Byakhee, Lesser Servitor Race
This interstellar race often serves Hastur the Unnamable. Composed of conventional
matter, they are vulnerable to ordinary weapons such as pistols. Byakhee can fly
through space and carry a rider each, though such riders need protection from the
vacuum and cold by suitable spells or potions. Byakhee do not have bases on Earth,
but may be summoned to perform deeds or to serve as steeds.
ATTACKS & SPECIAL EFFECTS:
in combat, a Byakhee may either strike with both claws simultaneously (getting two
attacks per round), or attempt to bite the target. If the bite strikes home the
Byakhee remains attached to the victim and begins to drain his or her blood. Each
round the Byakhee remains attached, including the first, the blood drain subtracts
1d6 hit points of STR from the victim until death. The Byakhee characteristically
remains attached with the bite attack until it is slain or until the victim is drained
of blood. Escaping death, let the victim rest and regain blood by transfusion as
well, at up to 1d3 STR per day.
STATS:
|
Characteristic |
Rolls |
Averages |
|
STR |
5d6
|
17-18 |
|
CON
|
3d6
|
10-11 |
|
SIZ
|
5d6
|
17-18 |
|
INT
|
3d6
|
10-11 |
|
POW
|
3d6
|
10-11 |
|
DEX
|
3d6+3
|
13-14 |
|
Move: 5/20 flying |
HP: 14-15 |
|
Av. Damage Bonus: +1d6.
Weapons: Claw 35%, damage 1d6+db; Bite 35%, damage 1d6+blood drain.
Armor: 2 points of fur and tough hide.
Spells: Byakhee of POW 14 or more know at least 1d4 spells, normally
spells relating to Hastur and associated beings.
Skills: Listen 50%, Spot Hidden 50%.
Sanity Loss: 1/1d6 SAN points to see a Byakhee.
Dark Young of Shub-Niggurath, Greater Servitor Race
These beings are enormous writhing masses, formed out of ropy black tentacles. Here
and there over the surfaces of the thing are great puckered mouths which drip green
goo. Beneath the creatures, tentacles end in black hooves, on which they stamp.
The monsters roughly resemble trees in silhouette – the trunks being the short legs,
and the tops of the trees represented by the ropy, branching bodies. The whole mass
of the thing smells like open graves. Dark Young stand between 12 and 20 feet tall.
Such entities are the “young” referred to in Shub-Niggurath’s epithet, “Black Goat
of the Woods with a Thousand Young”. They are closely connected to her, and are
found only in areas where she is worshipped. Dark Young act as proxies for Shub-Niggurath
in accepting sacrifices, accepting worship from her cultists, devouring non-cultists,
and spreading their mother’s faith across the world. Luckily, they are rarely met
with.
ATTACKS & SPECIAL EFFECTS:
in its masses of tentacles, a typical Dark Young has four thicker sinuous tentacles
with which it attacks. Each of these thicker tentacles can strike out to injure
or to grab and capture once per round, conceivably at four different targets. If
a victim is grabbed, he or she is held to one of the horrible sucking mouths and
drained of 1d3 STR per round. STR loss cannot be restored. While being drained,
the victim is capable only of ineffectual writhing and screaming. The Dark Young
can also trample with its massive hooves, typically hooting and bellowing as it
does.
STATS:
|
Characteristic |
Rolls |
Averages |
|
STR |
4d6+30
|
44 |
|
CON
|
3d6+6
|
16-17 |
|
SIZ
|
4d6+30
|
44 |
|
INT
|
4d6
|
14 |
|
POW
|
5d6
|
17-18 |
|
DEX
|
3d6+6
|
16-17 |
|
Move: 8 |
HP: 30-31
|
|
Av. Damage Bonus: +4d6
Weapons: Tentacle 80%, damage db + STR drain : Trample 40%, damage
2d6+db
Armor: Dark Young are of non-terrene material and make-up, so that any successful
firearm attack does only 1 point of damage. A firearm impale does 2 points of damage.
Shotguns are exception, and do minimum possible damage, whatever that is. Hand-to-hand
weapons do normal damage; attacks dependent on heat, blast, corrosion, electrical
charge, or poisoning have no effect.
Spells: each Dark Young knows a number of appropriate spells equal
to half its INT; round fractions up.
Skills: Sneak 60%, Hide in Woods 80%
Sanity Loss: 1d3/1d6 SAN points to see a Dark Young.
Deep Ones, Lesser Servitor
The deep ones are an amphibious race that serve primarily Cthulhu and two beings
known as Father Dagon and Mother Hydra. Locked in the timeless depths of the
sea, their alien, arrogant lives are coldly beautiful, unbelievably cruel, and effectively
immortal. They come together to mate or worship Great Cthulhu. They
are a marine race, unknown in freshwater environments, and globally have many cities,
all submerged beneath the waves.
Some deep ones interact with humans. They appear to have a monstrous lust
to produce human / deep one hybrids. The reason may lie in the breeding cycle
of these beings, of which little is known. Deep ones may be worshiped by humans
with whom they regularly interbreed, for deep ones are immortal, unless slain, and
so are any hybrid offspring. Typically, hybrids inhabit remote coastal villages.
Such a hybrid begins life as a human-looking child who gradually becomes uglier
and uglier. Suddenly, over a period of a few months, the human undergoes a
monstrous transformation into a deep one. The changeover usually takes place
at the age of 1d20+20 years, but some individuals change earlier or later, or only
partially.
STATS:
|
Characteristic |
Rolls |
Averages |
|
STR |
4d6
|
14 |
|
CON
|
3d6 |
10-11 |
|
SIZ
|
3d6+6 |
16-17 |
|
INT
|
2d6+6 |
13 |
|
POW
|
3d6 |
10-11 |
|
DEX
|
3d6 |
10-11 |
|
Move: 8/10 swimming |
HP: 13-14
|
|
Av. Damage Bonus: +1d6
Weapons: Claw 25%, damage 1d6+db : Hunting Spear 25%, damage 1d6+db
Armor: 1-point of skin and scales.
Spells: at the discretion of the keeper, deep ones with a POW 14
or more know at least 1d4 spells.
Sanity Loss: 0/1d6 SAN points to see a deep one.
Great Race of Yith, Greater Independent Race
Servitor of the Outer Gods, Greater Servitor Race
These amorphous beings progress by rolling or slithering. They resemble frogs, as
well as squid or octopi. Their ever-changing shapes are hard to describe specifically.
Servitors accompany their masters as required, although they are most commonly found
in Azathoth’s court. These are the demon flautist that play the flute-like music
for their masters to dance by. They sometimes play for groups of cultists as well,
as a sort of background dirge, or in order to summon various deities, etc. The god
or entity arrives in 1d3+1 rounds after the servitor announces it, and departs when
dismissed by the Servitor, or 2d6 rounds after the Servitor’s death, or when the
god pleases. Summoning costs the Servitor a magic point, and another magic point
each five rounds that the summoned being remains.
STATS:
|
Characteristic |
Rolls |
Averages |
|
STR |
4d6
|
14 |
|
CON
|
3d6+6 |
16-17 |
|
SIZ
|
4d6+6
|
20 |
|
INT
|
5d6 |
17-18 |
|
POW
|
2d6+12
|
19 |
|
DEX
|
3d6+6
|
16-17 |
|
Move: 7 |
HP: 18-19 |
|
Av. Damage Bonus: +2d6
Weapons: Tentacle 45%*, damage db x 2** * 2d6 of them make the
attack ** minimum of 1d6 always
Armor: None, but no physical attack can harm one; spells and magical
weapons do normal damage; regenerates 3 hit points per round until dead.
Spells: each Servitor knows 1d10 spells, always including 1d10
Summon / Bind and Call spells.
Skills: Sneak 60%, Hide in Woods 80%
Sanity Loss: 1/1d10 SAN points to see a Servitor.
Star Vampire, Lesser Independent Race
These loathsome things are normally invisible, their presence signaled only by a
sort of ghoulish tittering. After feeding, they become visible through the blood
they drink. Summoned from the depths of space, some can be controlled to serve powerful
wizards or other beings.
ATTACKS & SPECIAL EFFECTS:
in attack, 1d4 talons can grasp a given target at once. The victim will then be
drained of blood, whether or not dead, and living victims lose 1d6 STR per round,
as blood loss. If not killed, the victim replaces this loss quickly, in three days
or less. Against an invisible creature, halve the chances to hit, even if it is
tittering. After feeding, the Star Vampire remains visible for 6 rounds, when fresh
blood metabolizes into a transparent equivalent. While it can be seen, attacks can
be made at a normal chance to hit.
STATS:
|
Characteristic |
Rolls |
Averages |
|
STR |
4d6+12 |
26 |
|
CON
|
2d6+6
|
13 |
|
SIZ
|
4d6+12
|
26 |
|
INT
|
3d6
|
10-11 |
|
POW
|
1d6+12
|
15-16 |
|
DEX
|
1d6+6
|
9-10 |
|
Move: 6/9 Flying |
HP: 20 |
|
Av. Damage Bonus: +2d6
Weapons: Talons 40%, damage 1d6+db; Bite 80%, damage 1d6 STR blood
drain per round.
Armor: 4-point hide. Bullets do only half damage due to the extra-terrene
integument of the Star Vampire.
Spells: though magic attacks are unusual, a d100 roll of INTx3
or less gives 1d3 spells to a Star Vampire.
Sanity Loss: 1/1d10 SAN points to see a Star Vampire or experience
its attack.