New Creatures

( ⇪ Campaign Setting )

New life is out there, and not all of it is friendly.

You Lose

There are creatures that should not be and will not be given stats, for the simple reason of “if you stat it, they will kill it”. Hence this section is called “You Lose”, as in “no, we will not stat this, and if you attack it you will lose”. Pretty-much all of the gods of the outer planes inherently qualify for this category because there’s no reason they’d leave the safety of the outer planes when they have The Great Planar Seal protecting them from uppity high-level mortals.

Other creatures that will not be statted are ones meant to be part of a story, but not as a combat encounter. They’re a force of nature, or a cosmic entity, or an aspect of sentience, or of a race of creatures so advanced that you cannot hope to fight them. Regardless, creatures in this category cannot be defeated or killed. You can’t even capture them, usually. The best you can hope to do is to break even, repel them temporarily, or direct their attention elsewhere. Usually you should just run, or hide, or kill yourself before it can do something to you worse than death.

Many creatures are also in the “You Lose” category if they’re far far above the PC’s ECL and the PCs are expected to run. Like any “You Lose” creature encounter, the PC’s passive Wisdom, passive Intelligence, and passive Knowledge stats become their greatest assets. A PC can feel fear even if there’s no specific supernatural force or rule that says they’re under a fear effect.

GM’s Note: In a “You Lose” encounter, the GM should focus on letting the players know what their characters’ fears are telling them. Do not impose a fear effect on a PC ( shaken , frightened , panicked , or cowering ) unless the creature’s abilities or stats say they can. Bravery isn’t a question of whether you make your saving throw, bravery is an acceptance and cooperation with fear in an effort to keep you alive. Let the players make the choice to cooperate with that fear. Take advantage of the PC’s passive stats to give them free information about what their character’s basic fears are saying, but do not force them to take any specific actions in response to those fears. You can say things like “Your character is scared of ______ because ______ could happen just like earlier with ______.”

It is these acknowledged “You Lose” possibilities that give this D&D setting more potential for horror than most settings. A “total party kill” should generally be avoided, but should always be an option if the players constantly ignore the fears of their own characters. So long as the players acknowledge those fears and act intelligently to keep themselves alive, the GM should try to avoid killing them.

Hypertech Creatures

Most complex technological objects in this setting are in fact completely-inorganic technological constructs without the living construct subtype or any modes of personal transportation (such as legs or wheels). Unless the technological construct has the hypertech subtype, the construct may at GM’s discretion possess vulnerability to electric energy .

Hyperion-created constructs that have an intelligence score (including intelligent items such as some Item Familiars) all have the Hypertech subtype.

Hypertech Subtype

Creatures with the hypertech subtype have adequate shielding against electomagnetic fields and as-such do not possess the vulnerability to electric energy inherent of minor electronics. Other than that the Hypertech subtype doesn’t do much, but certain effects (such as charm hypertech ) specifically affect creatures with the hypertech subtype.

Hypertech Horrors

Clockwork Horror (MM2)
Battle Horror (D302 69)

(This section is a Work-In-Progress)

New Creatures

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