Cypher System Bestiary Preview 2024-02-13 Xbmy2y
Cypher System Bestiary Preview 2024-02-13 Xbmy2y
Cypher System Bestiary Preview 2024-02-13 Xbmy2y
Artists
Mauro Alocci, Paola Andreatta, Eren Arik, Javier P. Beltrán, Domenico Cava,
Biagio D’Alessandro, Giuseppe De iure, Gaia Degl’Innocenti, Doruk Golcu,
Sadekaronhes Esquivel, Alexander Gustafson, Joel Chaim Holtzman,
Dharm “Duddum” Khalsa, Guido Kuip, Katerina Ladon, Raph Herrera Lomotan,
Macli, Patrick McEvoy, Lyss Menold, Christine Mitzuk, Federico Musetti,
Andrea Negroponte, Gabriela Novotná, Mirco Paganessi, Angelo Peluso, Scott Purdy,
Maichol Quinto, Jacopo Schiavo, Joel Slucher, Zoa Smalley, Matt Stawicki,
Tiffany Turrill, Nino Vecia, Chris Waller, Kieran Yanner, Yulia Zhuchkova
© 2024 Monte Cook Games, LLC. CYPHER SYSTEM 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.
Printed in Canada
TABLE OF CONTENTS
HOW TO USE THE CYPHER SYSTEM BESTIARY. . . . . 4 PART 5: SCIENCE FICTION . . . . . . . . . . . . . . . . . . 116
CREATURES BY LEVEL. . . . . . . . . . . . . . . . . . . . . . . 5 Robots.............................................................. 118
Space Troopers.................................................122
PART 1: FANTASY..................................................6 Time Travelers..................................................124
Dragons............................................................... 8 Cyborgs............................................................ 126
Elves...................................................................12 Aliens................................................................128
Dwarves..............................................................14 AIs....................................................................132
Adventurers....................................................... 16 Posthumans.....................................................134
Goblins...............................................................18
Elementals......................................................... 22 PART 6: SUPERHEROES . . . . . . . . . . . . . . . . . . . . 136
Wizards............................................................. 30 Gadgeteer Masterminds..................................138
Wraiths.............................................................. 32 Speedster Supervillains...................................142
Orcs................................................................... 34 Criminals......................................................... 144
Trolls.................................................................. 36 Energy-Wielder Supervillains.......................... 146
Giants................................................................ 38 Strong Supervillains.........................................148
Monstrous Supervillains.................................150
PART 2: HORROR. . . . . . . . . . . . . . . . . . . . . . . . . . 42 Rogue Supervillains......................................... 152
Ghosts...............................................................44 Cosmic Beings.................................................154
Serial Killers...................................................... 48
Things................................................................ 50 PART 7: POST-APOCALYPTIC . . . . . . . . . . . . . . . . 156
Demons............................................................. 54 Radbeasts.........................................................158
Haunted Houses.............................................. 58 Cannibals........................................................ 162
Vampires........................................................... 62 Mutants........................................................... 164
Werebeasts........................................................64 Raiders............................................................ 168
Killer Toys.......................................................... 68 Zombies...........................................................170
Warlords........................................................... 174
PART 3: FAIRY TALE. . . . . . . . . . . . . . . . . . . . . . . . 70
Outlaws............................................................. 72 PART 8: WEIRD WEST . . . . . . . . . . . . . . . . . . . . . 176
Faeries............................................................... 74 Cursed Beasts.................................................. 178
Satyrs................................................................. 76 Gunslingers......................................................182
Pirates............................................................... 78 Forgeborn........................................................ 184
Unicorns............................................................ 82 Lawmen............................................................188
Magical Winds.................................................. 84 Strange Folk.................................................... 190
Huntmasters..................................................... 86 Ghost Riders................................................... 194
Crafted Creatures.............................................. 88
Witches..............................................................90 TABLE AND MAP INDEX . . . . . . . . . . . . . . . . . . . . 196
Mermaids..........................................................94 CREATURE INDEX. . . . . . . . . . . . . . . . . . . . . . . . . 196
PART 4: MODERN. . . . . . . . . . . . . . . . . . . . . . . . . . 96
Crime Bosses.................................................... 98
Hackers........................................................... 102
Secret Agents.................................................. 104
Assassins........................................................ 106
Bounty Hunters............................................... 108
Detectives.........................................................110
Billionaires....................................................... 112
CYPHER SYSTEM BESTIARY
Throughout this
book, you’ll see page
references to various
items accompanied
by this symbol. These
are page references
to the Cypher System
Rulebook (CSR),
where you can find
additional details
about that rule, ability,
creature, or concept.
4
HOW TO USE THE CYPHER SYSTEM BESTIARY
CREATURES BY LEVEL
LEVEL 1 Ice elemental . . . . . . . . . . . . . . . . 28 LEVEL 6
Goblins . . . . . . . . . . . . . . . . . . . . . 18 Infantry robot . . . . . . . . . . . . . . . . 121 Abysmal . . . . . . . . . . . . . . . . . . . . 52
Insidious spawn . . . . . . . . . . . . . . 50 AIs . . . . . . . . . . . . . . . . . . . . . . . . . 132
LEVEL 2 Lightning elemental . . . . . . . . . . . 27 Assassins . . . . . . . . . . . . . . . . . . 106
Companion robot . . . . . . . . . . . . . 119 Mermaids . . . . . . . . . . . . . . . . . . . 94 Forgeborn . . . . . . . . . . . . . . . . . . 184
Glowing roach . . . . . . . . . . . . . . 159 Nightcrawler . . . . . . . . . . . . . . . . . 181 Ghost rider . . . . . . . . . . . . . . . . . 194
Jackalope . . . . . . . . . . . . . . . . . . . . 181 Nucleoptera . . . . . . . . . . . . . . . . 159 Great wizard . . . . . . . . . . . . . . . . . . 31
Killer toys . . . . . . . . . . . . . . . . . . . 68 Owl wight . . . . . . . . . . . . . . . . . . . 191 Grizzly bull . . . . . . . . . . . . . . . . . 180
Orcs . . . . . . . . . . . . . . . . . . . . . . . . 34 Radimorph . . . . . . . . . . . . . . . . . . 158 Harmattan . . . . . . . . . . . . . . . . . . 85
Pirates . . . . . . . . . . . . . . . . . . . . . . 78 Sarsan . . . . . . . . . . . . . . . . . . . . . 193 Insectoid supervillain . . . . . . . . . 150
Wraiths . . . . . . . . . . . . . . . . . . . . . 32 Scult . . . . . . . . . . . . . . . . . . . . . . 166 Locomotem . . . . . . . . . . . . . . . . . . 185
Shelleton . . . . . . . . . . . . . . . . . . . 164 Magical winds . . . . . . . . . . . . . . . . 84
LEVEL 3 Space trooper . . . . . . . . . . . . . . . 122 North wind . . . . . . . . . . . . . . . . . . 85
Acharn . . . . . . . . . . . . . . . . . . . . . 166 Thunder elemental . . . . . . . . . . . . 29 Quetzalsaur . . . . . . . . . . . . . . . . 179
Adventurers . . . . . . . . . . . . . . . . . 16 Time traveler . . . . . . . . . . . . . . . . 124 Speedster supervillains . . . . . . . 142
Ai zombie . . . . . . . . . . . . . . . . . . . 171 Vampire, transitional . . . . . . . . . . 63 Strong supervillains . . . . . . . . . . 148
Cannibals . . . . . . . . . . . . . . . . . . 162 Water elemental . . . . . . . . . . . . . . 25 Trolls . . . . . . . . . . . . . . . . . . . . . . . 36
Chupacabra . . . . . . . . . . . . . . . . . . 178 Werefox . . . . . . . . . . . . . . . . . . . . . 65 Vampires . . . . . . . . . . . . . . . . . . . . 62
Criminals . . . . . . . . . . . . . . . . . . . 144 Werewolf . . . . . . . . . . . . . . . . . . . . 65 Werelion . . . . . . . . . . . . . . . . . . . . 66
Deathtumbler . . . . . . . . . . . . . . . 180 Wind child . . . . . . . . . . . . . . . . . . . 85 Wereshark . . . . . . . . . . . . . . . . . . . 66
Detectives . . . . . . . . . . . . . . . . . . 110 Wizards . . . . . . . . . . . . . . . . . . . . . 30
Dwarves . . . . . . . . . . . . . . . . . . . . 14 Worker robot . . . . . . . . . . . . . . . . 120 LEVEL 7
Faeries . . . . . . . . . . . . . . . . . . . . . . 74 Zombie sorcerer . . . . . . . . . . . . . . 173 Animalistic supervillain . . . . . . . . 151
Lucifan . . . . . . . . . . . . . . . . . . . . 165 Dragons . . . . . . . . . . . . . . . . . . . . . 8
Lycoyotl . . . . . . . . . . . . . . . . . . . . 192 LEVEL 5 Energy-wielder supervillains . . . . 146
Nanny robot . . . . . . . . . . . . . . . . 120 Alchehemoth . . . . . . . . . . . . . . . . 186 Giants . . . . . . . . . . . . . . . . . . . . . . 38
Raiders . . . . . . . . . . . . . . . . . . . . 168 Billionaires . . . . . . . . . . . . . . . . . . 112 Posthumans . . . . . . . . . . . . . . . . 134
Raider, fell rider . . . . . . . . . . . . . 169 Crime bosses . . . . . . . . . . . . . . . . 98 Radioactive bear . . . . . . . . . . . . . 160
Raider, marauder . . . . . . . . . . . . 169 Cyborgs . . . . . . . . . . . . . . . . . . . . 126
Robots . . . . . . . . . . . . . . . . . . . . . . 118 Deadshot . . . . . . . . . . . . . . . . . . 187 LEVEL 8
Serial killers . . . . . . . . . . . . . . . . . . 48 Demons . . . . . . . . . . . . . . . . . . . . 54 Atomus . . . . . . . . . . . . . . . . . . . . . 161
Technician robot . . . . . . . . . . . . . . 119 Devouring mass . . . . . . . . . . . . . . . 51 Fungoid supervillain . . . . . . . . . . . 151
Wyrm . . . . . . . . . . . . . . . . . . . . . . . 10 Earth elemental . . . . . . . . . . . . . . . 24 Mighty wizard . . . . . . . . . . . . . . . . . 31
Zombies . . . . . . . . . . . . . . . . . . . 170 Gadgeteer masterminds . . . . . . . 138
Zombie singer . . . . . . . . . . . . . . . 173 Lawmen . . . . . . . . . . . . . . . . . . . . 188 LEVEL 9
Zombie spitter . . . . . . . . . . . . . . . 173 Orc veteran . . . . . . . . . . . . . . . . . . 35 Vampire lord . . . . . . . . . . . . . . . . . 63
Zombie sprinter . . . . . . . . . . . . . . 172 Outlaws . . . . . . . . . . . . . . . . . . . . . 72 West wind . . . . . . . . . . . . . . . . . . . 85
Rogue supervillains . . . . . . . . . . . 152
LEVEL 4 Satyrs . . . . . . . . . . . . . . . . . . . . . . .76 LEVEL 10
Air elemental . . . . . . . . . . . . . . . . . 26 Secret agents . . . . . . . . . . . . . . . 104 Elder dragon . . . . . . . . . . . . . . . . . 10
Aliens . . . . . . . . . . . . . . . . . . . . . 128 Twine . . . . . . . . . . . . . . . . . . . . . . 167
Bounty hunters . . . . . . . . . . . . . . 108 Unicorns . . . . . . . . . . . . . . . . . . . . 82 LEVEL 13
Crafted creatures . . . . . . . . . . . . . 88 Warlords . . . . . . . . . . . . . . . . . . . . 174 Cosmic beings . . . . . . . . . . . . . . . 154
Elves . . . . . . . . . . . . . . . . . . . . . . . 12 Werespider . . . . . . . . . . . . . . . . . . 67
Fire elemental . . . . . . . . . . . . . . . . 23 Wild one . . . . . . . . . . . . . . . . . . . 190
Fleshmare . . . . . . . . . . . . . . . . . . 186 Witches . . . . . . . . . . . . . . . . . . . . . 90
Ghosts . . . . . . . . . . . . . . . . . . . . . . 44 Wraith lord . . . . . . . . . . . . . . . . . . 33
Gunslingers . . . . . . . . . . . . . . . . 182 Zombie hulk . . . . . . . . . . . . . . . . . 172
Hackers . . . . . . . . . . . . . . . . . . . . 102
Haunted houses . . . . . . . . . . . . . . 58
Huntmasters . . . . . . . . . . . . . . . . . 86
5
CYPHER SYSTEM BESTIARY
GOBLINS 1 (3)
Goblins are wicked, grasping, and perversely resourceful humanoids,
usually no larger than children.
Health: 3
Damage Inflicted: 2 points
Movement: Short
Modifications: Speed defense as level 3 due to size and
quickness; deception, perception, stealth, and setting
traps as level 5
Combat: Goblins attack with knives, claws, or biting in
immediate range, and with slings, shortbows,
and rocks at short range.
But unless caught unawares, they might
also rely on a variety of Goblin Tactics,
Goblin Traps, and Goblin Allies.
18
CYPHER SYSTEM BESTIARY
GOBLIN TRAPS
Goblin traps are simple but well-built level 5 mechanical ambushes affecting an immediate area, designed to allow a
goblin to run past or through them without triggering them, but requiring others to succeed on a Speed defense roll
to avoid them. Options include:
d6 Trap (level 5)
1 Avalanche; affected targets crushed under boulders and scree for 5
points of damage each round until they can escape.
2 Net snare; affected targets caught and hauled into the air in the net
until they can escape; goblins spear helpless targets in the meantime
(treat goblins as if they have surprise).
3 Tripwire on stairs; affected targets tumble down flight embedded with
glass shards, taking 6 points of damage.
4 Iron ram swings down from ceiling; affected targets take 7 points of
damage.
5 Tripwire in corridor; if triggered, a dozen poisonous spiders (level 1;
attacks as level 3 and inflicts 3 points of damage from poison) drop
from ceiling hatch.
6 Tripwire in corridor; if triggered, rolling boulder hurtles down corridor,
hindering Speed defense rolls by two steps and inflicting 8 points of
damage, or 3 points even with a successful roll.
19
CYPHER SYSTEM BESTIARY
PART 2
HORROR
H orror can be found in any setting. Instead of strictly
being its own genre, horror can happen whenever
One of the horror’s hallmarks is that its central
mystery is inscrutable. All people can do is react to the
a situation becomes eerie and “messed up.” Which scary monster or situation, but understanding its true
means you can merge horror with any other setting origin or motive is almost impossible. However, at least
whether that’s modern day (which most horror starts a monster can (hopefully) be killed. But the question
from), fantasy, fairy tale, weird west, and especially then becomes, if there was one, are there more?
science fiction.
CREATURES
Ghosts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Serial killers. . . . . . . . . . . . . . . . . . . . . . . . . 48
Things. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Demons . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Haunted houses. . . . . . . . . . . . . . . . . . . . . 58
Vampires. . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Werebeasts. . . . . . . . . . . . . . . . . . . . . . . . . 64
Killer toys . . . . . . . . . . . . . . . . . . . . . . . . . . 68
42
PART 2 | HORROR
HORRIFIC SITUATIONS
If you’re looking for general horror inspiration, use the following tables to generate the outlines of a horror scenario, then
add in one or two creatures from this book. Horror scenarios include a creepy premise, a few jump scares, and a creature
that must be defeated (or often enough, just escaped).
For example, after news outlets bring reports of people around the city doing strange things, PCs learn that something
is replacing people with robots—but not before losing one or two of their own to the process. Alternatively, PCs hired
as caretakers to watch an out-of-the-way property are woken each night by ghastly screams. Investigation reveals a loner
who sometimes becomes a human-sized spider desperate for food.
JUMP SCARES
If appropriate to the situation, treat a jump scare as a GM intrusion.
d20 Scare
1 Corpse falls/springs out of closet or door. 11 Book flings itself from the bookcase hard enough to draw
2 Something reaches out of the darkness and grabs the blood.
character’s shoulder. 12 When the power and lights return, a creepy doll is posed
3 Character notices their reflection moving independently facing the character.
from them. 13 Furred figure from outside suddenly appears in the
4 Floor collapses, dropping character into cellar. window.
5 Book/documents the character is studying burst into 14 Door slams open/shut by itself.
flame. 15 Blood/filthy water/oil begins to pour from the faucet/
6 Severed hand/head of an ally drops into the bath/showerhead.
character’s lap. 16 Mirror explodes, creating dangerous shrapnel.
7 Tree branch animates and grabs the character. 17 Subject of disturbing painting steps out of the canvas.
8 Slime trail leads directly from or into the character’s 18 Radio/TV/computer comes on by itself, playing strident
room, vehicle, or belongings. screams of horrified victims.
9 Ghostly scream from behind character, loud enough to 19 Lights at the end of the street/corridor begin to go out
shatter nearby glass. one by one.
10 Cat that suddenly jumps out of the shadows, 20 Cockroach/fly/spider horde bursts out of chest or door,
missing its head swarming character.
43
CYPHER SYSTEM BESTIARY
Health: 23
Damage Inflicted: 4 points
Movement: Flies a long distance each round
Combat: Attacks up to three times per round
at different targets within short range with
a violent gust, inflicting damage with a
successful attack and knocking prone
victims who fail a Might defense roll.
84
MAGICAL WINDS | fairy tale
INDIVIDUAL WINDS
There are magical winds, and then there are winds that almost everyone knows about. Or may soon.
HARMATTAN
Harmattan is a dry and dusty wind that brings cool and hazy conditions. He enjoys the Harmattan: As magical
company of others—other winds, and other people, often challenging them to games of wind, but can also cover an
area a very long distance
hide-and-seek. across in thick haze
When he’s not manifesting as a northeasterly trade wind, Harmattan appears as a youth
in simple garb with a staff carved of baobab wood.
WIND CHILD
The children of the wind cannot be measured in numbers, for they are here and there and Wind child: level 4; violent
everywhere. They are not born, so much as borne, by weather patterns, wishes, and wants. wind gust attacks one
character within short range
Dust devils, gales, and zephyrs are all wind children. They are mischievous, precocious, and
spoiled, but they know many things, having been all over the world. They may share what
they know in exchange for new secrets or knowledge.
Some wind children can change shape to become actual human children for short Some winds may
periods. When they do, it’s usually to visit a lonesome child or creature that they have call one or more air
elementals as allies.
befriended.
Air elemental, page 26
85
CYPHER SYSTEM BESTIARY
BILLIONAIRES 5 (15)
Billionaires wield vast fortunes, influencing
industries and economies with their outsized
financial clout.
Health: 15
Damage Inflicted: 3 points
Movement: Short
Modifications: Attacks and Speed
defense as level 3
Combat: When possible, a billionaire
deals with combat in one of the
following ways.
Bodyguards: Most billionaires are always
within hailing distance of a group of two to five
bodyguards who defend their client to the death.
Self-Sacrificing: Billionaire bodyguards get
big bonuses (or big payouts for their families
in the event of their death) to go all out
shielding their client; nearby bodyguards
take as many attacks as they can for their
client, interposing themselves in front
of attacks that would otherwise strike
the billionaire. This effectively gives
the billionaire as much Armor as health
remains in their nearby bodyguards.
Willing to Pay: A billionaire has “more money
than god” and offers to pay a foe millions of
dollars to change sides, then and there, and
work on the billionaire’s behalf, starting with
immediately defending them. Someone offered
such a deal might have to succeed on a difficulty
5 Intellect defense roll to avoid losing their next
turn considering the offer, assuming the offer
isn’t something they accept right away.
Bodyguard: level 4;
Armor 2; long-range
firearm attack deals
6 points of damage
112
BILLIONAIRES | modern
d6 Attack
1 Hire influencers/bots to smear the character’s credibility, reputation, ethical standing, etc.
2 Freeze the character’s access to money by locking up their bank accounts, credit cards, etc.
3 File a series of lawsuits that are serious enough to ruin the character if not challenged
4 Hire detectives to dig up dirt on the character, or fabricate it, if necessary Detectives, page 110
5 Report the character as a credible threat to a local SWAT team
6 Assemble a group of hardened mercenaries to just take the character out Mercenary: level 4,
initiative as level 6;
Armor 2; long‑range
firearm attack deals
6 points of damage
113
CYPHER SYSTEM BESTIARY
CYBORGS 5 (15)
GM intrusion: The Part human and part
character is blinded for machine, cyborgs are better
one or two rounds after
being struck by the cyborg’s
than unmodified people at
searing plasma ball. almost everything—except
fitting in.
Health: 21
Damage Inflicted: 5 points
Armor: 2
Movement: Long
Modifications: As determined by active
Cyborg Upgrade Module
Combat: A cyborg batters foes twice each
round with their machine-enhanced
limbs.
A cyborg may also have one or more of
the following traits.
Energy Weapon: The cyborg deploys
a retractable long-range laser rifle and
attacks twice.
Plasma Sphere: Once each minute, the cyborg
generates a red-hot plasma sphere and throws it
at a target within long range as their action. The
target and all other creatures within immediate
range of the target must succeed on Speed
defense rolls or take 7 points of damage, or
2 points even on a successful roll.
Self-Repairing: The cyborg takes their action
to concentrate and regains 5 health. A cyborg
with no health can’t repair themself, but
unless completely dismembered, the cyborg
may spontaneously reanimate 1d10 hours
later with 10 health.
Upgradable: Nearly limitless Cyborg
Upgrade Modules are available.
126
CYBORGS | science fiction
CYBORG NAMES
Cyborgs have names common to their era or use Cyprien Dakos, Isalind Cador, Five of Twelve, Yovarius
some designation based on their military unit or other Badru, Lysaria Ivanhoe, Doctor Rest, Rhetorius, ZS-
cyborg affiliation. 90, Zephry Quiet, Nyxin Rabineau, Quilera Yahaya,
K-nock, Orunthel Vakis, Revian Silver, Ysandar Taino
ALL-MACHINE OPTION
Some cyborgs have no living tissue left in them, or start as manufactured servants for humanity who later
never had any to begin with. These “synthetic people” gain sentience, be the result of military tests or AI to
may be called cyborgs, but also synths, androids, robot develop automated soldiers and/or assassins that look
mimics, and, depending on how they act, killer robots. like regular people, or something similar.
Pure machine cyborgs can result from too many repairs,
CYBORG APPEARANCE
Unless the cyborg is able to blend in, there’s something obviously machine-like about them.
127
CYPHER SYSTEM BESTIARY
MONSTROUS SUPERVILLAINS
People crossed with carnivorous animals, insects, plants—or even completely alien
entities—can become monstrous in form and deed.
Health: 25
Damage Inflicted: 7 points
Armor: 7
Movement: Short; short when climbing; immediate when
burrowing; long when flying
Combat: An insectoid supervillain bites a target twice with
razor‑sharp mandibles.
A specific insectoid supervillain can also take one or more of the
following actions.
Summon Insects: An enormous insect swarm of the same kind
of insect as the supervillain manifests arrives and does the villain’s
bidding.
Poison: The villain’s attack also inflicts Speed damage
(ignores Armor) on a failed Might defense roll.
Metamorphosis: The villain sheds their exoskeleton (up to
once per day), healing 10 health and easing all their tasks by
two steps, but reducing their Armor to 2 for a few hours.
Web: Targets in an adjacent immediate area are held helpless
in sticky webbing on a failed Speed defense roll until they can escape
with a Might roll as their action.
150
MONSTROUS SUPERVILLAINS | Superheroes
GM intrusion: The
Health: 50
Damage Inflicted: 8 points
Armor: 3
Movement: Long
Modifications: Speed defense as level 5 due to size; Might defense as
level 8
Combat: An animal-manifesting supervillain claws and/or bites twice
each round.
A specific animal-manifesting supervillain can also take one or
more of the following actions.
Fly: An avian villain can fly a long distance each round.
Hug: In the same action as the villain deals damage, they also
grab the target that fails a Might defense roll. A grabbed target
automatically takes damage each round and is held immobile
until they can escape.
Frenzy: If hurt or enraged, the villain may attack four times per
round, but their Speed defense is hindered by two steps until the
start of their next turn.
Transform: The villain may be able to switch between their
monstrous and human shapes as an action, which heals
20 health. (Many are stuck in their monstrous shape, which
may drive their ferocity.)
GM intrusion: The
character affected by
Covered in dangerous fungal pocks, or actually completely transformed into a human-sized (or larger) Hallucinating Spores
slime mold or humanoid mushroom, fungoid supervillains usually mess with their victims’ minds. attacks an ally.
151
CYPHER SYSTEM BESTIARY
RADBEASTS
Radiation and nuclear detonations have transformed the ecology, creating radioactive beasts.
RADIMORPH 4 (12)
Is it a fish that’s evolved limbs and teeth? A mammal
that’s grown scales? Whatever its origin, this 6-foot
(3 m) long monstrosity is immune to radiation
and keen to eat whatever it can find.
Health: 18
Damage Inflicted: 4 points
Armor: 2 (immune to radiation)
Movement: Short; short when swimming
Combat: The radimorph bites twice.
Radimorphs also have one or both of the
following traits.
Sear: Up to once each minute, the
radimorph’s crest fluoresces a virulent
purple as it releases a searing radiation ray at a
target within short range. The ray deals 8 points of damage on
a failed Speed defense roll and 1 point even with a successful
roll. Targets who take damage are hindered on all tasks for
one minute.
Thrash and Spawn: If slain, the radimorph spasms, attacking
all creatures within immediate range. Targets that fail a Speed
defense roll take damage and are knocked down. While THE ESSENCE OF RADBEASTS
thrashing, the radimorph splits and releases a clutch of six Birthed by the apocalypse, radbeasts are
tiny, virulently purple, glowing, limbed fish—radminnows, predatory monsters with a rabid drive to
which are even more hungry than their deceased parent. consume flesh, especially people. (Or in
the case of atomi, to nuke them.)
Radbeasts include a wide variety of
Radminnow: level 2; RAD EFFECT fauna, including radimorphs, glowing
Speed defense as level 4 Even within a given “species,” the unstable roaches, nucleoptera, radioactive bears,
due to size; when two
attack same target, the
DNA radbeasts harbor can cause wide and atomi. Most radbeasts also have a
minnows make a single variability in appearance and behavior, distinguishing Rad Effect.
level 4 attack that inflicts including:
5 points of damage.
d10 Appearance and/or Behavior 5 A couple of extra mouths mumble and scream
Adventure Seed: A group 1 Bud of a second head protrudes, half-grown 6 Extra legs/wings
of raiders has caught and squirming 7 Sometimes loses their turn to a body-wide
and “tamed” several 2 Smeared with gobbets of previously seizure
radbeasts, which they’re eaten people 8 Constantly drooling a sweet, honey-like spittle
employing to threaten
survivor communities. 3 Eyes blaze with radiation; meeting their gaze 9 Smoldering and smoking, as if about to go up
within short range hinders target’s tasks in a blaze
4 Threaded with fractally-twisted tumors, 10 Bears dozens of thin extensions, like flexing
like broccoli spider legs
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CYPHER SYSTEM BESTIARY
NUCLEOPTERA 4 (12)
This irradiated insect has a lethal 13-foot (4 m)
wingspan that burns with bluish-purple energy. Its
mandibles chatter and click like a Geiger counter.
Health: 20
Damage Inflicted: 5 points
Armor: 1 (10 against radiation)
Movement: Immediate; long when flying
Modifications: Perception as level 7
Combat: A nucleoptera bites.
Nucleoptera also have the following abilities.
Wing Irradiation: The nucleoptera that
isn’t flying fans its wings, creating a brilliant
purple flare (no more than once every other
round). All creatures in immediate range take damage
from a blast of radiation on a failed Might defense roll.
Soften Bones: The first time a target fails their defense
roll against Wing Irradiation, their bones soften; on a
second failed Might defense roll, they collapse for up
to one minute or until they succeed on a Might defense
roll as their action. An affected target can’t take physical
actions, defend themselves, or even speak intelligibly.
Oviposit: If the nucleoptera is killed, it immediately takes Treat the growing egg as a level 4 disease that requires
a final action even if it’s already taken its turn this round, three successful Might defense rolls (one per day) to
lashing its tail to make a level 6 attack on the nearest clear. Each failed Might defense roll causes the target
creature. If successful, the target takes damage and a tiny to descend one step on the damage track. If the target
egg is deposited in the wound. (This may not be obvious dies, a small nucleoptera eats its way out of the target’s
to the new host.) remains over the next few days.
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CYPHER SYSTEM BESTIARY
194
Ghost Riders | Weird West
GHOST RIDER APPEARANCE
Every ghost rider is distinguishable from others, sometimes related to the kind of disaster GM intrusion: The
they provoke. Other standout features include the following. event the ghost riders
are harbingering
d10 Feature suddenly arrives or
1 Instead of a sword and pistol, uses a whip or lasso of blazing fire increases in intensity.
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