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Aberrations

Summoning Difficulty: +13

Carrier Of Bogwid Fever, Amphibious, Incredibly Disgusting Aberration

Good At: Hiding In Swamps (+4), Pummelling With Tentacles (+4)

Bad At: Resisting Edged Weapons (-2), Figuring Things Out (-2), Being Dried Out (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Severe (6)

Do not treat as a mob.

This nightmare shambles along the ground on eight muscular tentacles that leave behind a clear viscous residue stinking of putrefaction. Its amphibian skin is moist, green-black, and covered in warts and protuberances. On its back, dozens of fist-sized pustules shift and pulsate with nauseating vitality, like sentient oily bubbles threatening to burst.

Bogwid

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Resistances: Because I am a freakish aberration, I reduce stress inflicted on me by fire and acid damage by two (2).

Revolting Aura: Because I am a both visually and odoriferously revolting aberration, I gain +4 to create advantage as a free action against all other non-aberrations in my zone at the beginning of each exchange, and on those entering my zone, and on those whose zone I enter to add the situational Aspect Sickened to each affected target. Targets can defend against this while Focused or if they have Combative +3 or higher they may use Combative instead. A given target can only be targeted by this ability once per conflict.

Hurl Offspring: Because I grow disgusting symbiotic offspring on my back, I gain +4 to attack a target in my zone or an adjacent zone by throwing one of my offspring at them. If successful instead of doing damage immediately I attach one of my offspring to the target, and my offspring will start attacking the target on its own. See Bogwid Spawn profile for details.

Summoning Difficulty: +4

Carrier Of Bogwid Fever, Blood Sucking Parasite

Good At: Latching On To Victim (+4), Sucking Blood From Victim (+4)

Bad At: Resisting Edged Weapons (-2), Doing Anything Other Than Sucking Blood From Victim (-4)

Hits: [1][1]

Treat as individuals.

Attached Damage: Because I latch on to my victim and am hard to get rid of, when I am latched on and someone attacks me while not being Careful, half of the damage inflicted on me is inflicted on my victim as well.

Summoning Difficulty: +5

Amphibious, Aggressive

Good At: Nasty Bites (+2), Swimming (+2)

Hits: [1][1]

Bogwiggles fight as individuals.

Summoning Difficulty: +8

Ferocious, Perceptive, Ambushcade

Good At: Nasty Bites (+2), Multiple Unusual Senses (+2), Natural Camouflage (+2)

Bad At: Self Preservation (-4)

Stress [1][2][3]

Mild (2)

Do not treat as a mob.

Ambusher: Because I am so good at ambushing my prey, if I am able to surprise an opponent I gain +4 to attack in the first exchange.

Summoning Difficulty: +12

Able To Look Like A Stalagtite, Perceptive, Ambushcade

Good At: Enveloping Constriction (+2), Multiple Unusual Senses (+2), Natural Camouflage (+2)

Bad At: Resisting Edged Weapons (-2), Sentience (-2)

Stress [1][2][3]

Mild (2)

Do not treat as a mob.

Darkmantle

Darkvision: Because I have Darkvision I can see perfectly in total darkness.

Blindsight (-2): Because I have unusual senses that do not rely upon sight I can sense invisibile things that are near me; I gain +2 to notice anything moving in my zone or an adjacent zone and I can sense things that are invisible.

Ambusher: Because I am so good at ambushing my prey, if I am able to surprise an opponent I gain +4 to attack in the first exchange.

Darkmantle Darkness: Because I am a darkmantle, as an action I have the ability to add the situational Aspect Darkness to my zone or an adjacent zone. This effect provides active Good (+3) defense to notice attempts and targeted abilites. This Aspect lasts for four exchanges, though it can be overcome and removed by a character with Arcane, Divine, or Primal of +3 or higher opposed by a Superb (+5) difficulty. Thanks to my Darkvision, I am not affected by this.

Sinspawn