Lunar Bestiary

Subpages (5): Lunar Monsters Monsters A-E Monsters F-L Monsters M-S Monsters T-Z

The Monsters – Hard Stats

If a monster can use all of its allowed attacks at once it will still suffer a -2 multi-action penalty unless it has the Multi-Attack edge.

Some attacks are optional, or occasional, and their use will be indicated by a d6 score in square brackets. Each round roll the d6 and if it falls in the range then the attack will be used: eg [1-3] indicates the attack will be used if you roll 1,2 or 3.

Some monsters tend to be wild cards, this will be indicated by a (WC) tag next to the name. This will refer to the group leader mostly. If there are several of the same monster then usually only the leader will be a WC, depends on the balance of the encounter and how strong your players are.

Shock

This is a catch all for Intimidation/Guts/Taunt type skills, as well as the fear effect the monster may have when first encountered. See Fear below.

PP:

will have the creatures magical skill dice and the number of power points they will begin the encounter with. Some monsters will have magic like powers and not require power points to use them.

Where a monster is described by progression through experience it is always assumed that any previous edges and skills flow through to the higher versions of the mob. So a 40pt skeleton has all the abilities of a 20pt and 30pt skeleton.

When displaying values of Parry and Tough I have tried to show every single modifier as a separate value, but for some space did not permit so I have had to combine some. It should be obvious with a little thought where they come from.

Monster Special Abilities:

Some powers or abilities will be randomized so that they may not be used every round. This will generally be a d6 roll within specific values as shown by [1-3]. In this case rolling 1,2 or 3 would mean the power is available to use that round.

AURA

Aura powers eminate from the create and generally exert an influence over a small or medium blast template. Any creature within the aura suffers from its effects at the start of their action. Eg Lava Elemental can have a Heat Aura, meaning any creature within the small template will suffer heat damage every round if they start the action inside the aura.

BERSERK

As per the rule book Edge.

BLINK

Blink allows small limited teleport ability, generally the user can move from their current position to any other position within a large burst template that is in contact with the starting square. The teleport is done as a free action and has to be within line of sight.

BOLTS

Creature bolts come in many forms. The term bolt represents any ranged attack form that the creature may have that is not covered by other rules. Giants may cast large rocks as bolts, air elementals may fire electric bolts etc.

Generally they only get one bolt attack per round and it will do 2d6 or ST+d4, which ever seems better. An attack to hit roll is still required.

BREATH WEAPONS

Breath weapons use the cone attack template and allow the targets a roll to avoid them. Compare the attackers breath weapon skill (Shoot skill) to the targets AG roll to see if they avoid it.

BURROW.

As the spell of the same name, but the creature may use it as a natural power. Generally it will use the power on a [1-4] roll.

CHARGE

Not to be confused with a charge from the rules, but the same restrictions apply.

Creatures with the Charge effect are able to move an extra 1d6 inches but do not count running. They also gain +2 to hit and inflict +2 damage to their attack.

Creatures that gain the Charge effect usually have a specific weapon they use, like a horn, or are noted for their ferocity (such as a Minotaur).

DISEASE

See the main rules.

ENTANGLE

As per the spell. May be centred on the user in which case increase the template one size.

FEAR

Scary (4), Horrid (6), Dread (8), Fell(10)

A lot of monsters, the first time you see them, are scary. This results in a Guts check vs the standard 4. Once a scary monster is defeated it will no longer be scary and no further Guts rolls are required.

Some monsters are Horrid, and the first time you encounter them they will be at their worst, applying any modifiers you may feel appropriate. However once you have defeated them once they remain only slightly scary and straight Guts 4 rolls are all that are required.

Fell and Dread creatures are very scary, and remain very scary whether you defeat them or not. Everytime you encounter one they will cause a Guts roll, but if you have beaten one in the past you will gain +2.

Fell creatures are the scariest of them all. They have all the powers of a Dread creature, plus they are able to use their fear as an attack centered around them (aura), large template. Everyone in the attack area must roll a new Guts check every time.

Once a Fear roll is failed you can modify the resulting table roll by the monsters SIZE/2 (d20 roll), or SIZEx3 for a d100 roll. If you have access to the Fear tables for SW then you can use the d100 tables there.

KNOCK-BACK

Instead of a Shaken/Wound result a creature may elect to knockback a creature (and thus do no damage). The number of squares the enemy is knocked back is equal to:

1 + Wounds + Attackers Size – Targets Size

The target may make an AG roll if not shaken or surprised, with each success and raise reducing the knockback one square.

Humans are size zero, other creatures size values are noted in the Monsters listing.

If the target is knocked back at least one square they are marked as Shaken (but no wound occurs if already Shaken).

If forced over an edge they get a ST/AG vs (4+remainder of squares) roll to fall prone instead. If they hit an immovable object before completing their knockback then each remaining square inflicts a Shaken result which WILL convert into wounds. If they hit an object that can be burst through then they may roll to do so (ST+size vs armour), on a success they suffer one Shaken and continue moving.

Such forced moves do NOT trigger opportunity attacks.

LEAP

Some creatures are able to jump far greater distances than the basic rules allow, 1" or 2" with a running start and an extra inch with a ST roll.

Normal Leapers will double these distances, as well as gain an extra 2 inches for each success and raise on the ST roll.

Great Leapers will triple these distances.

Generally for every 2 inches you leap you will need 1 inch of hieght (rounding down). Great leapers will only need 1 inch of hieght for every 3 inches they travel.

MERMERISE

Similar to the Puppet ability but has no power point requirements. Further, a simple success generally only makes the target stand there unable to do anything, and at this level any Skaen or Wound will break the spell. Only with a raise does the control aspect of the Puppet spell become available. Usually a medium template power centred on the user.

OVERRUN

A large creature can be used to Overrun an opponent and inflict trampling damage.

The attacker must do a normal charge move to execute this attack (see page 96 of the Core Rules).

If the attacker hits then they do ST+d6+Size damage. If a target is already prone the attack gains +2 to hit.

A target that was holding their action may set to receive a charge or may make an AG contest to avoid the attack (like against a burst attack).

The target of a Overrun attack is always knocked prone if they take any damage (including a Shaken). The target is then moved away to make room for the attacker. If you are using the Knock-Back rules these can apply instead.

Any figure it comes into contact with along its front edge will be Overrun attacked, and needs to be run over or knocked back to allow continued movement. If the target remains standing then the attacker must make an AG roll to bypass it, with the targets Size applied as a negative (so large creatures are nasty).The larger of the two keeps possession of the square, the other is knocked prone (ties to defender).

PETRIFY

Creatures with the Petrify power are able to reduce the Pace of others. When Pace is reduced to zero the target is completely paralyzed. Delivery of the Petrify attack can be via a number of means; Touch, Breath, Gaze and Damage.

A touch attack is done as a melee attack at +2, it delivers no damage.

A Breathe attack is done as a burst cone and targets gain AG rolls vs the attackers AG to avoid.

Gaze is an automatic hit unless the target is on a hold action and has specified they are avoiding the Gaze, in whihc case a contest of SP is rolled. If the target has other means via which they can see (a mirrored shield etc) they gain +2 to their SP roll.

Damage is as part of a normal melee attack.

In all cases, once a Petrify attack has succeeded the target must make a VG roll vs 4 (or higher if the power is stronger). A failed rolled means the targets Pace is reduced by 1d6, a fumbled roll and it is reduced to 0.

POISON

See the main rules.

PROTECTIONS VS

Some creatures are naturally, or magically, resistant to some forms of attack. This is often related to elemental forms, such as fire or earth etc, but it can be other forms like piercing weapons etc.

The normal form of Protection gives the creature extra Toughness when dealing with damage they are protected against. Normal protection would be +2, strong protection would be +4. Some creatures may be completely immune to a specific damage type (Fire elementals vs fire).

REND

The creature has claws or talons that can be used to enhance the damage they inflict by tearing the target apart. When a raise is scored the bonus damage dice used is the creatures ST rather than d6.

SIZE

All creatures are Size 0 unless otherwise noted. This is the standard human size. Larger creatures are rated with larger Sizes, but the progression is not linear. Each point of Size is roughly twice the size of the previous point in mass. So a Size 4 creature is twice the mass of a Size 3 creature.

Small creatures go the other way, they use -1, -2 etc.

Size is applied to a creatures Toughness. Half your Size, rounded down, is applied to attackers chances of hitting you, the bigger you are the easier it is. Smaller creatures are harder to hit.

SKELETAL

Skeletal creatures are undead without internal organs, just the bones. Because of this they suffer no critical hits, no bonus damage for locations, and half damage from piercing or cutting weapons. Skeletons are immune to Fear and Intimidation. They get +2 Toughness and +2 to Shaken recovery rolls.

SLIME BURST

Slime Bursts are similar to a Burst Cone attack except the damage they do lingers on, being acidic based. Anyone hit with the slime will suffer an amount of acid damage each round, usually 2d4, 2d6 for strong acid and 2d8 for very strong. If any 1's are rolled on the damage dice then the acid has no further effect. If any of the dice explode (roll max) then the acid has destroyed an item on the target, roll randomly. If both dice explode then two items are destroyed.

SMOTHER/ENVELOPE

If a creature has either of these attacks they will generally have access to them once they make a raise on a melee attack. They can use the raise to commence a Smother/Envelope attack rather than do extra damage. Resolve the Smother/Envelope attack as a free grapple (use Szie as a positive mod), but you might also add in suffocation effects (see Drowning in main rules).

STUN BURST

As per the Stun spell but eminating around the creature.

SWALLOW

Any creature of sufficient size may swallow as long as it has an eating apparatus suited. Any creature 4 times your size may swallow you if it meets the requirements. Some creature may not need to be this big and will be noted as special. Any attack that gains a raise may attempt to swallow its target. Make another attack and if successful the victim has been swallowed.

A swallowed creature has limited options. They may only use natural or small weapons, upto the size of a dagger. They are at -2 to all actions, and -2 to all damage due to constriction.

They will generally suffer ST + d4 damage due to acid (no armour protects) and constrictions. They also begin to suffocate, see Drowning rules.

A wound inflicted from inside will create a hole big enough to allow an escape attempt at -2, using AG or ST. A second wound will allow this without penalty. A third wound will give +2. Making an escape attempt is an action. Size can be applied to the escape attempt roll, so small creatures get out easier.

TAIL SWIPES

Creatures with long tails may use them to make a normal physical attack, plus they can be used to knock a target prone via an AG Trick method. The Size of both the attacker and the defender is used as a modifier to the result. All the effects of an AG Trick apply, plus the target is knocked prone if it is successful.

VULNERABILITY VS

Some creatures are vulnerable to some kinds of damage, eg elementals vs their opposing elemental form. A vulnerability will reduce the creatures toughness against that attack form. A normal vulnerability would lower their Toughness by 2, a strong vulnerability would reduce it by 4.

WEB

Some creatures are able to spray webs they trap the target and make them unable to move and possibly unable to take any actions. Most web attacks use the Burst Cone and will allow an AG roll vs the skill used to fire the web (Thrown usually). If the webber gains a success then the target is stuck and unable to move till they break free. On a raise they target is completely immobilised and can take no action other than to break free.

Webs will generally have a Strength value assigned to them (default 4), which the victim must defeat with a ST roll to break free.

WING BASH

Large creatures with wings are able to use their wings to buffet smaller targets and knock them prone or shake them. This is resolved as a ST based trick against the targets ST or AG. If the target is beaten they are knocked prone, with a raise they are also shaken. Wing Bash is generally a medium burst template area of effect, but for really large creatures it can be a large blast template.

ZOMBIE

Zombies are undead who still have internal organs that are part of their structure. They suffer no extra damage from called shots unless to the Head, in which case they get an extra +2 damage (+6 all up). Zombies are immune to Fear and Intimidation. They get +2 Toughness and +2 to Shaken recovery rolls.

    • Black Mist
    • Borer Worms (Small, Large, Huge)
    • Bugs - Boss, Worker, Soldier, Marauder
    • CONTROL Agents
    • Coral - Tree, Brain, Battery, Shocker, Polyp, Wolf
    • Corporate Agent (Typical)
    • Crystal Spears, Crabs, Balls, Predators, Monoliths
    • Devil Rays
    • Junkyards (Cranks, Behemoths, Dogs)
    • Martian - Marvin/Commander
    • Martian - Lucy/Morale Officer
    • Martian - Pothead/Warrior
    • Martian - Beaker/Technician
    • Martian - Bunsen/Scientist
    • MicroBots (Swarm, Assassins, Saboteurs)
    • Morlock (Black)
    • Morlock (Grey)
    • Morlock (Red)
    • Obsidian Agent
    • PFLF Activist, Terrorist
    • Plutonian (Cold Aliens)
    • Radiant - Follower of the Celestial Moon
    • Radiant - Initiate of the Celestial Moon
    • Radiant - Brother of the Celestial Moon
    • Radiant - Vicar of the Celestial Moon
    • Radiant - Bishop of the Celestial Moon
    • Radiant - Brain in a Bottle
    • Rogue Robot - average, large, huge
    • Rumble Rocks (Swarm-Rogue-Herders)
    • Silk Worms - larvae, Adults, Ancient
    • Sirians (Silicon Aliens)
    • Space Wraith
    • Space Zombie - Normal, Improved, Martian
    • Spiders (Morlock)
    • Swarms - Basalt Beetles
    • Swarms - Colony Bacteria
    • Swarm - Floaters/Bubbles
    • Swarm - Slimes
    • Swarm - Slinky
    • Swarm - Worms
    • Swarm - Robots
    • Tentacle Horrors
    • UNCLE Agent (Typical)
    • Zorba - level 20, 30, 40, 60, 80