King Arthur Pendragon

Monday, October 28, 2013

Numenera Creatures: Kreel

WARNING: This post contains spoilers for a creature in upcoming Numenera campaign. My players are advised to stay away.

One of the players in my upcoming Numenera campaign is a Tough Glaive Who Controls Beasts. Instead of forcing the player to take of the creatures from the bestiary of the Numenera corebook, I allowed him to flex his creative muscles and give me a description of a creature he envisioned for his character. The Ninth World being a weird place filled with many creatures created by past civilizations, this was only fitting. According to the corebook, the creature starts as at level 2 and progresses from there, and since it exists in the world, there are more like it. So, level 2 is a good baseline for this creature. Below I present this new beast in Numenera format.

A kreel is a writhing mass, the size of a human head, of yellow-orange tentacles with purple tips. This mass envelops a minuscule body with a toothed orifice that serves as mouth. They slight shift coloration from deep red to bright yellow, perhaps a form of communication with other kreel. They move silently, gliding through the air in short bursts.
Kreel are rarely seen in nature. Scholars debate their exact nature but it is commonly agreed they are an animal / plant hybrid with a diet of small animals, complemented by some sort of photosynthetic process.
Motive: Breed and protection.
Environment: Found only in deep underground caves or the giant mushroom forests of Drej and Orrimare.
Health: 6
Damage Inflicted: 2 points
Movement: Short
Modifications: Moves silently as level 5.
Combat: Mostly found in colonies, kreel flee if alone unless cornered. They attack the exposed skin of the opponent, trying to wrap their tentacles around an arm, leg or even head. Then, the creatures releases a small, stinging poison, while biting with its mouth.
Interaction: With an animal level of intelligence and no means of communication, a kreel is very difficult to interact with. They are aggressive and territorial. More often than not, they attack whomever comes into contact with them. Even someone capable of handling animals will find it next to impossible to interact with one.
Use: The PCs wander into a colony of kreel while exploring. Someone hires the PCs to capture a kreel alive to breed as a pet or curiosity for some bored noble. The acid in their tentacles can be extracted and processed into a poison with alchemy (inflicts 1 additional point of damage).
Loot: None, although kreel flesh is a delicacy in The Steadfast and can earn the PCs good shin.
GM intrusion: The acid of a kreel is stronger than normal. The PC suffers wracking pain and muscle spasms loosing an action. A kreel is larger than normal. It has 8 points of health and inflicts 3 points of damage.

Final Note: In my campaign world, no one can tame kreel except the PC (who helped me create it) using an tattoo-like implant on his forehead that glows when he sends impulses to his kreel in a higher frequency range than the normal human ear can pick.

No comments: