Tentacles (see below), Grapple 15W, Cunning 12W, Tough 12W2
Distribution: Throughout Pamaltela and Slon
Charnjibbers are bizarre chaos creatures which take on the form of whichever creature they last ate, but with the addition of up to six tentacles. Charnjibbers first appear at the beginning of the dry season, by which point they have been able to eat only rats, lizards and similar sized prey. As the year progresses, however, they catch progressively larger prey, until by the time the rains start, they may take the form of sabretooth jaguars, titanotheres, dinosaurs, or similar creatures. It is unknown what happens to them next, for they are not seen again until the start of the next dry season by which time they – or perhaps their offspring – are tiny once more.
The charnjibber is able to use any abilities of the animal it is imitating, adding its own Tough and Cunning ratings. Even if it consumes a sentient being, it does not itself become sentient, and cannot use any abilities specifically associated with that state (for example, skills associated with knowledge, tool use, or personal interaction). However, it will also retain any special weaknesses of the creature consumed, such as the vulnerabilities of a vampire.
These monsters are also effectively indestructible. If apparently ‘killed’, the charnjibber lies motionless for a few days and transforms back into the shape it held prior to its latest change and then wakes up free from injury. If it is cut up into small pieces, each part will transform into a similarly sized prey creature, although if the result is a shrew-charnjibber this is unlikely to be a major concern to humans for the immediate future. Even fire or acid will merely delay the recovery of the beast.
Over half of charnjibbers possess a random chaotic feature, while around a third have two or even more such features. Of course, if the charnjibber eats another chaotic creature, it gains whatever powers that being possessed until it eats again.
The specific tactics employed by the monster will depend upon its current shape and abilities, although the Narrator should bear in mind its remarkable animal cunning. In addition, the charnjibber will likely grasp at an opponent with its tentacles to hold it still ready for the main attack. It can also flail about with its tentacles, although this is not very effective in combat. In this case, the charnjibber’s Tentacle ability is equal to its best attack ability minus five, or to its Large minus ten, whichever is greater. If it lacks either an effective attack form or a Large ability (for example, if it is in the form of a mouse), it has Tentacles 6.
Claws & Tail 15W+2, Inject Acid 15W, Acid Strength 5W, Bony Plates +6, Agile 18, Hide in Cover 10W, Large 18, Plan Tactics 18, Resist Magic 10W, Run Fast 8W, Set Traps 18, Strong 10W, Tough 15W
Distribution: Fonrit, Jolar, Tarien, Kothar
Grue are Pamaltelan chaos monsters of approximately humanoid shape but covered in jet black armoured plates and horny protuberances. They have large, elongated heads and a sharp bony tube instead of a tongue. Most grue are known to be solitary, and dwell in well-protected shelters in valley bottoms or caves. They protect their lairs with diabolic cunning, and will even set simple traps to capture intruders. Some grue have even tamed other chaos creatures to help protect their lairs. About one in eight grue have a random chaotic feature.
Worse still, there are rumours of huge subterranean colonies of grue somewhere in the Pamaltelan plains. If the rumours are true, each colony may have several dozen grue, lead by a Grue Queen nearly twice the size of her fellow residents (Large 8W, Strong 5W2, Claws & Tail 8W2+3, Bony Plates +7).
If possible, the grue will plan its attack
and will take advantage of any features of the local terrain. If it is
surprise, or has insufficient time to plan thoroughly, the grue will
attempt to grapple and rake with its claws and prehensile tail. If it
its opponent firmly enough, it will drag it close to its mouth and stab
the sharp bone tube in its mouth, with which it can pump acid directly
victim. Any creature losing a quick contest against this Inject attack
at a large penalty, if it is being held firmly by the grue) must then
the effects of the acid.
(well, more or less…)
Bite 5W, Constrict 5W, Appear as Woman 18W, Beautiful 5W, Crave Blood 5W, Drain Blood 8W, Hide in Cover 12W, Kiss 18W, Large 15, Love Trance 12W, Move Quietly 15W, Supple 18
Distribution: Worldwide (but rare outside Pamaltela)
Habitat: Any isolated spot
Magical chaotic beings, lamiae are the offspring of mortal women and succubi in male form. They resemble beautiful women from the waist up, but have a serpentine tail instead of legs. However, all lamiae also possess a magical talent which allows them to appear as if they were normal females of any humanoid species they are familiar with. They capture the males of such species to serve as their slaves, but, while they do not actually need blood to remain alive, they crave that of intelligent beings so much that none of their slaves survive more than a season, and few for that long
In order to enslave a suitable male, the lamia must simply use her illusion powers to disguise her true form, and then allow the subject to catch a glimpse of her. If the victim sees her, he must defend against her Love Trance talent or fall hopelessly in love with her. Should he resist the power once, he will remain immune to it for a full day.
Once entranced, the subject will do anything to protect or please his beloved, and will willingly allow her to drink his blood. Even if somehow removed from her presence, the magic will not wear off for at least a couple of weeks. Only if he sees the lamia in her true form does he have a chance to throw off the spell. In that circumstance he may make another attempt to resist her Love Trance and will be free if he succeeds. If not, he forgives the lamia her deception and remains in love; seeing her in her true form from then on will have no effect.
The kiss of a lamia drains magical energy from a person. This is treated as the sorcerous Tap spell, but all the victim’s magical powers are reduced if he fails to resist. Unlike the Tap spell, however, a lamia cannot kill a person through the use of this power.
If faced with a warrior woman or a
well-armed man who
resists her charms, a lamia will likely flee. Against a less apparently
dangerous foe, she will drop her illusory appearance and wrap her coils
them to hold them still while she bites. If she succeeds in the Bite
she will drain blood from the victim until they die. If she feels it is
allow the victim to live a little longer, or if they display effective
the lamia will kiss them before she drains their blood, the better to
her own Tap Pool. While the Love Trance power works only on males,
lamiae are both willing and able to use their Kiss on women.
Bite 5W+1, Dodge Attack 10W, Camouflage Self 15W, Dominate 18W, Hear Noise 2W, Spot Prey with Darksense 10W, Speak Local Language 10W, Strong 18, Tough 5W
Distribution: Errinoru, Jolar, Tarien, Kothar
Habitat: Jungle, plains
In the Darkness, one group of Pamaltelan trolls grew tired of the constant struggle against the creatures of chaos, and instead opted to accept chaotic powers to allow them to live lives of indolence, and to order other creatures to labour on their behalf. The descendants of these wicked and lazy trolls are the nightriders, but their contamination with chaos is so great that they no longer much resemble their untainted relatives. About the size of a ten year old human child, nightriders have wrinkled black skin and flat heads with long snouts and slitted red eyes. Their limbs are atrophied, and end in long tentacles which grow into the body of a host animal upon which they ride. Nightriders can use almost any large animal as a host, but common examples include crocodiles, sabretooth jaguars, grampuses and even such creatures as hoons or headhangers. A few are even found that ride upon humans or elves, although this is not common.
The tentacles that penetrate the host’s flesh are used by the nightrider to transmit commands, which non-sentient creatures are unable to resist. A sentient mount, however, may resist the nightrider’s Dominate ability; this is why they are not usually preferred as hosts. Such a mount may attempt to resist once per day, and if successful, will likely rip the creature free and escape. The nightrider may also opt to relinquish its control voluntarily, usually to transfer itself to a better mount.
So long as the nightrider remains attached to its host and in control of it, the two are treated as a single opponent. The combined creature will use the host’s combat skills, and any other skills or abilities (including magic) that the host may naturally possess, as well as any which belong to the nightrider itself. The nightrider may even transfer the effects of injury to its mount, so that both must be defeated before the creature is fully overcome. Mind-affecting spells will also be resisted as if the combined creature is a single opponent, for the host’s mind is irrelevant so long as it remains dominated. The exact tactics deployed will depend on the abilities available to the host creature.
If a nightrider is ever detached from its host, it can move only slowly and its only means of defence is to bite an attacker. If it is able to touch a living creature with one of its tentacles, it may attempt to control the creature with its Dominate ability. The desperation it feels when forced to fend for itself will mean that the nightrider will strike out at any living thing within range, and hope to find a better host later on if necessary.
Unarmed Combat 2W, Beautiful 2W2, Drain Energy 15W2, Flight Talent 10W, Inexhaustible 15W, Lithe 18, Lovemaking 10W2, Mesmerise Opposite Sex 15W, Surprisingly Strong 2W
Distribution: Worldwide (but rare outside Pamaltela)
A succubus is a chaotic spirit which is able to form a physical body from the psychic residue of sex crimes and perversion. The body so formed will be of the same species and race as the source of the original act, but the succubus may change from male to female form at will, and always appears achingly beautiful. Like a nymph, the succubus can dissolve its body and enter the Spirit World at will, but if the body is destroyed physically before it can dissolve, the succubus cannot reform until it encounters another sexual crime.
The succubus typically travels at night, although a succubus in the form of a nocturnal creature such as a troll might well travel during the day, when its victims are likely to be asleep. It will seek out anyone of its apparent species to seduce, and will visit them each night from then on. If the victim resists their initial advances, the succubus may attempt to mesmerise them; if successful, the victim will do whatever the spirit wishes for the remainder of the night. After each night of passion, the victim awakes with no memory of events other than what seems to be a very pleasant dream.
Each night that a succubus successfully visits a male victim it may attempt to use its Drain Energy ability. Initially, this weakens the victim, progressively draining them of physical stamina and strength, but, over the course of several nights, they will eventually die of exhaustion.
In male form, a succubus is more properly known as an incubus, and is unable to use the Drain Energy ability. However, if it has previously visited a male of the same species, any female it visits will become pregnant and will eventually give birth to a lamia, ogre or similar chaotic child.
Claw 5W+1, Shaggy Fur +1, Curiosity 5W, Large 15, Local Area Knowledge 10W, Search Area 10W, See Through Barrier 15W, Strong 18
Distribution: Umathela, Fonrit, Errinoru
Habitat: Jungle, hills, mountains
Watchweres are chaotic creatures with a bulky, ape-like body covered with matted, shaggy fur. They walk on their hind legs, and have twisted claw-like fingers on their forepaws. Their head is disproportionately small for their body and bears round eyes and a chicken-like beak. They are omnivores, and, although quite intelligent, the shape of their hands prevents them from using most tools. Watchweres can communicate only through the most basic of grunts and squawks. None the less, they can be taught to use magic and the rudiments of language, although none but other chaos creatures would do so.
Watchweres have the chaotic ability to see through solid objects as if they were not there, and can use this ability selectively to see through a wall, for example, without also seeing through whatever might be hidden behind it. The creatures are noted for their curiosity, and will peer through almost any barrier they come across, just to see what is on the other side. For this reason they are often captured and used as guards or guides intelligent chaos creatures, and prove particularly useful when avoiding (or planning) ambushes and traps.
In the wild, watchweres are solitary, and the mother raises her single cub alone and throws it out into the wild as soon as it is able to fend for itself. About one in ten watchweres possess a random chaotic feature in addition to their visual ability.
- Part 1 – Mundane Carnivores
- Part 2 – Mundane Herbivores
- Part 3 – Miscellaneous Mundane Mammals & Birds
- Part 4 – Sea Mammals
- Part 5 – Reptilian Carnivores
- Part 6 – Reptilian Herbivores of Pamaltela
- Part 7 – Aquatic Reptiles
- Part 8 – Mundane Amphibians and Fish
- Part 9 – Giant Insects
- Part 10 – Other Invertebrates
- Part 11 – Non-chaotic Monsters of Pamaltela
- Part 12 – Magical Beings and Creatures
- Part 13 – Elder Races of Jrustela & the East Isles
- Part 14 – Elder Races of Pamaltela
- Part 15 – Mermen
- Part 16 – Chaos Monsters of Genertela
- Part 18 – Spirits & Undead
Page Last updated: 2023-11-12 11:56:39