James R. Coplin

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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.