TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-1561
  Version 1.0 – October 5, 2007
  ®
  Written by SCOTT MAYKRANTZ and JASON LEVINE
  Edited by THOMAS WEIGEL
  Illustrated by SCOTT MAYKRANTZ
  
  The creatures in this book are territorial. They defend their
  nests, build magic patterns on the ocean floor, and transform
  anyone who comes too close. They take control of the area
  around them, swinging from the darkness to attack intruders,
  or altering the weather to distract innocents from their
  schemes. They are easy to avoid – if you never come close to
  their territory.
  The beasts are supplemented with over a dozen adventure
  ideas. These plot sketches range from simple combat encoun-
  ters to brief campaigns.
  About the Authors
  Scott Maykrantz lives and works in Eugene, Oregon. He has
  been a freelance game designer for 20 years. He is a cruel man,
  but fair.
  Jason Levine, better known to most as “Reverend Pee
  Kitty,” has been a gamer for most of his life and a die-hard
  GURPS fan since the release of Third Edition. He enjoys mak-
  ing music, collecting Transformers, and praying to “Bob” for
  eternal salvation through alien intervention.
  CONTENTS
  2
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  Rules and statistics in this book are specifically for the GURPS
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  to that book, not this one.
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  Page Design ❚ PHIL REED and
  JUSTIN DE WITT
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  GURPS FAQ MAINTAINER ❚
  STÉPHANE THÉRIAULT
  CONTENTS
  INTRODUCTION
  INTRODUCTION  . . . . . . . . . . . . . . 2
  Miser Troll. . . . . . . . . . . . . . . . . . . 3
  Nazaraad. . . . . . . . . . . . . . . . . . . . 6
  Pendulum Ghoul . . . . . . . . . . . . . 8
  Sea Giant. . . . . . . . . . . . . . . . . . . 10
  Strikeworm. . . . . . . . . . . . . . . . . 13
  Urimander. . . . . . . . . . . . . . . . . . 16
  
  MISER TROLL
  A miser troll is a small, ugly creature that stands half a foot
  tall. It has long fingers, stubby legs, and oily skin.
  It is obsessed with controlling a major natural resource in
  the campaign world. In a fantasy world, this could be gold,
  silver, or gems; in the modern world, it might be oil, coal, or
  natural gas.
  The miser troll makes its nest in a secluded, high area near
  the resource, so it can watch its surroundings like a gargoyle.
  It can wait for years until a person with great social and polit-
  ical power comes close. Then the creature secretly deposits an
  egg inside the person, planting a seed that creates conflict over
  the resource.
  The Commander and the Egg
  The victim will be a head of state, a major political leader, a
  military commander, a billionaire, the CEO of a large corpora-
  tion, or (in a medieval world) a baron, king, or guild master.
  This commander has wealth, connections, devoted and skilled
  subordinates, and the ability to hire or control armed forces.
  The miser troll can sense the commander’s power, and will
  approach quietly to make a secret attack. Its oily skin contains
  a contact agent that both anesthetizes the wound and seals it
  as the troll burrows into the commander’s abdomen. The com-
  mander will feel ill, but won’t know what’s happening unless he
  notices the miser troll. The creature lays a black, golf-ball-sized
  egg inside the commander and then escapes as soon as possi-
  ble. These events can take less than five minutes.
  If complications arise (for example, if people are nearby
  and it cannot escape without being seen), the miser troll may
  have to stay inside until it can safely escape.
  The wound heals immediately, leaving no trace except for a
  faint scar and the deposited egg. At that point, the command-
  er gains the disadvantage Obsession (Control the natural
  resource) with a self-control roll of 15 or less. The self-control
  roll drops by 3 points every 1d days, until it reaches 6 or less.
  In addition to the obsession, the egg gives the miser troll a
  limited telepathic link with the commander. It can see through
  his eyes, hear through his ears, and sense his emotions. The
  creature cannot, however, direct his movements, implant
  thoughts, or influence his body.
  Shrinking Egg
  The egg slowly shrinks, reducing the influence of the troll.
  In game terms, the commander gains a cumulative +1 to his
  self-control roll every week, while the troll’s telepathic rolls suf-
  fer a cumulative -1 penalty. To prevent the commander from
  “coming to his senses,” the troll must make eye contact with
  him, causing the egg to grow back to full size and removing
  these modifiers.
  Fortunately, this is part of the Obsession. Each week, the
  commander must make a self-control roll or visit the resource
  . . . while he is there, the troll can make eye contact from the
  shadows, where the commander will be unaware of what is
  happening on all but a subconscious level.
  After a full month with no eye contact, the egg shrinks and
  disappears. The commander is cured, and the troll waits for
  a new victim. By that time, however, a conflict should be rag-
  ing, and the troll can choose a new commander to implant an
  egg in.
  Magical or medical inspection can reveal the egg. An x-ray
  or Detect Curse spell will locate it automatically, and anyone
  knowledgeable about miser trolls will recognize the egg for
  what it is.
  Confronting the Troll
  A direct confrontation with the troll is disturbing. Its face
  resembles the commander’s – albeit misshapen to fit the crea-
  ture’s small head – and its voice mimics the commander’s, as
  well. It even uses the same vocabulary, although it slurs the
  words.
  The miser troll is cunning and ruthless, but cowardly. In a
  fight, it will attack with its claws (1d-1 cutting), then retreat to
  safety. It can Move and Attack with surprising speed, racing in
  and out of the shadows (attacks will often be at -10 against it:
  -6 from its size and -4 from its favored shadows), and will
  squeal to frighten its opponents. Its slippery skin makes it
  almost impossible to grab.
  If killed, the miser troll dissolves into a puddle of gray
  fluid, which evaporates within an hour, leaving no evidence
  that the conflict over the resource was caused by a strange 
  little monster.
  The Conflict
  Miser troll adventures are less about direct conflict with the
  creature than the social and political conflict it causes. The
  scope of the conflict depends on the world, resource, and par-
  ticular groups interested in it.
  The group may begin in any social position – from complete
  outsiders to advisors to the king – but they should be drawn
  into the center of the conflict as soon as possible, whether as
  noble heroes who want peace or complicit henchmen of the
  commander.
  The resource is a vital part of the economy. The economy or
  whole world will change if it is used up, if a mother lode is
  found, or if control changes hands. It should be able to lead to
  political upheaval, including revolution and counter-
  revolution. It can also be a finite resource – perhaps it is the
  most valuable natural treasure in the world, but it won’t be
  around forever.
  Rivals for Control
  The most common tool for control is military power. This is
  not a subtle method, but it is effective. The commander can
  also use corruption, economic power, religion, or any other
  means at his disposal. Corruption could include family ties,
  blackmail, and other means of procuring peace with enemies;
  economic power can buy loyalty and resources; and religion
  can unify allies and turn enemies into subhumans.
  CREATURES OF THE NIGHT, VOL. 2
  3
  A mind-controlling imp that
  uses social conflict to hoard wealth.
  
  CREATURES OF THE NIGHT, VOL. 2
  4
  Miser troll adventures
  are less about direct conflict
  with the creature than the
  social and political conflict
  it causes.
  
  As the commander gains control of the resource, rival
  groups emerge. His success shows that control is possible.
  Rivals may want to topple the commander’s group, take con-
  trol, share control, or use the conflict to build up their own
  power. They may even try to destroy the resource, if they can’t
  control it.
  The GM should define the strengths and weaknesses of
  each group. For example, one group might have plenty of
  weapons, soldiers, and supply lines, but be saddled with an
  unimaginative boss who lacks strategic insight. Another group
  might be unified by a charismatic leader into a fearless, tena-
  cious cult, while lacking money and the contacts needed to call
  in allies and gather useful intelligence.
  One of the first goals in any conflict will be for the adven-
  turers to determine the strengths and weaknesses of their rival
  groups. This requires data-gathering and the use of the
  Intelligence Analysis skill – see p. B201 for details on both. (If
  no one in the group has Intelligence Analysis, they may have to
  acquire an expert to keep them informed.)
  After learning something about the competition, the team
  should be encouraged to create strategies that magnify a rival’s
  weakness while minimizing the effect of their strength (for
  example, bribing away the best strategists from a group of bril-
  liant but poor tacticians). Alternatively, they can undertake
  missions to try to remove the group’s greatest strength (for
  example, destroying the key weapons depot of a group known
  for impressive firepower). A series of successful tactical moves
  should weaken a strong opponent enough to wrest control
  from them, or prevent a weaker opponent from ever having a
  chance to do the same.
  Rival groups will be using the same strategies, of course!
  The GM should size up the strengths and weaknesses of the
  heroes’ faction, and determine how much their rivals know.
  (The Propaganda skill can be used to feed rivals a red herring,
  but this should get progressively more difficult.) Heroes who
  get too comfortable might be surprised by a sudden attack
  upon their weakest link.
  Adventures
  Winterworld (Post-Apocalypse)
  In a devastated city, the characters are members of a tribe
  that has survived the global nuclear war. The war ended, and
  life stabilized. The southern lands are heavily irradiated, so the
  tribes must stay in the north, where they have clean water and
  can cultivate small farms. But winters are harsh, and everyone
  must hide in their homes, heated by limited supplies of oil and
  gas. Many tribesfolk spend the warm months traveling all over
  the city and countryside, bringing back fuel to prepare for the
  icy, white winter.
  The city is divided into boroughs. Each borough is united
  by a loose form of religion – and the city’s “mayor” is not just
  a political leader, but a religious figurehead. The current
  mayor is a highly respected peacekeeper who mediates
  between boroughs when conflicts arise.
  The past autumn, a miser troll attacked the mayor’s son
  while they were inspecting the city’s largest fuel tanks (where
  it had made its nest). During one of the son’s increasingly fre-
  quent visits to the fuel depot, the mayor saw the troll . . . and
  his son tried to kill him, to prevent him from potentially hurt-
  ing the son’s chances at controlling the resource.
  But the mayor escaped, and when he encounters the
  heroes, he tells them what he saw.
  Meanwhile, the son tells everyone the mayor is dead, and
  takes on the mantle of authority . . . and starts a campaign to
  personally control the fuel of the city. As winter begins, a guer-
  rilla war breaks out. The son favors a particular borough, and
  has promised them greater fuel supplies in return for their
  ruthless support of his attempt to control the heating fuel in
  the city.
  After this set-up, let the heroes take part in the guerrilla war.
  In the icy streets, the weather is almost as dangerous as the
  enemy’s bullets and grenades. They are also protectors of the
  mayor – if they can keep him alive and return him to power, he
  can stop the conflict.
  The fuel tanks are protected by well-armed guards. Blowing
  them up would be difficult, and would lead to widespread
  death. They need to neutralize the mayor’s son . . . and to save
  the city, they need to find the troll.
  Take a Deep Breath (Science Fiction)
  The characters are soldiers on a TL 10 moon base, owned by
  the military. Everyone on the base is military (possibly with a
  few exceptions, such as a priest, a corporate liaison, or a few
  aliens).
  The key resource is air, manufactured in the Atmosphere
  Room, where several giant tanks and a power plant convert
  carbon dioxide. There is very little plant life (in the form of
  house plants) in the base.
  The head of security is the miser troll’s victim . . . a crazy
  authoritarian who scares his enemies and his underlings.
  The party may be underlings planning a revolt, an actual
  rival group, spies, or some other role that encourages them to
  investigate ways to subvert the head of security. In the process
  of pursuing their other goals, they discover secret catacombs
  under the base . . . filled with plant life and breathable air,
  which the head of security has kept secret (and will try to more
  actively control, or even destroy, to maintain his monopoly 
  on air).
  If this conflict is enough for a lively adventure, there is no
  need to add more. But for an extra twist, add a tribe of
  Nerlochs (from GURPS Creatures of the Night, Volume 1) to
  the catacombs. Deep below the base, Anagon (the sleeping god
  of the Nerlochs) can be found. The head of security’s first
  response to discovering this will be to send men down to kill it.
  This could be the edge the adventurers need.
  Miser Troll
  ST 7; DX 14; IQ 12; HT 12.
  Will 14; Per 13; Speed 6.50; Dodge 9; Move 6.
  SM -6; 1 lb.
  Traits: Affliction 6 (HT-5; Blood Agent; Disadvantage,
  Obsession; Extended Duration, Special; Low Signature;
  Melee Attack, C; Onset, Special); Appearance (Hideous);
  Claws (Long Talons; Cutting only); Dark Vision; Detect
  (Leadership); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t
  Sleep; Immunity to Metabolic Hazards; Mind Reading
  (Accessibility, Current commander only; Emotions Only;
  Long Range 2; Sensory); Permeation (Flesh; Low
  Signature); Slippery 5; Social Stigma (Monster); Unaging.
  Skills: Brawling-16; Climbing-14; Intelligence Analysis-18;
  Stealth-15; Strategy-13; Wrestling-16.
  CREATURES OF THE NIGHT, VOL. 2
  5
  
  NAZARAAD
  The nazaraad is a hybrid of a man and a bird, with human
  hands and taloned feet. Its feathers are the color of twilight,
  and its face is both predatory and wise.
  The creature spends weeks in a hidden location near a quiet
  community, preparing to impregnate a human victim. During
  this time, it feeds on stray pets and livestock, spies on the com-
  munity to find a suitable victim, and connects with the local
  aerial ley lines. When all of its preparations are complete, the
  nazaraad visits the victim.
  Gestation
  The encounter takes place at night. Surrounded by illusory
  shadow and silence, the nazaraad envelopes its victim in its
  wings, and lays hands on her body as they blend together in
  shadow. Then it leaves, with the victim feeling dizzy. She will
  sleep for a full day after the encounter, and then awaken into a
  dream-like state.
  She is pregnant with a demon – a malign and powerful
  being from another world – whose true form and traits are
  unknown until it emerges from the womb.
  The gestation takes between two and four weeks (see
  Adventures, below). Throughout this time, the woman is in a
  dream-state, compliant to the nazaraad’s instructions. To out-
  siders, she appears to be sleepy or temporarily autistic.
  Each night, the nazaraad sends her simple instructions
  through the aerial ley lines it has connected to. These aerial ley
  lines criss-cross the area, and vibrate in silence between the
  rooftops, carrying the pulse of emotions to the creature, and
  allowing it to send telepathic instructions to its “mate.”
  The instructions vary. She is told to sleep in a special place,
  eat a particular thing, or perform a mundane act. The instruc-
  tions are very specific and must be carried out before the fol-
  lowing night.
  The first week, these instructions are simple: drink fresh
  rainwater, sleep in the moonlight, go hungry for one full day,
  or walk a mile alone. The second week, they are more unusu-
  al: bathe in a white gown, do not speak for a full day, shave the
  scalp, or sleep at the foot of a tree. In the third and fourth
  weeks, the instructions are strange, sometimes dangerous: bury
  a personal item, steal something from a graveyard, sleep with
  serpents, burn a house down, or eat wild mushrooms.
  The nazaraad is not limited to the ley lines, but can convey
  the instructions face-to-face, via the ley lines, or by speaking to
  her through an intermediary. The instructions cannot be writ-
  ten down (the words instantly disappear!) but they are easy to
  remember.
  Although she is in a dreamy state of mind, she is capable of
  participating in simple conversations, and may get help from
  others. If she has close friends and family, they might help her
  carry out the instructions, even if they don’t understand what
  is happening inside her.
  Stormy Weather
  Failure to perform these acts properly causes complications
  in the womb. Each missed action extends the gestation by 1d
  days and requires the woman to make a HT roll, at a penalty
  equal to the number of consecutive missed instructions. On a
  failure, she is wracked with moderate pain and will do any-
  thing in her power to receive and follow the next instruction,
  to make the pain end. On a failure by 5 or more, or any criti-
  cal failure, the demon is aborted: the woman slips into a coma
  and may roll HT each day to recover. On a critical failure, she
  dies.
  The weather surrounding the community reflects the
  progress of the birth. If it is going well, the weather is calm. If
  it is going badly, the weather becomes violent, chaotic, and
  weird. When the weather gets weird, the air is thick with
  supernatural phenomena: the wind swirls in confusion, ten-
  drils of fog slither through the air, and lightning flashes with-
  out thunder.
  Confronting the Creature
  The nazaraad is a cunning combatant, with several special
  attacks. It can bite for 2d cutting damage, and give a blood-
  curdling shriek to cause a Fright Check. It can also cast illu-
  sions, typically to plunge an area into darkness, make itself
  appear to grow to enormous size, or to summon up “spirits” to
  distract an opponent while obscuring itself. However, the
  nazaraad can only cast one such illusion at a time, and must
  concentrate to do so. The illusion will persist until the
  nazaraad dispels it or casts a new one.
  CREATURES OF THE NIGHT, VOL. 2
  6
  Disrupting the
  Transmissions
  The aerial ley lines can be disrupted by radio waves,
  satellite transmissions, and other electromagnetic
  activity. If a radio station or large satellite dish are
  between the nazaraad and the woman, she cannot
  receive the instructions.
  To represent this, apply a penalty to nazaraad’s
  Telesend roll (-1 for a building with security guards using
  walkie-talkies, up to -8 for the transmission satellite of a
  major television network). Note that lacking instructions
  is not the same thing as failing to follow an instruction,
  and does not require the woman to make a HT roll.
  For low-TL campaigns, the GM can replace electron-
  ic broadcasting with prayer or magic. A group of people
  who pray between the nazaraad and the pregnant
  woman (assuming they are in a church, speaking in uni-
  son), give similar penalties. Like the electronic transmis-
  sion, the blockers do not have to know what they are
  doing.
  Magic can be used, as well. The following spells can
  be tried, with a Quick Contest between the mage’s skill
  and the nazaraad’s Telesend roll: Beacon, Devitalize Air,
  Seek Gate, Spell Shield, Suspend Time, and Suspend
  Mana.
  A sinister creature that acts as a
  midwife to a summoned demon.
  
  If the nazaraad is killed, the gestation ends. The creature
  vanishes in a thick cloud of smoke, and the woman slips into a
  coma for a day and then gradually recovers.
  The Demon Is Born
  What is the demon? This is up to the GM. The easiest result
  is a pyrotechnic birth, with wind, billowing clouds overhead,
  and hellfire surrounding the womb. The demon is an infernal
  spirit that rises up . . . and then leaves. Or immediately attacks
  everything nearby. People will need to run for cover as it sets
  the town on fire and melts flesh from bones.
  The demon could also be a fully-described monster, with
  detailed traits and attributes. Use the template on p. 155 of
  GURPS Magic as a guide.
  Regardless, the nazaraad itself vanishes after the birth. The
  work is done, so it leaves. Whether the woman survives the
  birth is also up to the GM.
  Regardless, witnesses of the birth must make a Fright
  Check. Those who fail suffer the results on the Fright Check
  Table and forget the event – the memories begin to fade an
  hour after the birth, and by the end of the day, there is
  no recollection. Writing and other art, including
  recordings of spoken testimony, will remain . . .
  but cameras will not record the event.
  Adventures
  A nazaraad adventure reaches its cli-
  max when the demon is born or the
  birth is prevented. The adventure
  can begin with the discovery of a
  nazaraad building up its strength,
  or well after it has begun the ges-
  tation.
  Many people in the com-
  munity will be involved.
  Friends and family may
  come to the victim’s aid – to
  save her, or to help her
  through 
  the 
  gestation.
  Locals with supernatural
  powers will feel the ley lines
  humming and the change in
  weather patterns, and may
  seek out the party.
  The due date for the birth is
  determined by the GM. In most cases, it’s best to have the birth
  arrive at the best possible moment for the adventure, as
  opposed to setting an exact day. Delayed instructions should
  always succeed in pushing the birth back by a day or more,
  however.
  The heroes can fill a variety of roles – visitors, paranormal
  investigators, local religious figures who feel the woman is pos-
  sessed, and so on. If they are members of the community, their
  involvement could be what transforms them from ordinary
  people to heroes.
  The Spire (Fantasy)
  The characters are castle guards who get caught between a
  princess, her fiancé, and her true love. The villain of the story
  is a wizard, Rakelash, who uses the visitation of a nazaraad to
  spin his evil scheme.
  One night, the guards see a nazaraad fly to The Spire, the
  tallest tower in the area, and the home of Princess Isabel.
  Another guard named Frey confirms the sighting the next day
  (he witnessed it as well), and reveals that he is the secret lover
  of Isabel . . . and he is concerned, because Isabel has been
  blank-eyed and sleepy ever since.
  Isabel is scheduled to marry Conant, a popular Count.
  Conant is smart, handsome, and obsessed with rising in the
  ranks of nobility. While he isn’t black-hearted, he will do what-
  ever it takes to please the right people. Toward that end, the
  Count has made a secret pact with Rakelash – Conant helps
  with the pregnancy of the princess in exchange for a fast and
  permanent rise in status.
  As for Rakelash . . . he knew the nazaraad was nesting in the
  cliffs nearby, preparing to find a suitable victim, and used a
  simple spell to direct the creature to Isabel. Rakelash wants the
  demon to be born. To him, its birth is a holy event, like the
  arrival of a prophet. But Conant is less enthusiastic. Once
  he sees what is happening, he has second thoughts.
  At this point, the GM should provide the
  guards with hints or evidence of an alliance
  between Rakelash and Conant. They
  will hear the two men speaking, or
  find written evidence that hints at the
  plot.
  The rest of the adventure is deter-
  mined by the actions of the heroes.
  Frey is the GM’s tool, to be used to
  keep the rescuers on track. When
  they get stuck, he can come up
  with a lucky break that gets the
  plot moving again.
  They should be given a
  chance to learn more about the
  nazaraad – what it is, what it is
  doing, and where it can be found.
  They could leave the castle to confront
  the creature in its lair in the cliffs, or to
  discover that prayer and magic can
  block the instructions.
  Conant is also useful. If he can be
  persuaded to turn away from
  Rakelash, it will be much easier to
  save Isabel. But he is unlikely to
  break his alliance with a powerful wizard
  just because a handful of castle guards want him to.
  Nazaraad
  ST 13; DX 12; IQ 11; HT 13.
  Will 12; Per 15; Speed 6.25; Dodge 9; Move 6.
  SM 0; 165 lbs.
  Traits: Callous; Chameleon 4 (Accessibility, In darkness only);
  Duty (Bring about the birth of a new demon); Feature (Can
  impregnate a human woman with a demon); Flight
  (Magical; Small Wings; Air Move 12); Illusion (Area Effect,
  16 yards; Independence; Magical); Sharp Teeth; Social
  Stigma (Monster); Striking ST +6 (Bite Only); Telesend
  (Accessibility, Mate only; Dependent on ley lines; Reliable 5);
  Terror (Hearing-Based).
  Skills: Aerobatics-13; Artist (Illusion)-12; Brawling-14.
  CREATURES OF THE NIGHT, VOL. 2
  7
  
  PENDULUM GHOUL
  The pendulum ghoul is a legless, undead beast that hangs
  from a chain or rope in dungeons and other dark, cavernous
  places.
  To attack, the ghoul climbs up its chain, crawls along the
  rafters and outcroppings of the walls, and then swings out to
  strike, either with its body or its long arms and terrifying
  claws. It can pull the chain together to keep it taut, and let it
  fully extend to get a maximum arc.
  Safe in the Darkness
  In darkness, the pendulum ghoul is as insubstantial as a
  ghost. In any amount of light, it has a normal, physical form.
  The ghoul could become insubstantial while swinging at a 
  target from the shadows above, and only become physical just
  as it reaches the illuminated area around the victim’s torch or
  flashlight. (Note that the mass of the creature doesn’t change,
  so its swing is unaffected when it is insubstantial.)
  In total darkness, the ghoul and its victims cannot attack
  each other physically. Psionic and magical attacks will work,
  however, at a -3 penalty. Smart opponents can use light and
  darkness to their advantage to defeat the creature . . . or at least
  avoid it.
  A pendulum ghoul that is stuck in darkness will become
  frustrated, and will howl and snarl from the shadows – possi-
  bly causing a Fright Check for those who didn’t know it was
  there.
  Lurking Above
  While it rests, the ghoul secretes a sticky goo that pools on
  the floor under it. Adventurers can roll against Observation
  or Perception-4, modified by any vision penalties, to notice
  the goo. Anyone who steps in it is stuck like an insect on
  fly-paper. With effort, he can pull himself out of it (roll a Quick
  Contest of ST versus Binding 12), but he’ll probably lose his
  shoes if he tries to escape quickly.
  Pendulum ghouls will take advantage of an adventurer
  stuck in the goo, swinging down from the ceiling at him. Treat
  the ghoul’s velocity (p. B431) as if it were falling. For example,
  a ghoul swinging from a five-yard-high ceiling would do
  (30¥10)/100=3d collision damage.
  Pendulum ghouls secrete their sticky goo along the ceiling,
  building small blobs that hold weapons and food. Their “food”
  consists of small animals and captured trespassers. They
  snatch rats, birds, lizards, and people, snap their necks, and
  stick them along the ceiling in the shadows for later.
  To create a new ghoul, they put a dead humanoid in a spe-
  cial ceiling cache to rot. It decomposes for a day, and is reborn
  as a ghoul. Other ghouls then remove its legs and fasten it to a
  chain.
  Pendulum ghouls will steal weapons and equipment, and
  make sticky caches that hold all kinds of items. The GM can
  allow a ghoul to arm itself with a snatched weapon, such as a
  CREATURES OF THE NIGHT, VOL. 2
  8
  A violent beast that swings 
  out of the darkness, attacking 
  the unwary.
  Chains, Ropes, 
  and Vines
  Normally, a pendulum ghoul is encountered hanging
  from a thick metal chain. This has DR 8 and 22 HP, but
  ignores crushing damage. The chain is securely attached
  to the ceiling.
  The ghoul could instead be hanging from thick ropes
  or vines. Ropes have DR 2 and 3 HP. Vines are 0 DR and
  2 HP. Ropes and vines ignore crushing damage as well,
  but are vulnerable to attacks by extreme heat and flame.
  
  spear, large knife, axe, or club. The ghoul’s skill level is equal to
  its DX-1. Otherwise, it claws for 3d+2 crushing damage.
  Adventures
  Pendulum ghouls are “combat creatures.” They are found
  in underground chambers, abandoned buildings, tunnels,
  caves, and heavily-forested areas.
  When setting up an encounter, the GM should consider the
  environment/terrain, the number of ghouls, the lighting in the
  area, and the chain or rope the ghoul hangs from. The floor is
  another detail to think about. It could be cluttered and uneven,
  clear, sloped, or flooded.
  The Rescue (Modern Day)
  While exploring a labyrinthine Egyptian tomb, a network of
  underground tunnels and rooms, one investigator (an NPC)
  vanishes. The remaining explorers quickly find him attached
  to the ceiling, surrounded by half a dozen pendulum ghouls (or
  enough to seriously challenge the party). The creatures attack
  aggressively, forcing the interlopers to retreat. They need to re-
  group and form a plan to rescue their friend.
  Jungle Attack (Modern Day)
  The group is walking through a very thick jungle at night.
  As it starts to rain, they are ambushed by pendulum ghouls.
  The monsters hang from the thickest branches of tall trees, and
  are able to swing themselves around tree trunks, like tethered
  monkeys.
  The ground is covered in sticky moss. The would-be meals
  will have to dodge the ghouls by hiding behind trees, seeking
  cover under fallen trunks and behind twisted roots.
  The rain comes down, hitting the canopy above, as light-
  ning flares overhead. The defenders need to escape the area or
  kill the ghouls.
  If the fight goes poorly and the party needs a deus ex machi-
  na to survive, the sky could become so overcast that it blots out
  all moonlight, keeping the pendulum ghouls in total darkness,
  and thus insubstantial, long enough to allow an escape.
  Pendulum Ghoul
  ST 30; DX 11; IQ 5; HT 12.
  Will 10; Per 9; Speed 5.75; Dodge 8; Move 5.
  SM 0; 80 lbs.
  Traits: Appearance (Monstrous); Binding 12 (Area Effect, 2
  yards; Extended Duration, One day; Persistent; Preparation
  Required, One Hour); Blunt Claws; Clinging; Divine Curse
  (Forever tethered to chain); Doesn’t Breathe; Doesn’t Eat or
  Drink; High Pain Threshold; Immunity to Metabolic
  Hazards; 
  Injury 
  Tolerance 
  (No 
  Blood; 
  Unliving);
  Insubstantiality (Affected by gravity; Can Carry Objects,
  Light Encumbrance; Only in total darkness; Reflexive;
  Unconscious Only); Lame (Legless); Regeneration (Regular;
  Only when sleeping); Social Stigma (Monster); Unaging.
  CREATURES OF THE NIGHT, VOL. 2
  9
  
  SEA GIANT
  A sea giant looks like a tall, gray-green man with tentacles
  for hair, glowing eyes, and an otherwise featureless face. It is
  thick and muscular, with clawed hands and fins for feet.
  Although it lives at great depths under the surface of the
  sea, it breathes air. It holds its breath like a whale, able to swim
  underwater continuously for hours.
  The Pattern of Symbols
  A sea giant spends most of its time lying in one spot at the
  bottom of the sea, surrounded by a complex arrangement of
  objects it has collected. The objects – bones, coins, rope, cloth,
  and wood are laid out in an arcane pattern that draws magical
  power. The pattern pulls in mana from hundreds of miles,
  causing the creature to grow in size and strength. The increase
  is very slow, like the development of a tree.
  The pattern gradually expands with the sleeping giant. To
  fill the gaps, it must periodically wake up, gather more objects,
  and set them into the new spaces. It searches for special
  objects: items that are durable, shiny, and hard to find. Gold
  coins, machine parts, polished wood, and jewelry are good . . .
  but magic items, metallic artwork, and gemstones are best.
  The area directly above the pattern is a stable bubble of nor-
  mal atmosphere and pressure. Anyone walking on the pattern
  can act and breathe normally. The pocket extends upward
  about ten feet.
  The sea giant is attuned to the pattern, so it can sense if any
  part is moved. If an object is shifted or bumped, roll against
  the giant’s Perception, with normal range penalties; the giant
  gains a +5 bonus or more if the object is removed from its spot
  or broken.
  When the creature is away from the pattern, the pieces glow
  brightly enough to be seen on the surface at night with a
  Perception-4 roll. With a telescope (or similar device) a viewer
  can discern the symbols!
  For an added twist, the pattern may spell something. From
  above, the letters, symbols, and hieroglyphics convey some
  sort of occult information. Roll against Hidden Lore (Oceanic
  Occultism) or Occultism-6 to interpret the pattern correctly.
  Attacks and Size
  Although barely more intelligent than a dog, a sea giant has
  heightened awareness and supernatural senses. It knows that
  ships are full of desirable objects, and will follow a nearby ship
  and prepare an attack.
  The creature can gauge the overall threat of the ship,
  including the number of sailors on it and its weapons. Its
  attack methods are limited, however, so the plan is primarily a
  question of when to attack, how ferociously, and when to
  retreat after being injured.
  The strength and approach of the attack is determined by
  its size, which is determined by its age – an older giant will be
  larger and stronger, though somewhat slower.
  A large sea giant stands 9 feet tall, larger than any human. It
  can stand on the deck of a ship without causing it to sink and
  even hide behind large objects for cover. It can wield suffi-
  ciently large weapons (such as harpoons) at -2 to skill but usu-
  ally prefers to grapple or claw in close combat while simulta-
  neously whipping with its tentacles. Someone who poses a
  serious threat may get special attention: the giant will grapple
  with both hands while whipping him into unconsciousness.
  This sea giant is as fast and agile as it is strong, but it can be
  chained and placed in the ship’s hold if it is subdued.
  A huge sea giant, at 20 feet tall, is almost too big to be cap-
  tured – only the largest ships could contain it. Most ships
  would capsize or have their deck broken through if a huge sea
  giant climbed aboard. It can clear a deck of sailors with a
  swipe of its arms and break a mast if enraged. It will often
  hang onto the side of a ship with one arm, alternating between
  CREATURES OF THE NIGHT, VOL. 2
  10
  A large humanoid that sleeps on
  the sea floor, in a bed of magical
  symbols.
  Claws and Tentacles
  The table below summarizes the attacks of each class of
  sea giant. “AoA Damage” is the damage done if the giant
  uses All-Out Attack (Strong) while “Weight” is the effective
  weight of the attack for the purpose of Parrying Heavy
  Weapons (p. B376). Note that the large sea giant can make
  both attacks simultaneously, while the others cannot.
  Attack
  Damage
  AoA Damage
  Reach
  Weight
  Large Sea Giant
  Claw
  3d-1 cr
  3d+1 cr
  C
  2
  Tentacle
  3d+1 cr
  3d+3 cr
  C, 1
  2
  Huge Sea Giant
  Claw
  7d+2 cr
  9d cr
  C-2
  4.5
  Tentacle
  9d cr
  10d+1 cr
  C-3
  4.5
  Colossal Sea Giant
  Claw
  6d¥3 cr
  7d¥3 cr
  C-7
  11
  Tentacle
  5d¥4 cr
  6d¥4 cr
  C-10
  11
  
  clawing holes in the side and keeping crewmen at bay with 
  tentacle lashes. When it dives into the sea, it causes a wave 
  that can tip a single-mast ship (make an immediate control roll
  at -4).
  The colossal sea giant is 50 feet tall. It can capsize a single-
  mast ship with one blow. It can withstand an enormous
  amount of damage and can create huge waves or a whirlpool
  just by swimming (-5 to control rolls.) A giant this large will
  rarely even bother with sailors, preferring to tread water while
  rending holes in the ship with All-Out Attacks until it sinks.
  Note that a sea giant grows gradually throughout its 
  existence. The GM should feel free to interpolate other “size
  classes” as needed.
  Weaknesses
  On clear nights, the sea giant will leave its bubble to calm-
  ly float on the surface of the water. Its tentacles gently writhe
  in the starlight as it drifts off to sleep. Anyone who encounters
  the creature could sneak up on it and deliver a lethal blow, or
  raid the sea floor pattern while it slumbers on the surface.
  Its brain is located directly between its eyes. This spot is not
  protected by its natural Damage Resistance, so a skillfully
  aimed blow could kill the creature. Even if the blow isn’t lethal,
  enough injury will often drive the sea giant off.
  CREATURES OF THE NIGHT, VOL. 2
  11
  The Origin of 
  the Creature
  A lost merfolk, alone and far from home, may become
  a sea giant. As it struggles to return to familiar sur-
  roundings, its mind and body become very tired. It lays
  down on the sea floor, curls into a ball, and grows a rub-
  bery shell. Two to 6 months later, the shell opens and a
  sea giant comes out. It immediately looks for a suitable
  location for the pattern.
  If merfolk know about this transformation (and the
  elder merfolk surely do), they will have strong reactions
  to sea giants. They might want to destroy the beast, con-
  sidering them mortal enemies, rivals, or polar opposites.
  Or, they could attempt to capture the sea giant and
  change it back, performing a “psychic rescue” of a lost
  merman or mermaid.
  
  Adventures
  The campaign Tech Level has a decisive influence on the
  nature of the adventure. The TL determines the method char-
  acters use to explore underwater, the ships they will be travel-
  ing in, the type of objects used to create the magic pattern, and
  the weapons they can use to trap or kill the creature.
  Barth’s Lost Blade
  In this TL3-4 fantasy adventure, the party is hired by a 
  wizard guild to find a lost magic dagger. The wizards know it
  was lost at sea, and they have a good idea of the general area
  where it sank under the waves. They send Barth, the son of the
  guild master, with the party, on a trading vessel that will cross
  the spot where the weapon was last seen.
  Barth is a capable wizard, but also naïve and clumsy. He is
  equal parts helpful and hindrance, there because his father is
  the boss.
  Barth detects the dagger, lying inside the pattern of a sea
  giant. He knows a few facts about the creature, so the crew has
  some idea of what they are getting into. (If one of the PCs is
  knowledgeable about sea giants, the GM can also play Barth’s
  knowledge as useless.)
  Using Barth’s magical skills, they travel down to the pattern.
  They find the dagger – and a lot of other magic items. Barth
  wants to bring back as many as possible to the guild and doc-
  ument the rest. If the sea giant is sleeping, they will have to
  move quietly and carefully. If the sea giant is away, they have
  more freedom to explore.
  At this point, the adventure can turn in several different
  directions. The sea giant could return and attack (or wake up
  and attack). It might attack the ship above if it is unaware that
  the characters and Barth are standing inside the pattern
  (returning home could be a serious challenge).
  If things go horribly wrong, Barth’s father could help – he is
  a powerful mage, and has been watching his son’s progress. Of
  course, they don’t need dad if they find a magic item in the pat-
  tern that can get them back. The item could be used to kill or
  charm the sea giant, to teleport them back home, or to
  reassemble parts of the ship and sail to safety.
  Modern-Day Melville
  In this TL8 adventure, the characters are passengers on a
  small ship. Halfway through the journey, they stumble across
  a room full of heavy weapons and a submersible watercraft . . .
  and soon after, the captain takes the ship off-course, and
  begins talking about the “great beast,” a sea creature that
  destroyed his ship and killed his crew years ago. The captain is
  well-armed and protected by henchmen.
  The “great beast” – a pale-skinned sea giant – is spotted the
  next day (by at least one of the passengers as well). The captain
  isn’t hallucinating, but he is obsessed. The only actual benefit
  (to the passengers and crew) is his study of Hidden Lore
  (Oceanic Occultism) to prepare for this day.
  The GM and players can use this scenario to recreate scenes
  from Moby Dick, using modern day versions of characters such
  as Starbuck and Queequeg. For a more self-referential adven-
  ture, if the characters have read Moby Dick, they may recognize
  literary elements from the book, manifest in the world, and try
  to use their knowledge of the novel to their advantage (such as
  preparing something comparable to a sealed coffin ahead of
  time).
  This adventure can be run without ever involving the
  pattern on the sea floor. However, the pattern can be used 
  as bait – the captain could send the passengers into the sea
  in the submersible craft to disturb the arrangement of
  objects.
  At some point in the adventure, of course, the sea giant
  will attack the ship. The passengers can assist the captain 
  in trying to kill the creature, try to stop him, or just get 
  away with their lives . . . no matter what, their lives will be
  in danger.
  Large Sea Giant
  ST 21; DX 12; IQ 5; HT 13.
  Will 12; Per 13; Speed 7.00; Dodge 10; Move 7.
  SM +1; 750 lbs.
  Traits: Amphibious; Claws (Blunt); Discriminatory Hearing;
  Doesn’t Breathe (Oxygen Storage, ¥300); DR 4 (Limited, All
  but Skull); Enhanced Move 1 (Water Move 7/14); Extra
  Attack 1 (Tentacles Only); Injury Tolerance (Damage
  Reduction 4; Limited, Piercing); Loner (6); Obsession
  (Create pattern and grow) (6); Pressure Support 3; Striker
  (Tentacles; Crushing; Long, +1 SM); Subsonic Hearing;
  Unaging; Wild Animal.
  Skills: Brawling-14; Survival (Open Ocean)-13; Symbol
  Drawing (Deep Sea Patterns)-14; Tactics (Naval)-10*.
  Huge Sea Giant
  ST 45; DX 11; IQ 5; HT 13.
  Will 13; Per 14; Speed 6.00; Dodge 9; Move 7 (Water).
  SM +3; 4 tons.
  Traits: Amphibious; Claws (Blunt); Discriminatory Hearing;
  Doesn’t Breathe (Oxygen Storage, ¥300); DR 9 (Limited, All
  but Skull); Enhanced Move 1 (Water Move 7/14); Injury
  Tolerance (Damage Reduction 4; Limited, Piercing); Loner
  (6); Obsession (Create pattern and grow) (6); Pressure
  Support 3; Reduced Ground Move 4; Striker (Tentacles;
  Crushing; Long, +1 SM); Subsonic Hearing; Unaging; Wild
  Animal.
  Skills: Brawling-13; Survival (Open Ocean)-14; Symbol
  Drawing (Deep Sea Patterns)-15; Tactics (Naval)-10*.
  Colossal Sea Giant
  ST 110; DX 10; IQ 5; HT 13.
  Will 15; Per 16; Speed 5.00; Dodge 8; Move 7 (Water).
  SM +6; 75 tons.
  Traits: Amphibious; Claws (Blunt); Discriminatory Hearing;
  Doesn’t Breathe (Oxygen Storage, ¥300); DR 20 (Limited, All
  but Skull); Enhanced Move 1 (Water Move 7/14); Injury
  Tolerance (Damage Reduction 4; Limited, Piercing); Loner
  (6); Obsession (Create pattern and grow) (6); Pressure
  Support 3; Reduced Ground Move 1; Striker (Tentacles;
  Crushing; Long, +1 SM); Subsonic Hearing; Unaging; Wild
  Animal.
  Skills: Brawling-12; Survival (Open Ocean)-15; Symbol
  Drawing (Deep Sea Patterns)-16; Tactics (Naval)-10*.
  * Optional specialty; see p. B169.
  CREATURES OF THE NIGHT, VOL. 2
  12
  
  STRIKEWORM
  A strikeworm looks like a giant eagle’s head on a fat, rub-
  bery worm’s body the size of a large dog.
  Strikeworms live in nests on the edge of cliffs, overlooking
  rivers, lakes, and oceans. When they see something to eat (usu-
  ally rodents or fish), they leap off the cliff, dive down through
  the air, and slam into the victim. Their flight is directed by a
  magical organ inside their bodies that allows them to adjust
  their weight, like ballast tanks on a submarine. A strikeworm’s
  strong, elastic body is unharmed by the impact of a plunge,
  even if it hits the ground.
  In combat, a strikeworm uses its tail to grapple small ani-
  mals, and attacks with its sharp beak (1d-2 large piercing dam-
  age). They are not timid, and have been known to kill and eat
  people.
  The Hovergland
  The strikeworm climbs rocks by secreting a thin layer of
  glue-like jelly, which keeps it stuck to the surface like a snail.
  Still, watching a strikeworm slither up a steep slope looks
  impossible – it is too big for any natural secretion to keep it
  stuck. The effect is achieved with a supernatural organ (the
  hovergland) that temporarily decreases the creature’s weight
  through an innate variant of the Levitation spell. This makes it
  light enough to climb surprisingly sheer cliffs, though the
  stickiness of the jelly is not quite enough to keep it attached to
  a vertical surface.
  When attacking prey, the strikeworm augments the hoverg-
  land with adrenaline, lightening itself to the point where it can
  glide through the air for brief periods. This effect costs 2 FP
  and is usually used for only a few seconds – just long enough
  to snatch some prey. In times of stress, it can be used for as
  long as half a minute before giving out and requiring several
  minutes of rest.
  Strikeworms have an astounding mastery of
  the hovergland. They can spring from a
  cliff, glide at a 45 degree angle
  toward a school of fish, then “turn
  off” the gland, enabling the strike-
  worm to plunge with its full
  weight into the water. They are
  equally adept at using the hover-
  gland, wind, and their body
  weight to attack animals on the
  ground. In both cases, the strike-
  worm can effectively Move and Attack
  at full skill, ignoring the normal -4 penalty
  and skill cap of 9. In a full dive, it adds its orig-
  inal altitude (in yards) to its speed, to a maximum
  of Air Move 48. Though a missed attack roll may
  mean a collision with the ground, the creature’s musculature is
  designed to withstand most blunt trauma.
  If it feels it necessary, the strikeworm may slam into an
  opponent instead of biting him. This normally does 1d of dam-
  age, but if the strikeworm is in a full dive it slams for 4d dam-
  age! As this also inflicts significant damage on the strikeworm
  (taking dice equal to half its opponent’s HP) this is a tactic of
  last resort, even with the strikeworm’s natural resilience.
  A big, flying worm that 
  dive-bombs its prey.
  CREATURES OF THE NIGHT, VOL. 2
  13
  
  Shine Stun
  The only major weakness of the strikeworm is its vulnera-
  bility to hypnosis from bright, shimmering light. If it looks into
  the water as it catches the sun’s rays, the reflection stuns the
  creature. Its mind goes blank and it will not move for hours.
  Only the interruption of the reflected light, physical contact
  with another creature, or a loud noise will break the trance.
  Adventurers who encounter a strikeworm can use this
  weakness to their advantage. A small mirror, aimed properly,
  may be enough to turn the creature into a motionless statue.
  Roll against the better of DX-4, IQ-4 or Survival skill, modified
  by Speed/Range penalties, to stun one.
  Giant Strikeworms
  If it lives long enough, a strikeworm can grow to giant size
  twice as tall as a man, with a body as big as the largest python.
  The giant strikeworm is a necessary part of the reproduction
  process; it is impregnated by a normal strikeworm, after which
  it lays a cluster of eggs. The giant breed is more intelligent than
  the smaller counterparts, as well as being tougher, hungrier,
  and lazier. They stay in their lairs while normal strikeworms
  bring them food.
  The giant strikeworm is dangerous if provoked, with a beak
  capable of inflicting 3d+1 large piercing damage and a slam
  that does 3d damage or 13d damage in a full dive. There are
  legends that describe strikeworms the size of dragons, that can
  speak and cast spells.
  Magical Augmentation
  Although a hovergland is useless if removed from the strike-
  worm’s body (the entire circulatory system is necessary for it to
  function), a mage who is familiar with the strikeworm can
  enhance it. The trick is to target the hovergland – not the beast
  as a whole – with one of the following spells: Apportation,
  Boost Strength, Charge Powerstone, Flight, Flying Carpet,
  Hawk Flight, Lend Energy, Lend Power, Lend Vitality,
  Levitation, Light Tread, Lighten Burden, Might, Share Energy,
  Slow Fall, or Walk on Air. The hovergland never resists. When
  used in such a manner, the spell costs 2 FP to cast and 1 FP to
  maintain (8 FP to cast and 4 FP to maintain if cast upon a giant
  strikeworm) and the duration becomes 10 minutes.
  Doing so pumps extra energy into the organ, making the
  creature almost weightless. This lifts the body up like a helium-
  filled balloon, and replaces the Costs Fatigue and Gliding lim-
  itations on the strikeworm’s Flight with Lighter Than Air
  (p. B56.) More importantly, it allows a human to use a number
  of strikeworms (or one giant one) as a mount! Doing so
  requires either animal control spells or a great deal of training,
  however (see Strikeworm Mount, p. 15).
  The special use of the above spells on a strikeworm may be
  universal knowledge among spellcasters, or it might require a
  roll against a specific skill (such as Biology (Zoology), Survival
  (Mountain), or Thaumatology). The GM can also assess a -4
  unfamiliarity penalty (which is
  removed with sufficient practice) or
  a -3 hit location penalty for tar-
  geting the vitals (which cannot
  be removed.) Or perhaps the
  hovergland is less receptive
  to magic; instead of being
  able to use any spell which
  lightens or transfers energy,
  it requires a specific spell:
  Augment Hovergland. If
  this spell is known to only
  a few, strikeworm mounts
  will be comparatively rare.
  Adventure Ideas
  River Attack (Fantasy or
  Pirate Legend Adventure)
  The characters are on a river-
  boat, slowly moving through a
  narrow mountain passage. Up on
  the edge of the cliff, they see a row of
  strikeworms. The creatures dive-bomb the
  boat, trying to kill everyone on the deck. 
  CREATURES OF THE NIGHT, VOL. 2
  14
  
  Travelers with appropriate skills may know that mirrors or
  similar can be used to stun them (or their guide may know).
  This can give them time to escape by going below deck (or
  jumping overboard).
  Then they are hit by a second wave of strikeworms, from
  the other side of the river. A large colony of the creatures
  inhabit the area. They have become fat and healthy by feeding
  on the fish, animals, and travelers that pass by their cliff nests.
  If they survive, they will have a chance to find treasure (and
  skeletons of previous victims) along the steep rocky shoreline,
  and at the bottom of the river.
  The Mountain Cave (Fantasy)
  The party is traveling along a dangerous mountain pass. A
  storm begins, so they hide in a cave for shelter. That’s where
  they meet a giant strikeworm, sleeping in a nest. If it wakes but
  they don’t attack, it watches them carefully, then turns toward
  the wall.
  A secret door in the wall opens, and a middle-aged woman
  in a dark red robe walks out. She is a powerful spellcaster and
  the giant strikeworm is her mount. She carries a leather bridle
  in her hands.
  The woman doesn’t want a confrontation. She greets
  them with a hint of suspicion, and talks to them. If they
  need help and they can get a good Reaction result, she will
  oblige.
  If they fight the giant strikeworm right away, the woman
  enters and defends her mount. The team can flee into the
  secret passage, run out of the cave, or win the fight. (They
  could also call a truce and apologize.) If she is in danger of
  being seriously injured or killed, and she has a chance to leave,
  the woman flies away on the strikeworm.
  The characters may meet her again.
  Balloon Slugs on Planet Z (Science Fiction)
  The characters are exploring a weird planet. They travel
  through a variety of terrain, including jungles, swamps, and
  jagged rocky hills, finally coming to a stop at the edge of a lake.
  In the morning, they wake to a strange sight: a gigantic bal-
  loon floats over them, drifting with the wind, to the lake. It is
  covered with strikeworms – which look like feathered slugs at
  that distance. Over the water, the strikeworms detach and dive
  in. The water foams and churns as they feed on fish and swim
  back to shore.
  If anyone investigates, they find a tree that emits balloon-
  shaped spores. A yellow-and-red spotted ball forms on a
  branch, inflates, and then breaks away. The tree is spreading
  its seeds. When the strikeworms found it along the shore, they
  learned to use it for transport over the lake. They ride it until
  they see a school of fish, they attack, and the balloon floats
  away.
  If they get too close, they will be attacked. The strikeworms
  will dive-bomb their camp, or bite when they come back to the
  shoreline. The characters can investigate further and find the
  nests of the strikeworms (where hundreds of them live), ana-
  lyze the weird tree (it creates at least six spores a day), or cap-
  ture specimens for future study.
  Strikeworm
  ST 9; DX 13; IQ 3; HT 12.
  Will 8; Per 12; Speed 6.25; Dodge 10; Move 6.
  SM 0; 90 lbs.
  Traits: Acute Vision 3; Clinging (Not on vertical surfaces or ceil-
  ings); Combat Reflexes; Confused (Only when faced with
  shimmering light); DR 6 (Limited, Crushing; Tough Skin);
  Extended Lifespan 2; Flight (Costs Fatigue, 2 FP; Gliding;
  Maximum Duration, 30 seconds; Air Move 12); Ham-Fisted
  2; Minor Handicap (Cannot effectively carry heavy loads);
  No Legs (Slithers); One Arm (Tail); Sharp Beak; Wild
  Animal.
  Skills: Brawling-15; Flying Attack (Brawling)-15*; Flying Attack
  (DX Grapple)-15*.
  * A technique from GURPS Martial Arts which allows for
  a Move and Attack at full skill.
  Giant Strikeworm
  ST 27; DX 13; IQ 5; HT 13.
  Will 12; Per 13; Speed 6.50; Dodge 10; Move 6.
  SM +3; 2,200 lbs.
  Traits: As for the Strikeworm, above, plus DR 2 (Tough Skin)
  and Laziness.
  Skills: As for the Strikeworm, above.
  CREATURES OF THE NIGHT, VOL. 2
  15
  Strikeworm Mounts
  An enhanced strikeworm can carry a load, or even a
  sufficiently small rider, if somehow persuaded to do so.
  Anyone with the knowledge of how to augment a strike-
  worm’s hovergland will also be aware that their bodies
  are not designed for carrying large weights; a sensible
  rider will keep the beasts below Medium encumbrance.
  Following this precaution limits a normal strikeworm to
  carrying 48 lbs., which means a normal-sized human will
  need multiple strikeworms and a special harness ($300
  and 35 lbs.) to fly. A giant strikeworm can safely carry up
  to 438 lbs., making it a more likely mount.
  Divide the total weight by the number of strikeworms
  carrying the harness to find out the encumbrance level
  for each beast. Their unencumbered Air Move is 6 after
  being halved for paced running (see below), which is
  then reduced normally by encumbrance. After determin-
  ing the strikeworm’s effective Move, apply ±1 for every 5
  mph of wind speed.
  Even when augmented by this spell, a strikeworm is
  not designed for long distance travel. All travel is treated
  as paced running (p. B354), not hiking; every minute, the
  strikeworm must roll against HT if at medium encum-
  brance or less, HT-4 if at heavy encumbrance, and HT-8
  if at extra-heavy encumbrance. (For simplicity, make one
  HT roll for groups in a harness.) On a failure, the crea-
  ture loses 1 FP; on a critical failure or a failure by 5 or
  more, it also suffers 1 HP of injury. Dropping to less than
  1/3 FP has its usual effects (p. B426.)
  
  URIMANDER
  The urimander looks like a snake with two bony arms and
  catfish “whiskers” on its face and head. Its skin is shiny, col-
  ored in black and gold.
  Anyone who approaches the urimander will shrink – the
  closer he gets, the smaller he becomes. The urimander must be
  alive and awake for this effect to work.
  Small World
  Urimanders radiate an innate variant of the Shrink Other
  spell. Anyone within eight feet of the serpent must roll HT-4
  every second to resist the effect.
  Use the table below to determine the strength of the effect
  by distance. SMA is the adjustment applied to the character’s
  normal Size Modifier. Scale affects his height, ST, HP, DR,
  Move, and damage done by any non-muscle-powered
  weapons.
  Distance
  SMA
  Weight
  Scale
  Eight feet
  0
  Normal
  Normal
  Seven feet
  -1
  ¥1/3
  ¥3/4
  Six feet
  -2
  ¥1/10
  ¥1/2
  Five feet
  -3
  ¥1/30
  ¥1/3
  Four feet
  -4
  ¥1/100
  ¥1/4
  Three feet
  -5
  ¥1/300
  ¥1/6
  Two feet
  -6
  ¥1/1,000
  ¥1/9
  One foot
  -7
  ¥1/3,000
  ¥1/14
  Point blank
  -8
  ¥1/10,000
  ¥1/24
  Intermediate distances use the lower entry on the table
  (e.g., treat a distance of 6’11” as being within six feet.)
  Although moving closer will make the character shrink
  even more, backing up does not reverse the effect. Regrowth
  begins only when the victim leaves the area of effect (at least
  eight feet away), the urimander is dead, or the urimander is
  sleeping. Regrowth happens at a rate of one SM every ten
  minutes.
  The size change affects all clothing and possessions, and
  occurs at an even pace. As a result, the world seems to expand,
  and the victim may not know what is happening. If one char-
  acter shrinks while others (out of range) do not, the size
  change will be immediately obvious to everyone.
  The urimander is rarely in sight during this change. It could
  be curled up in a corner of the room, hiding under a blanket,
  or laying in shadows. Even in plain sight, it’s not an obvious
  source of the change.
  A person interested in staying small can do so by cutting off
  a whisker from the urimander and holding on to it. As long as
  he holds the whisker, he stays at his current size. Once he lets
  go, the whisker loses its magic power and disintegrates.
  Urimanders can regenerate one whisker per day. The total
  number on the creature when it is first encountered is up to
  the GM.
  Attacking Its Prey
  The urimander can slither toward prey, moving the area of
  effect with it. But this is a rare occurrence, as it tries to avoid
  any confrontation with creatures larger than itself. The crea-
  ture is flexible, so it can easily move through small spaces, hide
  itself in shadows, and crawl up trees and objects to avoid
  attacks.
  If the victim gets small enough, however, it attacks. In a
  fight, the urimander grabs its victim and holds tightly, biting
  for 1 point of impaling damage. As an alternative, the GM can
  also leave the party’s attributes alone and scale the urimander
  up (see Forced Perspective, p. 19). Its effective ST 72 allows it to
  bite for 8d-1 impaling damage. In either case, the urimander is
  a fierce opponent at that size.
  Adventures
  The easiest encounter with a urimander is in a dungeon, or
  similar setting. The team enters a room where the creature is
  waiting, they slowly shrink, and they struggle to survive. The
  encounter combines the confusion of understanding what has
  happened with the hazards of a miniature person.
  But more complex adventures are possible . . .
  Harding’s Basement (Modern/Fairy Tale)
  Old Man Harding lives alone in a creepy house. His huge
  basement is filled with junk, stray cats, mice . . . and a uri-
  mander. Harding is crazy. He wanders away from home for
  days at a time, then comes back and stays until he feels the
  urge to leave again. He has paranoid delusions and he halluci-
  nates.
  The characters are bored kids who sneak into Harding’s
  house after they watch him leave. They explore the basement,
  encounter the urimander, and shrink.
  It won’t be easy to escape. Although they can hide in card-
  board boxes, rusty pails, and behind piles of newspapers, they
  will struggle to survive against the rats, cats, and other wildlife
  (including a wasp’s nest.) The GM can give them dozens of
  obstacles to overcome, such as climbing up the brick wall to a
  wooden shelf, or wading across a puddle. If they are resource-
  ful, the characters can make weapons and equipment from
  string, nails, and other objects.
  Before they escape, Harding comes home. He stumbles
  downstairs and, after scrounging around absent-mindedly,
  sees the tiny characters. Fortunately, he’s too crazy and drunk
  to be shocked by three-inch-tall kids in his basement. He’s seen
  stranger things. The kids might be able to use Harding to
  escape, by convincing him to keeping the cats and rats away,
  or sneaking into his pockets just before he walks back upstairs.
  Tiny Heroes (Fantasy)
  A druidess is withering away – slowly dying from a power-
  ful curse. She is a specialist in magical pets and familiars, and
  lives in her small, secluded home near a seaport. Her home has
  a garden full of animals, she is attended to by a dog with near-
  human intelligence, and she keeps a collection of strange crea-
  tures in a secret room.
  CREATURES OF THE NIGHT, VOL. 2
  16
  A magical reptile that makes its
  victims shrink.
  
  She was cursed by a rival spellcaster who currently serves
  as the lieutenant for a ship captain. The ship is in port, and will
  be leaving soon.
  The druidess enlists the aid of the adventurers. They
  might be adventurers-for-hire or owe her a favor . . . or per-
  haps she caught them sneaking into her home. Regardless,
  she needs them to sneak aboard the rival’s ship and place a
  small talisman in his pocket, then bring the talisman back to
  her. Her plan is to shrink them, to give them the best chance
  of sneaking in and placing the talisman without waking the
  sorcerer.
  Before they leave, they have an afternoon practicing how to
  jump, climb, fight, and cooperate at their miniature size. Each
  hero holds a whisker from the urimander and enters the gar-
  den. (She uses magic to shield herself from the creature’s
  effects.) Let this part of the adventure continue for as long as
  the players enjoy testing their skills, leaping between lily pads,
  or fending off insects with tiny swords.
  That night, they shrink and hold on to the whiskers to stay
  small. They climb into the pouch of her dog, Shadow, and ride
  to the ship.
  If they successfully climb aboard and plant the talisman on
  the sorcerer, he is magically stunned. In a trance, he speaks a
  single magic word that enchants the talisman, ready to be
  brought back to save the druidess . . .
  But the sorcerer breaks out of the trance. If he realizes
  what has happened, he might try to stop them. They could
  toss aside the whiskers, start growing, and return to her that
  way. Or they could sneak off the ship, find Shadow, and ride
  back.
  Urimander
  ST 3; DX 13; IQ 2; HT 11.
  Will 10; Per 10; Speed 6.00; Dodge 9; Move 6.
  SM -1; 8 lbs.
  Traits: Affliction 5 (HT-4; Advantage, Shrinking 8; Area Effect,
  8 feet; Dissipation, Variant; Emanation; No Signature);
  Cold-Blooded (50º); Double-Jointed; Fangs; No Legs
  (Slithers); Regrowth (Minor); Vibration Sense (Air); Wild
  Animal.
  Skills: Stealth-14.
  CREATURES OF THE NIGHT, VOL. 2
  17
  Forced Perspective
  If the entire party has shrunk, it can be simpler to
  handle the transformation by scaling up the rest of the
  world. Instead of adjusting each character’s ST, HP, DR,
  and Move by the fraction given under Scale, invert it and
  apply it to the creatures they encounter and the distances
  they must cover. At SM -6 or smaller, any creature with-
  out DR that weighs over an ounce should get DR 1.
  Example: A house cat has ST 4, Move 10, and bites for
  1d-5 damage. If our SM -6 (Scale 1/9) heroes encounter
  this cat, treat it as being ST 36 and Move 90, with DR 1
  and a 4d-1 bite. Move 90 may seem high, but consider
  that the kitchen floor which used to be 5 yards across is
  now 45 yards wide from the party’s perspective! If the
  group shrinks further, to SM -8 (Scale 1/24), the cat
  increases to ST 96 with a 10d+2 bite – practically a
  dinosaur.
  Obviously, conflict between a full-sized human and a
  tiny one will be fatal (and the full-sized human may not
  even notice). However, all Perception rolls to notice the
  characters are modified by their SM, giving the tiny
  characters some advantage. Also, any attacks against
  chinks in armor (p. B400) reduce the penalty by the
  attacker’s SM (so a SM -4 character can target leg chinks
  at only -6 to skill) – not that their attacks are likely to do
  noticeable damage if they do succeed . . .
  Equipment works normally, but is similarly affected
  by the change in scale. A radio with a range of 2,000
  yards still has that range – but the effective distance to the
  nearest receiver is going to be far greater than it was.
  Similarly, an unshrunken camera that requires a battery
  may now require dozens of scaled-down batteries to
  function properly.
  
  STEVE JACKSON GAMES
  STEVE JACKSON GAMES
  e23.sjgames.com
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SOURCE: textdata/thevault/Bestiaries/GURPS - 4E - Creatures Of The Night - Vol 2.pdf