Macharian Nightmare
A xeno creature with the lower body of a horse, and upper human looking body with 4 arms. It's entire body is covered in a black exoskeleton, that glistens when it is wet, and it's head is an elongated foot beech mouth filled with razor sharp teeth. It has no eyes, nor eyes, yet seems to know exactly where you are. It stands about 2.3 meters tall, and seems to shrug off all but the most horrendous wounds. With it's alien intelligence and xeno weaponry, along comes it's erie cry that reaches down to your soul.
WS BS S T Ag Int Per Wp Fe l Wounds : 20 Move: 8/16/24/48
45 30 45(8) 48 (8) 42 37 42 43 10 Carry/Lift/Push: 675/1350/2700 Initiativ e : +4
Skills : Silent Move (Ag), Awareness +10 (Per), Concealment (Ag), Dodge (Ag)
Talents: Sprint, Dark Sight, Ambidextrious, Fearless, Disarm, Two Wp Fighting, Melee Wp Prim, Basic Wp Las
Traits : Quadruped, Multiple Arms, Natural Weapons (Teeth 1d10R +SB Prim), Size (Hulking), Exotic, Fear 3, Predatory, Natural Armour (6), Unnaturally Strong, Unnatural Toughness, Regeneration (1d5 wounds), Sonar Sense (50m)
Gear : Xeno Swords x2 (Melee; 1d10+9R; Pen 3), Xeno Bladed Laser Rifle (1d10+5E; Pen 4; Range 120; ROF S/3/-; Clip 60; Rld Full: Special Accurate, Reliable) (Used as spear Dam 1d10+9R, Pen 2)
*Initially used this creature as a boss fight after the group started to kill off a Slaugth cell in Dark Heresy. Very tough, recommended to be used with Rank 5+ PCs in a group of 4 or more.*
Macharian Serpent (picture in GM Kit Booklet page 19)
Hovering, 6-7 meter long, black carapace skinned snake, with glowing green eyes. Nuff said.
WS BS S T Ag Int Per Wp Fel Wounds : 14 Mov e: 2/4/6/12
37 - 41 45 47 15 41 28 - Initiativ e : +4
Skills : Awareness (Per), Silent Move (Ag), Concealment (Ag)
Traits : Resistance (Poison), Crawler, Darkling, Unnatural Sense (30m), Hoverer, Flexible, Venomous, Fear 1, Natural Armour (4), Fast, Natural Wp (Bite) (1d10+5R; Prim; Toxic)
*Haven't used it yet. But can be used any where.*
The Demons of Belahaam (picture in GM Kit Booklet page 26)
First though to be warped spawned demons, it was later discovered that these 'creatures' are a sentient race capable of warp travel. They hunger for blood spilled in mortal combat, but it is rumored they honour those who are capable of beating them in a duel with their mightiest warrior. They stand about 1.9 meters tall, and have a skin color ranging from dark red/black/brown. With bat-like wings, curved horns, .5 meter long tail, and a forked tongue on their fang filled face, it's hard to believe they aren't warped spawned creatures.
WS BS S T Ag Int Per Wp Fel Wounds : 16 Move : 4/8/12/24 Flying : 8/16/24/48
48 27 36 35(6) 47 38 42 43 22 Carry/Lift/Pus h: 67/135/270 Initiativ e : +8
Skill s: Awareness (Per), Dodge +10 (Ag), Concealment (Ag), Tracking (Int), Speak (Moria)(Int), Silent Move (Ag), Intimidate (Str)
Talents : Swift Attack, Combat Master, Step Aside, Lightning Reflexes, Fearless, Disarm, Melee Wp Prim
Traits: Flyer 8, Warlike, Extra Limb (Tail), Ambidextrous, Unnatural Toughness, Fear 1, Heighten Senses (Sight, Hearing), Size (Average)
Gea r: Veridian Halberd (Melee; 2d10+5R, Pen 5; Unwieldy), Veridian Mesh Armour (Body 5, Legs 5)
Unseen Female Demons of Belahaam
Shorter in both stature and physic, the female xeno creature's are what run their ships and equipment, while the male counterparts wage war. Standing about 1.5 meter's tall, with bat-like wings, a slender tail, and a female looking brown/red/black body, they are none the less alien in mind, with the wits to know when to run. Almost all encountered will be wearing a xeno mesh outfit covering their entire body, with advanced breathing apparatus's and imaging, along with advanced laser weapons. (Kinda like what the Macharian Nightmare has but without the blades
WS BS S T Ag Int Per Wp Fel Wound s: 12 Move: 4/8/12/24 Flying : 9/18/27/54
31 38 35 31 48 42 41 40 30 Carry/Push/Lift: 36/72/144 Initiativ e : +4
Skills : Awareness (Per), Dodge +10 (Ag), Concealment (Ag), Speak (Moria)(Int), Silent Move (Ag), Xeno Tech-Use (Int)
Traits: Flyer 9, Warlike, Extra Limb (Tail), Ambidextrous, Heighten Senses (Sight, Hearing), Size (Average)
Gea r: Veridian Laser Gun (1d10+4E; Pen 3; Range 100; ROF S/3/-; Clip 60; Rld Full: Special Accurate, Reliable), Veridian Mesh Armour (All 5)
*Had these creatures take over an observation outpost on a quarantined desert planet that had intense sand storms. They were looking for their Prince who the Imperium destroyed his space ship over the planet. The Prince was then captured and placed at the hidden Inquisition Prison Facility on the planets surface. So, of course, a bigger ship comes along looking for him.*
Gerlings (Gremlins)
These small child sized creatures are vicious yet highly intelligent in their wickedness. Their skin color ranges from sickly green or oozing black, but rusty red has been reported. They always lay in wait, attacking lone or weaker party members. They are also quite adapt at damaging equipment, or sewing confusion among the crew of ships when they steal tools or prized possessions. More then one crew member has been knocked unconscious due to a lose metal ceiling tile, only to wake up and find himself being eaten by horrible ugly little creatures.
WS BS S T Ag Int Per Wp Fel Wounds: 9 Move : 6/12/18/36
36 22 23 24 37(6) 43 45 32 15 Carry/Lift/Push : 18/36/72 Initiativ e : +6
Skills : Silent Move +10 (Ag), Awareness (Per), Concealment +10 (Ag), Dodge (Ag), Tech-Use Disable (Int), Climb +10 (Str), Acrobatics +10 (Ag)
Talent s : Sprint, Double Team, Hard Target, Step Aside, Catfall
Traits : Fear 1, Size (Scawny), Unnatural Agility, Natural Wp (Claw) (1d10+1R; Prim)
*Used these to steal the character's personnel possessions, mostly trinkets, and started to damage elevators, doors to quarters, and such during warp transit. Had a Vindicare Assassin who was crazy locked in a highly secure area on the ship, and the only person with access to him/her was a high level Psyker. So what happens, the Psyker gets killed due the Gremlins electrifrying him, and then later let lose the assassin by accident. Was a pretty intense, funny, and nerve racking event. People screaming down corridors, lights going out, completely darkened rooms, steam pipes busting, etc etc.*
Specters (think of Matrix Reloaded)
All pale skinned, white haired, human looking xeno race that can phase in/out at will. They are, of course, intelligent enough to hide in plain sight in the Imperium.
WS BS S T Ag Int Per Wp Fel Wound s : 15 Move : 4/8/12/24
32 37 32 35 42 38 37 41 36 Carry/Lift/Push : 36/72/144 Initiativ e : +8
Skills: Silent Move (Ag), Concealment (Ag), Dodge +10 (Ag), Shadowing (Ag), Awareness +10 (Per), Deceive (Fel), Intimidate (Str), Charm (Fel), Scrutiny (Per)
Talents : Melee Wp Prim, Pistol Wp Laser/SP, Basic Wp Laser/SP, Quick Draw, Lightning Reflexes
Traits
: Phase, Regeneration (1d5 in Phase form only), Hoverer (2, in Phase Form only), Fear 1 (in Phase Form only
*Using these guys as assassins for a Syndicate group on the fringes of Imperium space.*
Blood Flower (Vampire Plant)
Unlike the "brain leaf" plant, the "vampire" plant doesn't take control of its victims, but drains the life from them. In physical form, the blood flower resembles a thorny vine with a blood red flower at it's center. The size of the plant determines what type of victim it will ensnare and drain. Meaning a single blood flower vine with capture rodents and such in it's vines, while the ancient "vampire" plant the size of a truck, with many blood flowers, will aim for human sized victims. More mature plants also produce "black out" mushrooms, which spray forth paralytic spores whenever living creatures pass within 1 meter of it. It is rumored that the more ancient "vampire" plants create "plant men" capable of low sentiency, but at this time it remains little more then unconfirmed ghost stories.
Blood Flower Plant - Immature
WS BS S T Ag Int Per Wp Fel Wounds : 6 Mov e: -
20 - 15 20 - 18 36 60 -
Blood Flower Plant - Mature
WS BS S T Ag Int Per Wp Fel Wounds : 20 Move : -
35 - 30 40 - 18 36 60 -
Blood Flower Plant - Ancient
WS BS S T Ag Int Per Wp Fel Wounds : 18 Move : -
50 - 50 60 - 18 36 60 -
Traits : Size (Scrawny for immature; average for mature; hulking for anceint), Strange Physiology, Toxic^, Vine Hit #, Plant Men@
Toxic ^ : Mature and Ancient blood flower plants produce black mushrooms that, when in close proximity to living creatures, spray forth toxic spores in a 1 meter radius. This lingers for 1d2+1 rounds, with wind reducing it and enclosed spaces increasing this time.
Black-Out Spore s (Instant / -20 / Paralytic)
Vine Hit #: Ancient blood flower plants can siphon 2 points of its wounds to shoot forth a "limb" of vines reaching about 10 meter's out. This single "limb" of vines can only be dodged, never blocked. If used in an enclosed space, it has a Str vs Str chance to pin a character to the wall and cause crushing damage, 1d10+5I Primitive per round until broken out of. Vine hit does 1d10+7I, Primitive.
Plant-Men @ : Ancient plants have the ability to create sentient vine creatures to capture prey and bring them back to it's feeding ground. Their entire bodies consist of thorny vines 2 arms and legs, with their head having one blood flower for and eye, and a "black-out" mushroom for its mouth.
WS BS S T Ag Int Per Wp Fel Wounds: 12 Move: 3/6/9/18
38 - 35 35(6) 34 18 36 60 - Carry/Lift/Push: 36/72/144
Skill s: Awareness (Per), Concealment +20 (Ag)
Traits: Strange Physiology, Unnatural Toughness (x2), Unnatural Sense (Dark Sight, 50m), Regenerate, Natural Weapon (Thorny limbs), Breath Weapon (Black-Out Spores)
Weapons: Thorny Limbs (1d10+3R; Primitive, Flexible)
*Used this on a War World, where stuff was mutated beyond belief. A trader heard of a blood red flower that had special healing powers, located in an abandoned mine that nothing goes near. So, off goes the PC's, exploring said mine, and seeing these strange vines everywhere. Mind you, they were smart enough to bring filter-plugs, but none brought a flamer because, well, not like they knew they were going to fight Swamp Thing. I say flame weapons are the only thing to permanently kill these things. But up to the GM.*
Note: All these creatures were created for Dark Heresy, but they can fight in anywhere, obviously. Enjoy.