The Bestiary
The following page contains stats for monsters, sorted by District. We encourage GMs to use these monsters freely in their LARP. This page is a work in progress and will be updated periodically.
The Wastes
Level 1
Mutant Snakes
5 hits
No long weapons
1 FEAR
1 wave
Deep One
Like a cross between a fishperson and a tonberry.
Deep One (Innsmouth Edition)
Foul One (Boss)
Like a particularly disgusting fishperson
Curious Critters
Appear as normal rodents but wrong
5 hits
No long weapons
1 WOUND after every 3 hits
Special: Secret Keeper Don’t attack people who have given you a secret. On death, scream a secret you have been told.
AI: Mob Critters are more likely to mob on one target to bring them down than to split up.
Dark One
Young One
Like a spritely angry mole
Psychotropic Pebbles
Pebbles with millipede legs. They can cause hallucinations on anyone they CURSE, which are stronger the more pebbles there are in the vicinity.
Botherers
Peaceful gatherers, like an Armadillo
5 hits
Special: Catching Mitts - You can catch thrown Ichorwerks and call IMMUNE to their effect when you do
AI: Gatherer - Gather dropped Ichorwerks and take them out of the encounter
AI: Frenzy - If someone attacks another Botherer, drop what you’re doing and attack that person
Level 2
Dogsbody
The bodies of dogs. Recognizably not dogs.
9 hits
Mix of regular weapons
Immune STAGGER.
Special: Countdown. When you drop from 7→6 hits, and from 4→3 hits, start counting down loudly from 10 to 0. When you hit 0, call MASS STAGGER. If another countdown is triggered when you're already counting down, restart from the newer one.
Slugabed
Opalescent slugs that yawn a lot.
9 hits
Mix of regular weapons
IMMUNE REPEL
Special: Sticky. When you drop from 7→6 hits, and from 4→3 hits, gain WOUND BOTH LEGS by melee.
Special: Yawn. If a PC yawns while fighting you, call CURSE on them.
Surprising Mole
Tar Monster
A sticky, oozing monster.
8 hits
Unbalanced Weapon
Unbalanced Specialisation (start with a STAGGER, gain a STAGGER when you knock someone out (including other monsters!))
Special: Envelope You may call STUN instead of STAGGER against a STAGGERED target.
Special: Ooze When bleeding out, call STAGGER against any target within 5m.
Level 4
Augmented Dogsbody
Dogsbodies, but changed.
9 hits
Mix of regular weapons
Immune STAGGER
Whenever you would have taken a STAGGER, HEAL 1.
* Special: Countdown When you drop from 7→6 hits, and from 4→3 hits, start counting down loudly from 10 to 0. When you hit 0, call MASS STAGGER. If another countdown is triggered when you're already counting down, restart from the newer one.
The Eriden Leviathan (Composite Monster) [DEAD]
No one has seen the full extent of these creature which lurks at the bottom of the Eriden, born from centuries of toxic effluence sinking and settling on the riverbed. Reports suggest that it has many claws, eyestalks, mouths and at least one giant eye.
Updated: It seems that the Eriden Leviathan sadly died some time after the transportation of the cities, starved of the ichor waste on which it lived. Its corpse was harvested by the Commission for useful essence.
Giant claws
6 hits
1 WOUND
Two weapons
Eyestalks
Giant eye
Beak Mouths
Flawed Ones
The floor mutates and twists and screams
Outside the Embrace
The Forest of Loss
Level 1
Moss Poppet
Creepy dolls made of moss and with an inclination to chant off-key nursery rhymes.
5 hits
Short/balanced weapons
Immune FEAR
Generally come in waves
Level 2
Warped Moss Poppets
Moss poppets with limbs sticking out at bizarre angles and far too many eyes.
Crooked Man
Twisted walking trees with the bodies of their victims hanging grimly from their branches.
12 hits
Long weapons
Walking pace
May 'pick up' at most a single downed person with 10s concentration. This stabilises them but means they cannot move (but can be healed). The next time the Crooked Man takes an effect call, they RESIST it, but drop the person they are carrying. The Crooked Man should brief anyone they pick up with these rules while they're doing so. They also get dropped if the Crooked Man drops to 0 hits.
Rot Monsters
A hulking mass of rotten leaves, worms and shattered bone, which emits a powerful stench.
Level 3
Spiderlings
Huge spiders about the size of a person.
Level 4
Blooded Oak
A large, flat-topped tree with blood dripping down its trunk and the sound of gnashing teeth from within. Usually found in a grove, and is accompanied by the Shroud's Snare.
50 hits
Immobile
No weapon
Immune STUN, FEAR, REPEL, STAGGER, BACKSTAB, WOUND
Calls EXECUTE after 30 seconds on anything dropped inside.
Can be forced to release its victims if attacked with fire or chopped down (killed).
Shroud's Snare
Long, grasping vines that ensnare themselves around the feet of victims, before dragging them into the maw of the Blooded Oak. Accompanies the Blooded Oak.
10 hits
Short weapons
Immune FEAR, STAGGER, BACKSTAB, WOUND
Can call the special call GRAPPLE on its victims after 5 seconds concentration. Once GRAPPLE has been called, the vine drags its victim towards the Blooded Oak, although the target can continue to attack and make calls. The vine cannot attack while using GRAPPLE.
Comes in waves.
Leaves on the Wind
Experimental boss monster, untested in play1).
Humanoid figures made of piles of leaves, floating on the wind.
This is a pseudo-composite monster.
Each monster physrep starts as a separate monster.
Each monster starts on some number of hits, however they have unlimited maximum hits.
By making use of the Forest healing and hit-point-transfer skills, these monsters may merge together into immense beings, or split apart into many smaller ones.
Start on 16 hits
Two uses of DISAPPEARING / APPEARING as their leaves disperse on the wind and reform somewhere else
May call HEAL FOUR on another Forest creature with 10 seconds medical roleplay
Ranged Gift of Life: May take X damage to call HEAL X at range on another Forest creature.
When dropped, immediately disperse - there is no corpse left to execute. Instead, monster physreps should float at the edge of the encounter, where they are valid targets for Ranged Gift of Life, allowing them to be ‘respawned’ as the Leaves making the call split in two.
AI: Harass the party, diving in and diving out. When low on hits, prefer to transfer all remaining hits to another Leaves, rather than fighting to the bitter end.
The Plane of Connection
Level 1
Greedlings
The bodies of huge spiders, and the heads of dogs, which can swivel a full 180 degrees.
8 hits
1 ranged WOUND BOTH LEGS after 5s concentration creating web lasso
Special Capture. Once a player is down, will HEAL 0 them after 5s concentration, and proceed to drag them slowly out of the encounter.
Oversharing
Giant closed bud tulips with pursed lips and dark shades around their eyes. Tell everyone everything, you just can’t stop talking.
Pick a player character. You start as a very vague mimicry of them, with 3 hits. When defeated, wave back after 15s more like them, with 5 hits and access to any calls you saw them make last time, and then again with 9 hits with the same (and a more accurate mockery)
Level 2
Fear of Being Eaten
Gigantic dark maws somewhere between a huge venus flytrap and a carnivore's mouth. Want to make the players afraid as much as attacking them.
10 hits
1 WOUND by melee
2 FEAR at range
SpecialConsume. When a player goes down, call HEAL 0 (Conscious), and spend 30s concentration swallowing them whole. If you succeed, brief them to be DISAPPEARED. They may reappear when you die.
SpecialPowered by Terror. If a PC ever makes a bold statement of terror ('We're all going to die';'It's hopeless!) regain all your calls.
Unhealthy Obsession
A rose that grows like a weed on the heart
The Plane of Erosion
Level 1
Tentacle
Squamous, ink-black things that hunger for life and warmth.
4 hits
Long weapons
Special: Vision of Ending. When a player drops to 0 hits, a single tentacle should approach that player and narrate their slow and inevitable death, as they sink deeper and deeper into erosion and become nothing.
Swarm of Endings
Like a cross between a conger eel and a dementor.
3 hits
IMMMUNE WOUND, STAGGER
Wave as directed.
Herald of Erosion
Like a skeleton left at the bottom of the ocean for a decade. Encrusted with corals and barnacles and riddled with horrible crawling things.
10 hits
10s concentration, free hand: call SINGLE at range
Call FEAR at the first person to successfully hit you
Call STUN at the second person to successfully hit you.
Benthic Horror (Composite Monster)
Like a deep-sea anglerfish: only sharper, harder to see, and more like a manifestation of death.
False Light (25%)
Mouth (25%)
8 hits
2 daggers
SINGLE by range every 20s
Special: Composite. Should never be more than sword reach from any other part of the composite, and often much less than that
Special: Exploitable AI. Mouths will go after the hottest thing.
Tails (50%)
4 hits
long weapon
STAGGER by melee every 20s
Special: Composite. Should never be more than sword reach from any other part of the composite, and often much less than that.
The Plane of Conflict
Level 1
Imp
Annoying and pleased about it.
Lashing Winds
Lightning
1 hit
4 dodges
1 STUN by melee.
Sycophant
Your job is to big up your boss and make them seem more impressive. Attach to a braggart and echo things they say. You’re the LeFou to their Gaston and should remain loyal right up to the point where they start losing, at which point attach yourself to their opponent and follow them around, backing them up instead. Avoid combat if possible, you’re super weak.
3 hits
ZERO by blow
Daggers
Special: Bootlicking - Once per 20s you can compliment your lead to call HEAL 1.
AI: Limpet - You’re just here to stroke the ego of whoever you’re with in the hope of power in the future. You have no true allegiance and will change to the most impressive person available.
Jellyfish of Hate
12 hits
1 weapon, flail around with it
AI: Brainless - You are not sentient and as such float about, bouncing off the walls.
Jellyfish of Spite
12 hits
1 weapon with ZERO STUN by blow
AI: Brainless - You are not sentient and as such float about, bouncing off the walls.
Doom Botherer
Angry gatherers, like an Armadillo on steroids
5 hits
Special: Punching Mitts - Take daggers but call STAGGER or YOU’RE THE WORST if you parry something
AI: Gatherer - Gather dropped items and yeet them away (onto the path, preferably)
AI: Callous Dickheads - If someone attacks another Botherer, drop what you’re doing and laugh at the Botherer in distress
Level 2
Men At Arms
4-armed creatures, with each arm armed to the teeth (and teeth armed to the teeth too)
Strife Hound
Vicious, stinking hounds of Conflict
Alpha Strife Hound (Boss)
Bigger, viciouser, stinkinger hound of Conflict
Braggart
7 hits
One weapon, preferably rapiers
Special: Single Minded - Pick an opponent. Only they may fight you. Call DODGE to all damage from others.
Special: Proud - While you are more impressive than your opponent, have a DODGE every 5s.
AI: Respectful - You are under the permanent effect of FEAR from anyone who is more impressive than you
Storm Scout
Tempest Scout
Strike Scout
10 hits
Large Shield (IMMUNE calls that hit this)
Whistle loudly as you head into the middle of a group and then stop, perfectly silent as you count in your head to 10 and then call MASS DOUBLE STAGGER, MASS DOUBLE STAGGER, MASS DOUBLE STAGGER and disappear.
2 waves.
Storm Gate (Composite)
Level 4
Frost
Fire
Brute
8 hits
Ambidex
preferably blunt/mace
1 STAGGER
1 wave.
Elegant
Hardened
Sharpened
8 hits
Quick and zippy
Two WOUNDs
Two DISAPPEARING DODGEs
Unstable
Level 5
Dishonour Guard
Armoured, Burning Red Skeletons
10 hits
1 sword (1 RESIST), deliberately swing in large arcs the players have to dodge, call ROLEPLAY BURNING on everything you hit.
1 shield (IMMUNE to WOUND or STUN on the shield)
Special: Eternal Servant - Call IMMUNE to the EXECUTE call. When dropped to 0 hits you fall over unconscious and regain 1 hit every 10s but don’t arise again until told to by a Liege of Conflict.
The Plane of Perfection
Level 1
Avatar of Purity
Inquisitor-like entities who attempt to drive out the unclean. They wear blank metal masks.
Mercury Skeleton
An attempt by the perfection denizen Glory to replicate human bodies. Not overly succesful.
6 hits
1 WOUND by melee
1 FEAR at range
Celestial Chorus (Composite Monster)
Burning Eyes (50%)
Exterminating Angel (50%)
7 hits
Long weapons
3 WOUND by melee
Pi Equals 4
2 = 1
The Fact Sphere
Level 2
Octo-Simian
A monkey with silver fur and eight legs. They can also shoot web.
Level 3
Riddling Beast
Like a metallic sphinx, but more smug. Supremely annoying.
6 hits
6 DODGEs
Special: Riddle me This: Every twenty seconds, you may ask a particular player a riddle – make sure they can hear it! Then slowly count down from ten to zero, stopping when they give the correct answer. If you reach zero, call DEC on them.
The Empire of Rastaban
Level 4
Imperial Weaver Infantry
12 hits
One appropriate weapon call
One RESIST
Pick a plane: Connection, Perfection, or Conflict. There are no Erosion Weavers in the Empire - they despise it!
Use the normal rules for Plane Weavers for your chosen plane. Take the base amount of spell charge, to use on some appropriate spells.
Legatus Denarion
???
Fights with a spear
Pings Throne
The Unbroken Chain
Level 2
Conflict Binder Type A
Conflict Binder Type B
Connection Binder
Conflict Emu
10 hits
AI: Eat it - Prioritise Connection denizens and snacking on the players’ stuff.
Special: I’ll Eat Anything - 10s of eating roleplay to eat anything. Just. Just eat it. If you eat the Philosopher’s Stone, call TIME FREEZE and congrats you are now an Omega Emu. An Emuga if you will.
Special: I’ll Yeet Anything - Once you’ve eaten something, you may call STAGGER at range as you throw it from your mouth. Just. Just yeet it.
Special: If you can’t see me… - Instantly go into Stealth once by sticking your head in the sand.
Perfection Kiwi
Unbroken Chain Bats
Philosophy of Seluga
Level 5
Hannah and Hanna
Enigmatic Servants of the Emperor of Rastaban
15 hits
Knives
9 Connection Charge
All Connection Spells
MINDLINK each other
FARLINK each other
NEARLINK each other
LIFELINK each other
DEATHLINK each other
Planar/Ichor Conjunction Abominations
These creatures are wrought when the planes are forcible conjoined with Ichor. This is generally disastrous.
(BURN = cannot make offensive calls, cannot defend self, in agony, this is for 10s or until 2s spent doing nothing but extinguishing self)
Level 4
Bloodier Scythe
An arcing scythe dripping with black ichor
8 hits
Balanced weapon
Special: Arc of a Scythe - 5 Conflict Charge: ARCED WOUND ARM
Special: Bloody Pool - When you die, call WOUND ARM on anyone within 5m who strikes a blow
Special: Resonance - If you are subject to ARCED WOUND ARM from an Ichorwerker, take a HEAL 3 and call ARCED WOUND ARM.
Brutish Folly
A hulking humanoid with burning red skin and dribbling ichor waste from its mouth. You were created to help people survive, but only the strongest deserve to survive.
8 hits
Blunt Weapon + Parrying Dagger
Special: Brutish Nature - 3 Conflict Charge: 1 STAGGER
Special: Survival of the Fittest - 5 Conflict Charge: 1 FIGHT ON
Hate Grenade
A screaming ball of hatred
Men At Tentacles
4-tentacled creatures, with each arm armed to the teeth (and teeth armed to the teeth too)
Spite Rotter
A rotting hound dripping fire and darkness
15 hits
Short Weapons
1 BURN every 3 hits
1 DODGE
Wave until the ritual is complete.
AI: Jurassic Instincts - You can only see them if they’re moving.
Special: Spiteful Salvage - On a downed player or monster, call CURSE at range on an unfriendly target for every 10s second of mutilation you perform, then call HEAL 3 on your prey.
Unstable Thunderclap
A crystal Constantly vibrating with the power of Ichor and Conflict
Outsiders - Fool
Level 2
Inversion Bomb
Falling from the sky, well, it’s more falling from the land… and it’s less falling and more… sliding? It looks ready to blow, though!
30 hits
Dagger
The Large Shield
AI: Careless - You kind of want to get killed
Special: Detonation - When you reach zero hits, call out random numbers for your whole bleed count and after that call MASS DEC.
Outsiders - Magos
Level 2
Beautiful Butterfly
A beauuutiful butterfly with intricate and swirling patterns on its wings. It is a proud and splendiferous creature, and is here to spread the glory of the Magos.
6 hits
1 regular weapon + 1 parrying dagger
1 STUN
IMMUNE STAGGER
Special: Eye of the Beholder - if attacked, screech as you transform into a hideous moth and call FEAR on your attacker.
Special: Cocoon - with 10s roleplay of cocooning your quarry, you may call STASIS PERMANENT on an unconscious player. They will receive a mutation and become associated with the Magos.
Blank Slate
A faceless figure which looks like it was once a person, but that face has been wiped away and replaced with something new
Level 5
Beautiful Butterflies that are constantly shifting
10 hits
3 waves
Ambidex daggers
IMMUNE Ichorwerk
2 DISAPPEARING DODGE
10s roleplaying to call STASIS PERMANENT on anyone who is downed
When you die, you are reborn into the next form
On Wave 1: You are beautiful and lovely, and can call ROLEPLAY AWE once every 10s.
On Wave 2: You are fiery and furious, and can call ROLEPLAY BURNING once every 10s.
On Wave 3: You are constantly mutating into something new and horrid, and can call STUN once every 10s.
Outsiders - Painter
Level 2
Amethyst
Brilliant violet strokes of paint that are almost impossible to behold
5 hits
Long weapon
AI: Resplendent - walk in a slow but purposeful line toward the players
Special: Beyond the Visible - 1 DISAPPEARING DODGE
Special: Paint - 10s to call CURSE (VIOLET) on an unconscious target
Azure
Shockingly BLUE creatures that resemble balls of ink that bounce off everything they touch
8 hits
1 unbalanced weapon (1 STAGGER)
AI: Exuberant - charge the players and hope you get through!
Special: Boing! - Call MASS REPEL when you die
Special: Exuberant - ROLEPLAY EXUBERANCE every 20s
Special: Paint - 10s to call CURSE (BLUE) on an unconscious target
Prismatic Scarf
Free flowing fabric that seeks to simply make everything beautiful and exciting
Composite Monster 2-3 Monsters. Each is attuned to an emotion, pick it at the start.
10 hits per segment
AI: Artistic - move in a pattern that is more pretty than tactical
Special: Empathetic - once per 20s if you see someone experiencing your specific emotion, you may call ROLEPLAY <THAT EMOTION> at someone else
Special: Encircle - if you walk around a target 3 times, you can freely call your ROLEPLAY effects at them every 10s until the end of the encounter
Special: Paint - 10s to call CURSE (PRISMATIC) on an unconscious target
Saffron
Shockingly YELLOW creatures that resemble aging paper that turn the ground to a crumbling yellow in their every step
7 hits
1 weapon - calling ZERO
AI: Opportunist - don’t get into a fight unless you know you can damage something
Special: Make it Brittle - Strike for TRIPLE on a target under an ongoing effect
Special: Paint - 10s to call CURSE (YELLOW) on an unconscious target
Outsiders - Thief
Level 2
Theft
Shifting shadows that coalesce into stretching arms and hands. “Let me just borrow that…”
9 hits
1 weapon
Special: You Wouldn’t Download a Bear - You are capable of stealing abilities. When you are struck with a single target call (i.e. melee or not MASS or ARCED), and don’t have a call already prepared by this ability, call RESIST and then gain one use of that call.
Treachery
“You can trust me… I’m on your side, after all. I just got locked out by mistake, and now you can just let me back in, right?”
5 hits
3 DODGE
1 balanced weapon (1 RESIST)
BACKSTAB
1 instant-disappearing
AI: Deception Incarnate - You are willing to say anything to get what you want. You are not beholden to anything you agree.
Special: Keeping Up Appearances - You look like someone from Rastaban who should plausibly be in the city, but that ideally the players won’t instantly be able to write off as impossible to be here.
Outsiders - Others
Level 2
Judgment Aspect - Statement of Facts
A long slate covered with writing that grows and grows whenever someone speaks
10 hits
1 Balanced Weapon
IMMUNE mental effects like STUN or FEAR
AI: Forthright - You will state anything that you hear and feel requires reiteration. You will not stand for anything being unclear, and will make statements based on what you believe to be true.
Judgment Aspect - Identification of Issues
A wiry creature with a large monocle
10 hits
1 Balanced Weapon
AI: Perceptive - You can see through DISAPPEARING
Special: Identify - Before you attack anything, you may choose to point at it for 10 seconds (concentrating) and loudly explain what’s wrong with it and why one might choose to attack it. This will buff Rulings.
Judgment Aspect - Ruling
A daunting figure dressed in black
10 hits
1 Unbalanced Weapon (preferably a hammer)
AI: Unbiased - You will refuse to hold an opinion on anything until you have been swayed one way or another.
Special: Verdict - If an aspect of Judgment has spent 10s explaining why something deserves to be judged, you may call QUAD on your first strike against it, or call HEAL 4 by blow.
Special: Precedent - Twice, you may set out a rule and follow it with the phrase “…this is my Judgment and it shall be followed”. If this rule is not obeyed, you may call DEC on the first person to break it.