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Eclipse Cthulhu Monsters
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Eclipse Cthulhu: Bestiary

Making Mythos Monsters Menacing

The average Eclipse Phase character carries enough weaponry to trivialize many of these creatures if simply thrown into a fair fight with them as they are statted here.  However, every intelligent race in the cosmos is smart enough to avoid a fair fight, and likewise knows better than to come unarmed.  The intelligent species presented here are thousands of years more advanced than humanity, and will undoubtedly employ technology far beyond transhuman capabilities to give them an edge.  Their devices might bend gravity, magnetic fields, or even time itself, or perhaps they could emit waves which interfere with transhuman thought, affecting both biological and cyberbrains.  The Exsurgent Psi Epsilon sleights in the corebook are a good start, but remember that the average Epsilon capable exsurgent is a monster barely hanging on to sanity, while the races of the mythos have had centuries if not millennia of calculating study to perfect their craft.  

It goes without saying that the more technologically advanced extraterrestrials are more than capable of replicating the effects of almost any transhuman hardware, from augmentations to weaponry.  Spotting something like a Deep One or Tcho Tcho probably won’t cause any psychological damage, while a Shoggoth or Star Spawn will pile on the mental stress.

New Trait: Not of This Earth

Beings which are Not of This Earth have alien biology, perhaps being composed of exotic elements or matter not found on earth.  As such they are immune to electric shocks, toxins, and biological agents.

Deep One

“I think their predominant color was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills, and their long paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four. I was somehow glad that they had no more than four limbs. Their croaking, baying voices, clearly used for articulate speech, held all the dark shades of expression which their staring faces lacked”

Deep Ones are a sentient race of amphibious race of marine dwelling bipeds.  The species originated on earth, and while certain anthropologists argue they share a common ancestor with humanity, it is certain that the Deep One race far predates anatomically modern man.  Deep Ones make their homes far below the surface of the ocean, dwelling in breathtaking underwater cities.  They worship Cthulhu along with Dagon and Hydra, two enormous Deep Ones said to be the eldest of their race, although all Deep Ones are immortal.  Deep Ones are rarely seen on land, emerging only occasionally to mate with groups of humans whom they have formed special pacts with.  The offspring of these pairings appears human at first, but as it ages its amphibious traits begin to express, eventually transforming the hybrid into a full Deep One.

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

20

25

15

15

10

30

15

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

-

-

-

10

50

75

3

6

1

Movement: Shuffling 3/15, Swimming 6/30

Relevant Skills: Fray 45, Freerunning 15, Polearms 45, Swim 75, Throwing 30, Unarmed 45

Notes: Claws (D10+1 -1 AV), Echolocation, Gills, Grip Pads, Hydrostatic Pressure Adaptation Temperature Tolerance

Deep Ones often carry coral spears or knives, which they either thrust into their target or hurl before closing with their claws and teeth.  Deep one coral spears deal D10+1 damage with -2 AV, while knives deal D10 damage with -1 AV.  If a spear thrust or toss is defeated by the target’s armor, it snaps and is useless, save as an improvised knife.  If a spear or knife causes sufficient damage to inflict a wound, it has become embedded in the target’s body.  Any spear thrust causing damage has a 10 percent chance to break the spear, leaving pieces embedded in the wound.  In either case, the victim has D5 turns before the coral begins growing inside them, dealing D10 damage per turn to biomorphs and D5 damage per turn to synthmorphs (not mitigated by armor) as it tears through their body.  Medichines and Nanophages are able to combat this, but will eventually be overcome by an embedded weapon if it is not removed in a timely manner.

Elder Thing

"Objects are eight feet long all over. Six-foot five-ridged barrel torso 3.5 feet central diameter, 1 foot end diameters. Dark grey, flexible, and infinitely tough. Seven-foot membraneous wings of same colour, found folded, spread out of furrows between ridges. Wing framework tubular or glandular, of lighter grey, with orifices at wing tips. Spread wings have serrated edge. Around equator, one at central apex of each of the five vertical, stave-like ridges, are five systems of light grey flexible arms or tentacles found tightly folded to torso but expansible to maximum length of over 3 feet. Like arms of primitive crinoid. Single stalks 3 inches diameter branch after 6 inches into five sub-stalks, each of which branches after 8 inches into five small, tapering tentacles or tendrils, giving each stalk a total of 25 tentacles.

At top of torso blunt bulbous neck of lighter grey with gill-like suggestions holds yellowish five-pointed starfish-shaped apparent head covered with three-inch wiry cilia of various prismatic colours. Head thick and puffy, about 2 feet point to point, with three-inch flexible yellowish tubes projecting from each point. Slit in exact centre of top probably breathing aperture. At end of each tube is spherical expansion where yellowish membrane rolls back on handling to reveal glassy, red-irised globe, evidently an eye. Five slightly longer reddish tubes start from inner angles of starfish-shaped head and end in sac-like swellings of same colour which upon pressure open to bell-shaped orifices 2 inches maximum diameter and lined with sharp white tooth-like projections. Probable mouths. All these tubes, cilia, and points of starfish-head found folded tightly down; tubes and points clinging to bulbous neck and torso. Flexibility surprising despite vast toughness.

At bottom of torso rough but dissimilarly functioning counterparts of head arrangements exist. Bulbous light-grey pseudo-neck, without gill suggestions, holds greenish five-pointed starfish-arrangement. Tough, muscular arms 4 feet long and tapering from 7 inches diameter at base to about 2.5 at point. To each point is attached small end of a greenish five-veined membraneous triangle 8 inches long and 6 wide at farther end. This is the paddle, fin, or pseudo-foot which has made prints in rocks from a thousand million to fifty or sixty million years old. From inner angles of starfish-arrangement project two-foot reddish tubes tapering from 3 inches diameter at base to 1 at tip. Orifices at tips. All these parts infinitely tough and leathery, but extremely flexible. Four-foot arms with paddles undoubtedly used for locomotion of some sort, marine or otherwise. When moved, display suggestions of exaggerated muscularity. As found, all these projections tightly folded over pseudo-neck and end of torso, corresponding to projections at other end."

Elder Things are an advanced alien race of great wisdom and power that visited Earth in bygone prehistoric ages.  The vast majority of Transhumanity’s knowledge of the species comes from long fossilized paleontological specimens and a few sandblasted ruins on mars, but all available evidence points to the existence of a vast interstellar civilization, possibly still extant elsewhere in the galaxy.  According to some researchers on the absolute fringe of scientific credibility, much of Earthly life bears the mark of these barrel shaped crinoids’ genetic experimentation.  Elder Things are able to physically traverse space by unknown means, with xenobiologists’ hypothesis ranging from their wings functioning as solar sails, to the “head” serving as a miniature ramscoop, gathering loose hydrogen atoms for use in a biological jet engine.

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

40

30

30

30

20

30

30

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

-

-

-

20

100

150

3

12

2

Movement: “Feet” 3/15, Wings (Atmosphere/Water) 7/35, Wings (Vacuum) 8/40

Armor: 20/20

Relevant Skills: Academics: Molecular Genetics 75, Beam Weapons 70, Fray 45, Freefall 70, Freerunning 30, Flight 70, Medicine: Gene Therapy 50, Swimming 50, Unarmed (Tentacles) 60

Notes: 5 Limbs, 360-Degree Vision, Ambidextrous*5, Direction Sense, Enhanced Hearing, Enhanced Vision, Large Size, Not of This Earth, Temperature Tolerance, Tentacles (2D10, may asphyxiate grappled opponents) Vacuum Sealing, Wings

K’n-yan

To see that the mutual encroachments of pleasure-seeking never crippled the mass life of the community—this was all that was desired. Family organisation had long ago perished, and the civil and social distinction of the sexes had disappeared. Daily life was organised in ceremonial patterns; with games, intoxication, torture of slaves, day-dreaming, gastronomic and emotional orgies, religious exercises, exotic experiments, artistic and philosophical discussions, and the like, as the principal occupations.”

K’n-yan are immortal, telepathic, sadistic hedonists who populate a vast underground civilization beneath Northern Mexico.  Their civilization long ago achieved complete physical mastery over their own bodies, granting them both immortality and the power to de and rematerialize at will.  Their scientific achievements were also staggering, by the time the human industrial revolution was beginning on the surface, the K’n-yan had already abandoned the vast majority of their technological developments out of sheer ennui, keeping only what was absolutely necessary to fulfill their personal whims.  To this end, they employed their skills in bioscience to develop servitors from several slave races to autonomously perform all manual labor necessary to sustain their standard of living.  This left the terminally bored K’n-yan free to descend even farther into religious fervor and mindless hedonism, constantly seeking new sensations to combat the tedium brought on by centuries of life.  The K’n-yan chiefly worship Yig and Cthulhu, who they know as Tulu, although some also venerate Shub Niggurath and her children Nug and Yeb.  The K’n-yan originally sealed their underground civilization from the outside world when R’lyeh sank beneath the waves, long before the advent of modern man.  With Cthulhu’s reemergence on The Day The Stars Were Right, they have gleefully unsealed the passages to the surface, ready for their god to enrapture them with “new ways to shout and kill and revel and enjoy themselves.”

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

20

20

20

20

20

20

30

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

-

-

-

8

40

60

2

8

1

Movement: 4/20 Legs

Relevant Skills: Blades 65, Climb 45, Fray 60, Freerunning 60, Mythos: Nug and Yeb 30, Mythos: Shub Niggurath 30, Mythos: Yig 45, Sense 65, Unarmed 50

Notes: Immortality Blues, Psi Level 2

K’n-yan, if sleeved in their original bodies, are capable of de and rematerialization of both themselves and, to a lesser extent, other objects around them.  This ability allows them to pass through any “solid” object.  Furthermore, this ability permits them to avoid all non-area attacks directed at them entirely if they are able to pass a Ref*3 check.  K’n-yan may dematerialize small objects, or unwilling targets by winning an opposed Will*3 check.  These objects rematerialize if the K’n-yan’s concentration is broken.

All K’n-yan are telepathic and, regardless of the body they are sleeved in, are assumed to possess any Psi-Gamma and Chi sleights they desire.

Mi-Go

“They were pinkish things about five feet long; with crustaceous bodies bearing vast pairs of dorsal fins or membranous wings and several sets of articulated limbs, and with a sort of convoluted ellipsoid, covered with multitudes of very short antennae, where a head would ordinarily be.”

The Mi-Go, or “Fungi From Yuggoth,” are a sentient race of extraterrestrials, resembling malformed, winged crustaceans.  The Mi-Go are able to travel through interstellar space without technological assistance by unknown means, and in the archaean past arrived in the Solar System to alight on Yuggoth.  They are highly intelligent and have visited the Earth many times in bygone ages, mainly to establish mining colonies and acquire resources that the Outer System is poor in.  They are as attuned to the mythos as other intelligent extraterrestrial races, primarily worshipping Nyarlathotep and Shub Niggurath.  Recent events on Earth have prompted their withdrawal from the planet, suggesting that they the Mi-go are no friends of the Star Spawn and their High Priest.

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

25

30

15

20

15

15

20

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

-

-

-

10

40

60

2

7

1

Movement: Scuttling 4/20, Flying (Microgravity/Vacuum) 5/25, Flying (Earth Gravity/Atmosphere)

3/15

Armor: Carapace 8/8

Relevant Skills: Academics: Bioengineering 75, Beam Weapons 60, Climb 50, Disguise 45, Flight 75, Fray 45, Freefall 60, Medicine: Surgery 75, Mythos: Nyarlathotep 45, Mythos: Shub Niggurath 35, Unarmed (Pincers) 45

Notes: 10 Limbs, 360-Degree Vision, Chemical Sniffer, Electrical Sense, Enhanced Hearing, Enhanced Vision,  Not of This Earth, Pincers (D10 -2 AP), Vacuum Sealing, Wings

A Mi-Go Beam Gun uses the same stats as a Particle Bolter, but deals Shock damage to biomorphs.  Transhumans attempting to use the weapon for the first time must make a Beam Weapons test or otherwise familiarize themselves with its operation before using it.

Shoggoth

“...a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming as pustules of greenish light...”

A Shoggoth, or Servitor, is a creation of the Elder Things, a vaguely crinoid alien race that visited Earth in the distant past.  The Elder Things were excellent bioengineers, and Shoggoths are miracles of living picotech, far beyond Transhumanity’s understanding.  Like a biological version of a bush robot, they are capable of extruding tools and appendages of any shape from their pseudopods as necessary.  Shoggoths may be of two kinds.  The first is unintelligent and operating purely on hypnotic commands issued by its Elder Thing masters, or anyone able to simulate these signals.  The second has gained sentience after centuries of servitude.  The second type is thought to have been exterminated after they rebelled, but a few may still exist on Earth somewhere.

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

-/10

25

5

25

5

DUR

-

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

-

-

-

-

150

200

DUR/10

6

1

Movement Rate: Rolling 5/25

Relevant Skills: Climb 75, Freefall 75, Freerunning 75, Unarmed (Grappling/Enveloping) 75

Notes: 360-Degree Vision, Chemical Sniffer, Electrical Sense, Enhanced Hearing, Enhanced Vision, Fractal Digits, Nanoscopic Vision, Not of This Earth, Shape Adjusting, Pseudopods (D10), Temperature Tolerance, Very Large Size*

Shoggoths have a Som value equal to their current Durability.  They do not suffer Wounds, and cannot be harmed by Kinetic damage.  Energy damage harms them at half the damage value rolled.  A Shoggoth’s size changes with its durability, at full size it is as large as a subway car, when reduced to zero durability it is roughly the size of a basketball.  At any size, a Shoggoth can reconfigure its shape to squeeze through any opening.  Shoggoths which successfully grapple a target with a pseudopod, or which succeed in overrunning targets during movement, may envelop the victim.  Enveloped victims take 2D10+DUR/10 Acid Damage.  Worn armor mitigates this damage, but is permanently eaten away at a rate equal to damage soaked.  Shoggoths may consume morphs to replenish their own Durability by a value equal to the Durability of the morph consumed, at a rate of 5 per turn.

Star Spawn

“...the nightmare corpse-city of R'lyeh, that was built in measureless aeons behind history by the vast, loathsome shapes that seeped down from the dark stars. There lay great Cthulhu and his hordes, hidden in green slimy vaults and sending out at last, after cycles incalculable, the thoughts that spread fear to the dreams of the sensitive and called imperiously to the faithful to come on a pilgrimage of liberation and restoration.”

The Star Spawn are servitors of and perhaps descended from Great Cthulhu himself, although their exact familial relation is unknown.  The Star Spawn resemble smaller versions of the Old One himself, and possess powers and attributes similar to his on a reduced scale.  Since The Day The Stars Were Right the Star Spawn have run riot, slavishly carrying out their god-king’s inscrutable edicts.  The Star Spawn emerged from R’lyeh and have so far only been encountered on Earth, as for reasons known only to themselves they have declined to attempt any large scale movements offplanet, which the Planetary Consortium’s killsat network would be unable to stop.

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

25

30

25

30

10

40

30

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

-

-

-

10

150

300

4

11

1

Movement Rate: Walking 5/25 Swimming/Flying 6/30

Relevant Skills: Fly 50, Fray 65, Mythos: Cthulhu 99, Swim 70, Unarmed (Tentacles/Claws) 50

Notes: Gills, Large Size, Not of This Earth, Wings

Star Spawn are able to heal damage at a rate of D5 points of durability per turn.  They are equipped with any skills, augmentations or traits the Keeper thinks appropriate for the circumstance, and may both gain new ones and improve their armor values in response to damage.

Tcho Tcho

“His eyes flashed recognition, and he stared up into my face as memory returned to him, and unutterable horror crossed his features. “Tcho Tcho,” he muttered. “Little men-from the Lake of Dread... walled city.”

Anthropologists posit that the Tcho Tcho people migrated from Tibet to Southeast Asia some time between the 5th and 6th centuries CE, tales of pre Bhuddist cultures in the Tibetan Plateau practicing cannibalism, orgies and “devil worship” aligning with the tribe’s proclivities.  Their main claim to fame has always been their practice of cannibalism, which the French did their best to suppress during their colonization.  Following French withdrawal from the region, the Socialist government which seized power engaged in what was widely criticized as ethnic cleansing of the Tcho Tcho.  In fact the majority of the tribe retreated to their hidden strongholds deep in the jungles, raising populations of abhuman cattle and waiting for the Stars to come Right.  The Tcho Tcho have worshipped Zhar, Lloigor, and Chaugnar Faugn for centuries, the latter of whom they claim descent from.  Their government is a theocracy, with ritualized cannibalism subsidized by the state.  Though small in stature, the average Tcho Tcho is a formidable opponent in hand to hand combat, as their training emphasizes savage grabs, throws, and the strengthening of the jaw muscles, allowing the teeth to be used as a “third hand.”

Attributes

Cog

Coo

Int

Ref

Sav

Som

Will

Base

20

20

15

20

15

20

30

Moxie

TT

Luc

IR

WT

Dur

DR

DB

Init

Speed

-

-

-

-

8

40

60

2

7

1

Movement Rate:

Relevant Skills: Academics: Human Anatomy 45, Art: Franco-Thai Cuisine 45, Blades 35, Climbing 40, Fray 65, Freerunning 45, Mythos: Chaugnar Faugn 60, Mythos: Zhar and Lloigor 60, Unarmed (Bite) 65

Notes: Teeth (D10 Damage -2 AV)