Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 4 | 14 | +5 | d6 |
| Attack: 2 x Claw (d6) / Shit Fling (d6 TOX*) | |||
| Deficient in pigmentation and in manners, these primates dwell in cavities, vents, and other sheltered places within the Wall. When the sun sets they venture out in search of meat. They are highly intelligent, excellent climbers, and punishingly accurate with the putrid white turds they hurl at intruders. | |||
Biological / Synthetic
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 3 | 16 | +3 | d6 |
| Attack: Cannon (d12 blast) | |||
| The Wall's voracious predators necessitate an evolutionary response of equal potency. These herbivores are half-beetle and half-armament, and they have learned to shoot first. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 7 | 17 | +7 | Solo |
| Attack: 2 x Claw (d10) | |||
| Fearsome arboreal hunters, which strike with a speed the human eye cannot track. | |||
| Butcher: If the mantis’s attack roll exceeds the target’s Armour Defense by 5 or more, the mantis automatically inflicts a Wound: Severed Limb (3 Slots, -10 STR, -10 DEX). | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 1 | 13 | +1 | 2d6 |
| Attack: Tail Spines (d6) | |||
| Snickering squirrel-folk with a taste for mischief and murder in equal doses. They fling hollow bony barbs from their tails with dismaying enthusiasm. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 2 | 16 | +5 | d8 |
| Attack: Big Claw (d10) + Little Claw (d6) | |||
| Carnivorous climbing crustacean. Scuttles up from the Sea of Songs to seek food in the Wall’s gutters and ducts. | |||
Biological / Synthetic
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 6 | 13 | +8 | Solo |
| Attack: Crush (d8 ongoing, STR save to break free) / Hologram Flare (DEX save vs Blinded) | |||
| A python with sub-dermal nanomachine integration. The Dreamsnake’s scales act as hologram projectors, allowing it to conjure up bizarre hallucinatory images to entice or distract prey. | |||
| Projection: the Dreamsnake's scales project swirling baffle-patterns around its body while fighting. Attacks against the snake are made with disadvantage, unless the holograms can be disabled with an EMP. | |||
Biological / Synthetic
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 1 | 12 | +1 | d8 |
| Attack: Drilling Bill (d6 + 1 Armour Damage) | |||
| Cyborg birds which make their nests in the high reaches of the Wall. Their beaks rotate at great speed, allowing them to bore through solid ferroconcrete to make their nesting caves. They are aggressive against potential egg-thieves, and their spinning bills make short work of armour. | |||
| Armour Damage: the target’s armour loses 1 point of Armour Defense. If worn armour loses all Defense, it is destroyed and cannot be used. Degraded armour can only be repaired at settlements. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 2 | 14 | +2 | d6 |
| Attack: Plummet (3d6, from above only) / Bite (d4) | |||
| Territorial insects with a penchant for hiding on ceilings. They wait until potential prey walks beneath them and drop on their victim, relying on their spiked tail to secure the kill. | |||
Hypergeometric
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 4 | 14 | +4 | d6 |
| Attack: Bite (d6, hypergeometric) | |||
| Planeydogs, descended from the early test passengers of hypergeometric gateways. These cunning canines are able to teleport short distances at will, bypassing solid objects in a flash of soundless, uncanny light. They use this ability to dance in and out of melee range, harrying their prey to exhaustion. | |||
| Telefrag: If a Flashund rolls a natural one during its attack, it has misjudged its teleport and is now occupying the same space as a solid object near its target. The Flashund dies instantly, causing 3d6 blast damage to everyone nearby. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 1 | 12 | Always Flees | d10 |
| Attack: Shoddy Weapon (d6) / Vomit (d6 TOX) | |||
| A loathsome blend of housefly and human. Said to be the result of a teleportation accident. They feed upon decaying flesh and lovingly lay their grubs within the leftovers. | |||
| Jitterbug: Flyfolk have incredibly fast reflexes, and always win initiative. They cannot be surprised. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 5 | 14 | +5 | d8 |
| Attack: Venomous Bite (d8 + d8 TOX) | |||
| Man-sized predatory arachnids. The creatures have a parasol-like membrane between their legs, which allows them to swoop down upon their prey. They do not build complex webs, but nest in crevices and holes. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 14 | 20 | +10 | Solo |
| Attack: 2 x Claw (d10) + Bite (d12) | |||
| A colossal carnivorous lizard that stalks the innards of the Wall. They have a taste for pack beetles, and can be distracted by offering up a sacrificial insect. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| d6 | 13 | +10 | Solo |
| Attack: Strangle (d6 ongoing, number of targets = Level, STR save to break free) | |||
| A motile bolus of predatory vines, each stalk crawling like a viper in search of meat. When suitable fodder is found the vine moves swiftly to throttle the victim, lifting them from the ground to swing as though from the gallows. Nutrients are drained from the corpses over many days. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 3 | 15 | +5 | d8 |
| Attack: Bow (d8) / Fire Egg (d8 blast, flames) | |||
| The younger sons and daughters of proliferate Roosts often find themselves without purpose. They venture out into the Wall in bands, to harry and rob those unprotected by Ostriel's law. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 7 | 18 | +7 | d4 |
| Attack: 2 x Horns (d8) / Tongue Grab (DEX save vs Devoured) | |||
| Smaller and stealthier than the giant geckos that prowl the Wall’s heights, but no less dangerous. | |||
| Camouflage: if the PCs fail a PSY save, the chameleon strikes from ambush. | |||
| Devoured: characters dragged in by the chameleon’s tongue are swallowed whole and suffer 2d6 damage per round. STR save to break free. | |||
Biological / Psychic
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 4 | 12 | +0 | d3 |
| Attack: Psyche Blast (d6 PSY damage) / Mind Control (EGO save to resist) | |||
| A rare psychic predator, which resembles two winged humanoids fused back-to-back. The creature attempts to mentally dominate its victims, before forcing them to leap to their deaths from the Wall. It descends to dine on the remains. | |||
| Mind Control: target must EGO save or fall under the Moth’s control for one round. Mind controlled targets attempt to jump from the Wall. Failing this, they attack the nearest PC. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 8 | 22 | +8 | Solo |
| Attack: Pincers (d12), followed by Shear (Special) | |||
| A rust-hued gladiator with a grip that can cut an armoured vehicle in two. | |||
| Shear: if the Beetle rolls higher than the target’s Armour Defence on an unmodified d20, they are sheared in half and killed with no save possible. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 6 | 16 | +5 | d3 |
| Attack: 2 x Talon (d8) + Bite (d10) | |||
| Gene-sculpting is an uncertain process, and instability is often found in a heavily edited bloodline. Gigantism is a common defect in Harpy chicks, producing offspring who exceed their peers in appetite and size. It is customary to abandon them before they can fly, as they are thought to be an ill omen. | |||
Biological / Synthetic
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 1 | 12 | +1 | d12 |
| Attack: Weapon (d6) | |||
| Floating abhumans, whose balloon-like bodies are filled with lighter than air gas. The descendants of gene-sculpted labourers who served on orbital habitats and space elevators. | |||
| Flammable: if damaged by flames, Stratosfolk take an additional 3d6 blast damage, and inflict 3d6 blast damage on everyone in melee range. | |||
Hypergeometric
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 0 (1 HP) | 11 | Equal to Group Size | 2d6 |
| Attack: Claws (d4 hypergeometric) | |||
| Hooting hypergeometric horrors, brachiating through the chasms of the Wall in gangs. They resemble cubist fever-dreams and multiply when slain, emitting fresh gibbons in place of blood. | |||
| Fissile: killing a Twin-gibbon causes it to divide, creating two new Twin-gibbons. Experienced Wall explorers fight them with non-lethal methods. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 6 | 15 | +8 | Solo |
| Attack: 2x Claw (d6), followed by Bite (2d8) if both claws hit the same target | |||
| A lithe and surefooted predatory cat. The panther’s nanofibre pelt absorbs every wavelength of light, rendering it a moving clot of darkness. | |||
| Vantablack Pelt: the panther always surprises when attacking in darkened places. It takes double damage from beam weapons. | |||
Biological / Synthetic
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 10 | 20 | +10 | Solo |
| Attack: Bite (d12 + Devour) | |||
| Cyborg organisms, designed to live in the vacuum of space and Urth’s upper atmosphere. They once defended space elevators and orbital structures from sabotage, although the days of their servitude are long gone and they are driven now only to eat and grow. They are black ropes of muscle and synthetic void-dermis, drifting through the dark places behind the sky in search of warm provender. | |||
| Devour: If a Voidmaw’s attack roll exceeds the target’s Armour Defence by 5 or more, they will be swallowed whole and crushed inside the creature’s body, taking 3d6 damage each round they are inside the Voidmaw. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 3 | 10 | +1 | d8 |
| Attack: Tendrils (d8 TOX, DEX save vs Snared) | |||
| Gas-filled colony organisms, purportedly of extrasolar origin. They drift through the cold air of the Wall’s upper reaches, preying upon birds and Stratosfolk. Their gauzy flesh renders them near invisible in all but the brightest light. | |||
| Snared: A Snared character has an Armour Defense of 9 and cannot move away from the Medusa. The Medusa will begin to rise into the sky with its prize, at a slow but determined pace. DEX save to break free. | |||
| Transparent Flesh: if the PCs fail a PSY save, the Wind Medusa strikes from ambush. | |||
Biological
| Level | Armour | Morale | Encountered |
|---|---|---|---|
| 5 | 14 | +5 | d4 |
| Attack: 2 x Claw (d6) + Sting (d6 + d8 TOX) | |||
| A winged, venomous arachnid. Fond of eating pack beetles and will take any opportunity to devour them. | |||