of range to their chosen target. Garamerzan have magic resistance at rank 5.

Hogrith (1)

ST:14 Speed/Dodge:5 / 7 Size:2 hexes
DX:11 PD/DR:1 / 5 Weight:450 lbs
IQ:10 Attacks:1d cr / wpn Origin:SF
HT:15Reach: ? Habitats:-

This 7' tall, pig-faced demon, has 4 arms, and can attack with any two of them simultaneously. Common weapons combinations include: sword, halberd, shield; sword, sword, shield, shield; and spear, spear.

Haints (0)

ST:8 Speed/Dodge:4 / 6 Size:1 hexes
DX:12PD/DR:2 / 4 Weight:250 lbs
IQ:9 Attacks:1d-3 cut / wpn Origin:SF
HT:15Reach: ? Habitats:-

These demons look like cadaverous versions of their summoner's race. Although weak, they have HPs equal to their health, and are heavy for their size (6.5' but very thin). They favor sickles and scythes as weapons. They have sharp claws which permit them to grapple at double their normal strength. (On Rifts earth their claws have an armor divisor of 5.) Once grappled, they can drain 1 HT per second via a bit which is unaffected by PD or DR. They regain 1 HT for every 3 drained. They do not have to be injured, but gain no benefits if they do not require healing. Haints are immensely patient, and seldom see the need to hurry.

Hossa (0)

ST:20Speed/Dodge:5 / 7 Size:2 hexes
DX:12PD/DR:3 / 3 Weight:450 lbs
IQ:12Attacks:ST+2 cut Origin:SF
HT:15Reach: ? Habitats:-

This 9' tall demon looks a great deal like an ambulatory haystack with a mouth and eyes. Hossa can teleport with a skill of 21.

Tooklatch (0)

ST:8 Speed/Dodge:5 / 7 Size:1 hexes
DX:13PD/DR:3 / 6 Weight:110 lbs
IQ:9 Attacks:1d-1 cut Origin:SF
HT:15Reach: ? Habitats:-

This type of demon is commonly found in pairs. Froglike, they have sharp claws on on their front and rear limbs, and function just as well below water as above. They can be willing workers if fed on the blood of sentients or given fine jewelry and given tasks which aren't particularly dangerous.

Ushafan (0)

ST:20Speed/Dodge:5 / 6 Size:1 hexes
DX:14PD/DR:3 / 2 Weight:150 lbs
IQ:12Attacks:2d-1 cut Origin:SF
HT:15Reach: ? Habitats:-

Ushafan are demonic assassins. They stand around 5' tall, and dress in all-concealing clothes. When summoned, the only task they will bargain for is to kill someone or something. They possess the ability to Teleport, Combat Teleport, Telescan, and Mind Shield as a psi of power 25 and skill 16. They are also skilled in locating a variety of prey. They never seem to show emotion.

Malindim (1)

ST:10 Speed/Dodge:6#3 / 7 Size:4 hexes
DX:12 PD/DR:3 / 1 Weight:600 lbs
IQ:10 Attacks:1d-1 cut / wpns Origin:SF
HT:15Reach: ? Habitats:-

Malindim are summoned in pairs. They somewhat resemble bipedal salamanders but are translucent blue in color, and stand some 12' tall. They are amphibious, being able to swim at move 6, but only able to walk at move 3. Their primary attack is a bite, but they can also attack with weapons. If the two Malindim in a pair are able to see each other, they may create the effect of a Mass Daze-25 spell in a sphere centered between the two of them, with a radius equal to the distance from the center to either member of the pair. The Daze effects requires 5 fatigue from each of the Malindim.

Rabro (1)

ST:12 Speed/Dodge:7#14 / 7 Size:2 hexes
DX:11 PD/DR:3 / 7 Weight:350 lbs
IQ:15 Attacks:1d+1 cut Origin:SF
HT:15Reach: ? Habitats:-

This brightly colored winged demon stands some 8.5' tall. The face is ferocious. It is capable of turning invisible for 14 hours every day. However, the invisibility only affects it's own body, not anything it carries. For this reason it prefers not use weapons, armor or tools. Rabro are often used as messengers.

Haffara (4)

ST:23 Speed/Dodge:9 / 8 Size:4 hexes
DX:14 PD/DR:4 / 7 Weight:600 lbs
IQ:12 Attacks:2d+1 cut / wpns Origin:SF
HT:16Reach: ? Habitats:-

This type of demon usually occurs as a pair of terrifying flowers with teeth and razor-edged leaves. The flowers stand some 12' tall, and drool.

Barrush (7)

ST:30 Speed/Dodge:11 / 10 Size:8 hexes
DX:17 PD/DR:6 / 6 Weight:800 lbs
IQ:15 Attacks:3d cut / wpns Origin:SF
HT:15Reach: ? Habitats:-

This type of demon looks like a minotaur some 18' tall. His horns are teeth are sharpened. He also wears armor and carries a Halberd. He views humans as cattle.

Fersivle (6)

ST:45 Speed/Dodge:12 / 9 Size:12 hexes
DX:15 PD/DR:7 / 9 Weight:1500
IQ:15 Attacks:5d cut / wpns Origin:SF
HT:15Reach: ? Habitats:-

This demon looks like a pool of crystal clear water some 10' in diameter, complete with ornamental fishes. However, those \"fishes\" are the jaws of the demon, capable of doing damage as described above. The demon may also use captured weapons.

Gallari (7)

ST:55 Speed/Dodge:10 / 9 Size:19 hexes
DX:18 PD/DR:2 / 8 Weight:5000
IQ:14 Attacks:6d cut / wpns Origin:SF
HT:16Reach: ? Habitats:-

This demon looks a lot like a crocodile some 25' long with a ring of tentacles around it's neck. The tentacles are capable of manipulating items and weapons, and have a reach of 4. A Gallari has sharp teeth and claws, and prefers weapons like whips, belley-spears, or saw-tooth blades. If this demon manages to strike with a bite, it can proceed to swallow its victim whole. The victim must fail a contest of ST or DX (victim's choice) to be swallowed. Once swallowed, a victim will take 6d acid damage every second until completely destroyed. This demon has no limit on the volume it can swallow.

Kannanuse (?)

ST:34 Speed/Dodge:8 (4 fly)/8Size:1
DX:15 PD/DR:7/54 Weight:250 lb.
IQ:10 Damage:4d+1 cut # Origin:SF
HT:15/34Reach: C, 1, 2 Habitats:-

A Kannanuse is a horrific humanoid demon which gives a Fright Check at -5 to everyone who sees it. Standing 8' tall, it has no head, and its arms are 6' long snakes. It is bowlegged and has feet ending in claws with talons. It's body is covered with patchy green scales and red sores oozing a yellow fluid and covered with orange crusts. Each arm can bite for 4d+1 cut damage, and inject a type E poison for 4d damage. It has no wings, but can levitate. Like most demons, it has no need to eat, drink, or breathe. (In tech levels below 8 they have a DR of 18.)

Kannanuse are typically used as enforcers by Demon Lords, or found leading lesser demons. They have little ability to manipulate objects, but their strength, armor, and ability to follow orders make them feared by lesser demons.

Negeshia (5)

ST:26 Speed/Dodge:10 / 7 Size:6 hexes
DX:13 PD/DR:7 / 12 Weight:700 lbs
IQ:17 Attacks:2d+2 cut / wpns Origin:SF
HT:15Reach: ? Habitats:-

This demon appears as a 15' tall bronze statue. It can be either male or female, and of any sentient race. This type of demon is reknowned for being able to find loopholes in any agreement. The means that demon lords use to keep this type of demon under control is unknown. It will typically attack with a weapon in each hand, and with the Dual-Weapon and Off-Hand weapon maneuvers at a high level. All Negeshia have the ability to cast a single spell at skill 21. The spell is not usually directly damaging in nature. Some known spells include: Divination, Teleport, Hawk Flight, Invisibility, and Utterdome.

Shjed (4)

ST:9 Speed/Dodge:7#4 / 7 Size:7 hexes
DX:13PD/DR:3 / 9 Weight:250 lbs
IQ:11Attacks:1d-1 cr / wpnOrigin:SF
HT:15Reach: ? Habitats:-

This three legged demon possess the ability to split into three sections. The stats for each section are given above. When acting as a single demon, they have a ST of 27, an IQ of 13, a Move of 14, a size of 2, and a weight of 750 lbs. Each demon part is able to attack separately or to coordinate attacks. Each demon part has a single human-like leg, and a single human-like arm. It eyes are tiny, but it's mouth is huge. Primarily, however, it attacks with weapons, favoring those most suited for heavy armor (picks, etc.)

Lords

Akop (7)

ST:55Speed/Dodge:9 / 10Size:12 hexes
DX:16PD/DR:7 / 6 Weight:1500
IQ:18Attacks:6d cut / wpns Origin:SF
HT:15Reach: ? Habitats:-

This demon looks like a very ugly human (or whatever the major sentient race is), standing some 21' tall. However, he, and all his weapons and equipment are covered with fresh, dried, and rotted blood. This Demon Lord uses the best weapons and armor available, and they never fail on him. He's particularly contemptuous of mages, and often targets them for his attacks first.

Auraccan (8)

ST:35 Speed/Dodge:12#7 / 8 Size:24 hexes
DX:14PD/DR:4 / 20 Weight:7000
IQ:12 Attacks:4d-1 imp / wpns Origin:SF
HT:16Reach: ? Habitats:-

This lord travels through the air at a speed of 12, and through water at a speed of 7. It's flight capabilities are innate. It looks a great deal like a boat with wings. It's body is covered with spikes (imp damage), and it's \"wings\" are masses of tentacles which can wield weapons with good skill.

Fearandokh (8)

ST:75 Speed/Dodge:10 / 11 Size:8 hexes
DX:14PD/DR:8 / 10 Weight:800 lbs
IQ:14 Attacks:8d+2 cut / wpns Origin:SF
HT:16Reach: ? Habitats:-

Fearandokh stands some 18' tall. He possesses the ability to blend into any environment and shares this ability with his possessions, so little is commonly seen of him except in bits and pieces. He has the ability to destroy any enchanted item on touch for a cost of 10 fatigue, and lowers the mana in his vicinity by one level.

Feurgein (Foor-zhee-in) (9)

ST:40 Speed/Dodge:12#9 /Size:19 hexes
DX:19PD/DR:8 / 25 Weight:5000
IQ:13 Attacks:4d+1 cut / wpns Origin:SF
HT:16Reach: ? Habitats:-

This warrior demon lord stands some 25' tall, and look much like a classic devil complete with bat wings, horns, fangs and claws. His physical form is essentially unkillable, regenerating 5 HP/turn even after being completely turned into ash (a little over 2 hours for complete recovery). He has 60 hit points, and can use chi-based equivalents of the Breathe Fire, and Resist Fire spells. He knows all combat and weapon skills at skill 18 and Judo, Karate, Katana, and Bow at 24. Additionally Feurgein knows most maneuvers at default+3. He uses Chambara rules for both armed and unarmed attacks. He wears armor appropriate to the world, but it is always light and easy to maneuver in. He knows the following esoteric skills: Blind Fighting 18, Breaking Blow 21, Immovable Stance 18, Mental Strength 18, and Power Blow 21. His tactics skill is also 21.

Garhroun (10)

ST:75Speed/Dodge:12 / 10 Size:12 hexes
DX:17PD/DR:7 / 16 Weight:1500
IQ:19Attacks:8d+2 cut / wpnsOrigin:SF
HT:16Reach: ? Habitats:-

This demon lord appears much as a stand of bamboo some 20' tall, and 10' in diameter.

Para Norugh (10)

ST:30 Speed/Dodge:12#9 /Size:29 hexes
DX:15PD/DR:9 / 12 Weight:9000
IQ:13 Attacks:4d imp / magic wpnsOrigin:SF
HT:17Reach: ? Habitats:-

This amazon lord stands some 32' tall. Her skin is blue, her long hair is blue-green, and her horns are yellow. She has a pair of horns on her head, and can also produce a pair of slicers from her forearms. In demonic form, she wears no armor, relying on her speed and PD to prevent damage. She can polymorph into the form of a common sentient with ST 16, Spd/Move 8, PD/1, DR/8 and any natural abilities possessed by that form. She knows all gate and movement spells at skill 25.

MONSTERS

Elder Brood

Elder Brood are creations of the Vlathachna.

Naihashboa: ST 36 [18 w/ one hand], DX 15, IQ 11, HT 15/40, PD/4, DR/10, Speed 7.5, Parry 12, Brawl/12, Weapon/19. Arms end in heads, can attack separately. Automatic fright check to all within 10' every second. Magic Resistance/10. Pole Arm is sw+3d-1 cut, +3 skill

Zhainmoths

ST: 15 Speed/Dodge: 7.5/9 Size: 1
DX: 15 PD/DR: 0/0 Weight: 150 lb.
IQ: 14 Damage: Th 1d+1, Sw 2d+1 Origin: SF
HT: 15/17-25Reach: 1 Habitats: Any

Zhainmoths can use weapons with a skill of 12 to 16, or attack hand to hand with a skill of 15 to 18. All Zhainmoths have 2 psi powers, and skills from those powers with a skill of 11-16. Their bite releases a poison which does one damage per second for ten minutes or until removed from the subject's body. The tentacles around their mouths can be used as manipulators, and can grapple with a strength of 8.

Splugorth Minions

Splugorth

ST:140Speed/Dodge:12/7Size: 37
DX: 16PD/DR: 6/250Weight: 20 to 50 tons
IQ: 16Damage: 17dOrigin: SF
HT: 16Reach: 17Habitats: Any

A Splugorth has six to twelve tentacles (average ten), four of which do impaling damage, the rest doing crush damage. A Splugorth has half as many attacks per combat round as it has tentacles. 4 tentacles do impaling damage, the rest do crushing damage. May concentrate on two psionic skills or one magic skill every combat round. Though hideous (generating a fright check when seen) Splugorth are highly charismatic, having a +6 reaction. Most Splugorth receive massive amounts of fatigue from worshipers and other sources, usually having upwards of 1,000 points.

Splugorth can see at night and see invisible. They regenerate 1 HP per minute and do not require air or sleep. They can Worldjump or open a gate to any familiar location or teleport or open a gate up to 600 miles away. They may possess up to 16 individuals in other dimensions. They have the ability to animate or control up to 600 mindless undead. They may use Dimensional Summons to summon any Splugorth minion. Attacks on tentacles do not affect the main body's HP or cause a Splugorth shock or pain.

The typical Splugorth has Magical Aptitude/6 and knowledge of almost all spells at skill 24. They know most runes with a skill of 18. They are master enchanters. They have all psionic powers at level 20+, and most psionic skills at 18.

In low or no mana area a Splugorth has -100 DR and one fewer attack. Attacks by psionics, magic spells, and magical and supernatural creatures ignore DR. Silver and magic weapons ignore the Splugorth's DR and do double damage. Secondary tentacles have 1/5 of the base DR, while a Splugorth's eye has 1/3 DR. PD is never reduced.

Splugorth Blind Warrior

ST:29Speed/Dodge:11/8 Size: 1 (5'6")
DX:15PD/DR: 0/2 Weight: 175 lbs.
IQ:11Damage:3d th, 5d+2 swOrigin: SF
HT:13Reach: C, 1 Habitats: Any

Blind Warriors are blind to normal light, but posess their own vision which is Active, Rangefinding, Coarse, and can See Invisible. Their senses are very good with them having Alertness/1, Discriminatory Smell, Parabolic Hearing/6, and Telescopic Vision/2. A unique ability permits them to recover from crippling and near-death injuries. They are always beautiful and highly charismatic, but get a poor reaction, often a fright check. The appear to be beautiful human women.

Blind warriors have Racial Memory, and a nearly unique ability to cooperate with each other without miscues or fumbles. All Blind Warriors are skilled in Acrobatics and a wide variety of weapon and survival skills. They are trained in a number of ESP and Telepathy skills.

Splugorth Conservator

ST:150Speed/Dodge:15/7Size: 2 (9' tall)
DX: 15PD/DR: 5/50 Weight: 325 lbs.
IQ: 11Damage:16d cut Origin: SF
HT: 15Reach: C, 1 Habitats: Any

3 levels of Strong Will. Hideous appearance. Often uses magical defenses. Darkvision, See Invisible. Regenerate 1 HP/minute. Paralysis stinger. Can dose target with scent to aid in tracking. Worldjump, but only to Splugorth master. 4 attacks per round. May use one spell and two physical attacks. Combat Skill level is 19+. Telepathy & ESP Powers at level 5. Capable of using most technological items and a master of wilderness skills. Will carry a powerful magic weapon (rune blade), plus a number of technological and biowizardry weapons and devices. All Conservators are obsessed with Hunting and are quite insane.

Splugorth High Lord

ST:60Speed/Dodge:6/7Size: 1 (7' tall)
DX:13PD/DR: 5/40 Weight: 175 lbs.
IQ:13Damage:7d-1/9dOrigin: SF
HT:13Reach: C, 1 Habitats: Any

High Lord are hideous enough to require fright checks in most campaigns. All high lords are powerful mages with knowledge of enchanting and magical tattoos. Most master one other type of magic in addition to standard spellcasting. Most can draw fatigue from their Splugorth Lord, typically on the order of 15 extra points.

High Lords have Nightvision, can See Invisible, and regenerate 1 HP/minute. They have 3 levels of Fearlessness, may turn invisible at will, and Worldjump to their Splugorth master once per day. High Lords are expert fighters with skills of 18 in their primary weapons. High Lords typically have power 5 in ESP, Astral Projection, and Telepathy. All High Lords are familiar with technology and medical and magical science.

High Lords dislike high-tech equipment, but will use any type of magical gear (preferring gadgeteered techno-magic and bio-wizardry). Typical High Lord armor is PD/4, DR/25.

Splugorth Overlord

ST:90Speed/Dodge:6/6Size: 1 (7' tall)
DX:12PD/DR: 0*/2* Weight: 500 lb.
IQ: 9Damage:10d/12dOrigin: SF
HT:13Reach: 1 Habitats: Any

Two levels of Strong Will. Will wear armor and use weapons appropriate to the environment, but prefer bio-wizardry items. Overlords have excellent night vision and see well into the infrared and ultraviolet spectrums. Overlords do not sunburn and have twice the radiation tolerance of a human.

Overlords can use a wide variety of weapons, and can move stealthily. Though not mages, most have a smattering of Thaumatology.

Splugorth Powerlord

ST:120Speed/Dodge:11/8Size: ?
DX: 16PD/DR: 5/25 Weight: ?
IQ: 9Damage:13d/15d Origin: SF
HT: 16Reach: 1 Habitats: Any

Two levels of strong will. Forearm blades. Nightvision, telescopic vision, 300x microscopic vision, See Aura, See Invisible, Sense Magic, and Magesight. Plus two other biomods. Powerlords have excellent night vision and see well into the infrared and ultraviolet spectrums. Powerlords do not sunburn and have twice the radiation tolerance of a human. Love high-powered devices.

Splugorth Slaver

ST:37Speed/Dodge:7/8Size: ?
DX:14PD/DR: 0/0 Weight: ?
IQ:10Damage:4d/6d+2Origin: SF
HT:16Reach: ? Habitats: Any

Slavers have 8 levels of strong will, Horrific appearance, and a wide variety of Odious Personal Habits. Magical Armor with DR/30. 5 attacks per second. Slavers may use Mind Shield, Telesend and Telerecieve. Has a wide variety of powers from barge and staff.

A Slaver's Barge grants the following:

A Slaver's Staff grants the following:

Vlathachna

Vlathachna are horrors from beyond.

Naihashboa

ST: 36 [18 w/ one hand]Speed/Dodge: 7.5/8Size:
DX: 15PD/DR: 4/10 Weight:
IQ: 11Damage: Origin:
HT: 15/40Reach: Habitats:

Parry 12, Brawl/12, Weapon/19. Arms end in heads, can attack separately. Automatic fright check to all within 10' every second. Magic Resistance/10. Pole Arm is sw+3d-1 cut, +3 skill

Rhynthraas

ST: 18 Speed/Dodge: 10/10Size: 1
DX: 14 PD/DR: 0/9Weight: 0
IQ: 13 Damage: See BelowOrigin: SF
HT: 14/25Reach: 1Habitats: Any

Anyone approaching with 20' of a Rhynthraas must make a fright check at -4. Anyone with 10' take 1 point of cold damage every 5 seconds (DR does not protect). A Rhynthraas's touch does 2 HP damage, and lowers health by 1 until ?. A Rhynthraas also has Rank 5 and skill 15 in the Spirit sphere (Mage the Ascension).

Miscellaneous

Psymbiote

ST: 2Speed/Dodge:17/8Size: <1 (7" long)
DX: 3PD/DR: 3/12 Weight: 3 lb.
IQ:13Damage:n/a Origin: SF
HT: 8Reach: C Habitats: FW, SW

Speed 2 on the ground. Psymbiotes can survive both in water and on land. They are immune to natural cold and take half damage from cold attacks. They have Healing, Psychokinesis, Telepathy all at power 20, and can use most telepathic skills.

A Psymbiote may attach itself to any oxygen breather with a central nervous system. When this happens the combined entity effectively has compartmentalized mind and the sum of both psionic powers. It also gains resistance to disease at level 2. Whenever the psymbiote desires, it may dominate the combined entity, gaining access to all its host's skills and powers. The host may make a will roll to resist, but the roll is at -2. The psymbiote will not show up on any psionic or magic scan.

PLANTS

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