TEXT: MONSTERS
  for Geoffrey McKinney's Carcosa
  by Mattias Wikström
  MEN
  # Appearing
  AC
  Move
  HD
  % in Lair
  Treasure
  Cannibals
  1-100
  9
  12
  1
  50%
  C
  Barbarians
  1-100
  7
  12
  1+1
  50%
  B
  Mutants
  3-36
  7
  12
  1
  25%
  C
  Nomads
  3-36
  7
  12/18
  1
  25%
  B
  Raiders
  1-100
  7
  12
  1
  25%
  B
  Slavers
  6-36
  5
  9
  1
  25%
  A
  Tomb Robbers
  3-18
  5
  9
  1-5+1 Nil
  A
  FLYERS
  # Appearing
  AC
  Move
  HD
  % in Lair
  Treasure
  Pteranodon
  1-4
  7
  6/24
  4
  10%
  B
  Pterodactylus
  1-12
  9
  6/24
  1
  10%
  C
  INSECTS
  # Appearing
  AC
  Move
  HD
  % in Lair
  Treasure
  Giant Botflies
  1-20
  9
  3/24
  1 HP
  Nil
  Nil
  Giant Centipedes
  1-10
  9
  6
  ½
  Nil
  C
  Giant Locusts
  100-1000
  9
  3/24
  1 HP
  Nil
  Nil
  Giant Scarabs
  1-10
  6
  9
  ½
  Nil
  C
  Killer Hornets
  1-100
  9
  3/24
  1 HP
  25%
  C
  DINOSAURS
  # Appearing
  AC
  Move
  HD
  % in Lair
  Treasure
  Allosaurus
  1-6
  6
  18
  3-5
  20%
  B
  Bactrosaurus
  1-10
  7
  18
  3
  20%
  C
  Brachiosaurus
  1-6
  4
  12
  12+2
  20%
  C
  Camarasaurus
  1-6
  6
  12
  8
  20%
  C
  Corythosaurus
  1-6
  6
  12
  6
  20%
  C
  Gallimimus
  1-12
  7
  24
  2
  20%
  C
  Iguanadon
  1-8
  6
  12
  5
  20%
  C
  Saichania
  1-8
  3
  12
  4+1
  20%
  C
  Stegosaurus
  1-6
  5
  12
  8+2
  20%
  C
  Triceratops
  1-4
  5
  12
  9+2
  20%
  C
  Tyrannosaurus
  1-2
  6
  18
  8+1
  20%
  A
  Velociraptor
  3-18
  7
  24
  ½
  20%
  B
  BURROWERS
  # Appearing
  AC
  Move
  HD
  % in Lair
  Treasure
  Ghouls
  2-24
  9
  12
  1
  50%
  B
  Giant Worms
  1-6
  9
  6
  2*
  Nil
  C
  1
  
  SWIMMERS
  # Appearing
  AC
  Move
  HD
  % in Lair
  Treasure
  Elasmosaurus
  1-6
  6
  9
  6
  20%
  B
  Ichthyosaurus
  2-24
  7
  18
  1
  Nil
  Nil
  Giant Leech
  2-12
  7
  6
  ½
  Nil
  Nil
  Giant Octopus
  1-4
  9
  18
  8
  20%
  B
  Giant Snake
  1-4
  7
  12
  4
  50%
  A
  Kraken
  1
  7
  18
  8-12
  50%
  A
  Half HD monsters do one half die of damage and 1 HP monsters do 1 point of damage 
  unless otherwise stated in the description.
  MUTATION
  There is a 5% chance that any monster (except men) will be suffering from some kind 
  of mutation. Use the mutation table in Supplement V and the one below for ideas.
  Roll
  Mutation
  1
  Breath Weapon (fire, poison gas, sleep gas, etc)
  2
  Rotting Carcass (unbearable stench)
  3
  Frog Tongue (snatch at 10-100 ft and pull to mouth for bite)
  4
  Radiation Gaze (use the projectile weapons tables in Supp. V)
  5
  Laser Gaze (use the projectile weapons tables in Supp. V)
  6
  Radioactive (cause damage or mutations at 10-100 ft)
  7
  Teleportation (can move 100-2000 ft instantaneously)
  8
  Psionic Power (use the psionics rules in Supp. V)
  9
  High Body Temperature (dangerously hot to touch)
  10
  Low Body Temperature (dangerously cold to touch)
  11
  Acid Blood (destroys weapons, etc)
  12
  Crossbreed (combine special characteristics of two species)
  13
  Change in Diet (herbivore is carnivore, etc)
  14
  Friendly (will only attack in self defense, may be helpful)
  15
  Too Friendly (will want to mate)
  16
  Evil (normally animals are not evil)
  17
  Spit Weapon (spits green slime, puddings, etc)
  18
  Glows in the Dark
  19
  Exudes Mist (may be poisonous)
  20
  Regeneration (rapid healing, destroyed body parts grow back)
  2
  
  MEN
  You can use this table to randomly determine the color of men. Usually all men in a 
  group are of the same color, but there is small chance accounted in the table for a 
  mixed group of men.
  Roll
  Type of Man
  1-7
  Black (ebony skin)
  8-14
  Blue
  15-21
  Bone (transparent to the bone)
  22-28
  Brown
  29-35
  Dolm
  36-42
  Green
  43-49
  Jale
  50-56
  Orange
  57-63
  Purple
  64-70
  Red
  71-77
  Ulfire
  78-84
  White (chalk white skin)
  85-91
  Yellow
  92-100
  Roll again (or if a group of men, roll for each individually)
  CANNIBALS: Usually  very  degenerate  and  primitive  men,  who  for  some  reason 
  (religious, philosophical, physiological, practical) have decided that they must eat other 
  men. Over time many devolve and become Ghouls. Cannibals have bad morale and try 
  to take their opponents prisoner (for the big feast).
  There is a small chance (1 in 6) that the Cannibals are more “civilized”, which usually 
  means that they are better equipped and more organized in their evil ways.
  BARBARIANS: A broad category for all the primitive men inhabiting the wastelands of 
  Carcosa. They are usually highly protective of their territory and are fierce warriors (+1 
  to hit), with exceptional morale (most will fight to the death).
  MUTANTS: Mutants are shunned by all men and so they form their own diverse groups 
  and settlements. They usually have no pity for normal men.
  Note: Psionic abilities are by most men considered a sign of mutation.
  NOMADS: The proud nomads have succeeded in domesticating dinosaurs and use 
  them  as  mounts  (Allosauruses,  Bactrosauruses,  Corythosauruses,  Gallimimuses, 
  Iguanadons and Pteranodons). They are highly secretive concerning their techniques 
  and will never reveal them to outsiders. Some men who have befriended the nomads 
  have received dinosaur mounts as gifts.
  Nomads have good morale and are a accomplished warriors (+1 to hit).
  RAIDERS: Rough and ruthless men, who have decided to prey on their own kind. 
  3
  
  Armed with whatever they can get their hands on, a raiders life consists only of murder, 
  pillage and rape. Raiders usually have bad morale and they take no prisoners.
  Larger groups are usually led by a substantially stronger individual (HD 2+) with chain-
  mail and perhaps even a Space Alien weapon.
  SLAVERS: Slavers roam the wastelands to capture men and sell them to the highest 
  bidder. Some slaves serve the more fortunate, but most perish quickly, in mines, 
  quarries or doing other hard labor.
  Slavers are disliked by most men, but they are well organized and usually very well 
  equipped. For every 5 slavers there will be 1D10 slaves, chained together by their feet 
  or necks. The slaves will usually be pulling small carts filled with provisions.
  Slavers will of course try to capture their opponents alive and for this they utilize bolas, 
  nets, tranquilizing darts and sometimes even Space Alien technology.
  TOMB ROBBERS: These men are usually only a danger when encountered in some 
  ancient ruin or tomb, as they do not like competition. Their profession being highly 
  dangerous they are of course skilled fighters (+1 to hit), well equipped and have good 
  morale.
  Adjust the Tomb Robbers HD according to the underworld level. 1 HD on the first level, 
  2 HD on the second and so on.
  There is a 50% chance that the party of Tomb Robbers will be led by a Sorcerer in 
  search of some ingredient for a ritual.
  FLYERS
  PTERANODON: The largest of the flying pterosaurs, with a wingspan of 30 ft. The 
  Pteranodon is strong enough to carry larger prey than men and it is not uncommon for 
  them  to  swoop  down  and  carry  away  the  careless.  Pteranodons  are  especially 
  common near large bodies of water and prefer to nest on high mountain tops.
  The Pteranodon has a  long, sharp, toothless beak and the skull is elongated far 
  behind the neck. The wings are membranous and are extensions of the forearms with 
  three fingers with talons at the halfway point. The legs have strong claws and are used 
  to grab prey. When on the ground the Pteranodons movement is quadrupedal.
  PTERODACTYLUS: A smaller pterosaur, with a wingspan of 8 ft. The Pterodactylus is 
  very reminiscent of the larger Pteranodon, but prefers to hunt fish and rarely attacks 
  any of the larger land based animals.
  4
  
  INSECTS
  GIANT BOTFLIES: A large hairy fly, 5 inches in length, that lays its eggs in living 
  creatures. The botflies bite does no damage, but a save against wands is required or 
  the botfly manages to lay its eggs under the skin of the host.
  The host loses 1 HP and develops a fever as the eggs grow under the following 26-48 
  hours (-1 to all rolls unless of strong constitution). After this incubation period the eggs 
  hatch and the botfly larvae eats its way out (the host loses 1-3 HP). The larvae drop off 
  the host and complete the pupal stage in soil.
  It is possible to cut out the eggs before they hatch, but the host loses 1 HP for every 
  incision.  No wounds can heal until the eggs or larvae are removed. It takes 13-24 
  hours for the fever to pass.
  If the eggs hatch, there is a 5% chance that the larvae will consume the hosts testes or 
  ovaries, leaving the host sterile.
  GIANT  CENTIPEDES: Colorful  centipedes  2-3  ft  in  length.  They  have  a  mildly 
  poisonous bite and do 1 die of damage unless a successful save against Poison is 
  made.
  GIANT LOCUSTS: A swarm of these 6 inch locusts can strip a man to the skeleton in a 
  couple of minutes. 2 bites equal 1 HP lost. Luckily the swarm usually whips up a dust 
  storm and thus there may be some advance warning of the impending doom.
  GIANT SCARABS: These beetles are the size of a large dog and feed on feces. Thus 
  they  are  common  wherever  dinosaurs  roam.  They  store  the  feces  for  future 
  consumption by rolling it into large balls (3 ft in diameter). They are not especially 
  aggressive, but can attack if they believe someone is trying to make off with their dung 
  balls.
  KILLER  HORNETS: These  highly  aggressive  3  inch  hornets,  blind  their  prey by 
  spitting acid in their eyes (lose 1 HP and save against Dragon Breath, or become 
  permanently blind). The acid contains pheromones that attract 1-50 nearby hornets in 
  1-6 rounds.
  Having blinded their opponent, the hornets use their stingers to finish the job. 2 stings 
  equal 1 HP lost. The hornets can follow their prey for miles.
  DINOSAURS
  ALLOSAURUS: This bipedal predator is usually between 30 to 40 ft in length. The 
  Allosaurus has a large skull with dozens of razor sharp teeth (2 dice damage). The 
  arms are small compared to the legs, but both hands and feet are equipped with sharp 
  talons (1 die damage). The body is balanced by a long and heavy tail.
  5
  
  Allosauruses are devious and social and hunt in packs.
  BACTROSAURUS: This herbivore is 20 ft long, 7 ft high and weighs 3 tons. It has a 
  long tail and neck and large spines protruding from the vertebrae. The Bactrosaurus 
  can switch between bipedal and quadrupedal movement.
  BRACHIOSAURUS: The Brachiosaurus is the largest of the dinosaurs, at 90 ft in 
  length and 80 tons in weight. Its neck is almost as long as its entire body and tail 
  combined and it can lift its head to a height of 50 ft.
  Brachiosauruses are herbivores and move in herds. They have little to fear of any 
  predators because of their size (4 dice stomping damage).
  CAMARASAURUS: This quadrupedal herbivore is 60 ft in length and weighs 20 tons. 
  It has a long neck and tail and the inner toes of the feet have a large claws for self 
  defense (2 dice damage). The skull is arched and square, with a blunt snout.
  CORYTHOSAURUS: This duck-billed dinosaur bears a large colorful crest on its head. 
  In other aspects it resembles the Bactrosaurus, except that it is longer (30 ft) and 
  heavier (4 tons).
  The Corythosaurus loud, low pitched cries can be heard far over the wasteland.
  GALLIMIMUS: This lithe, ostrich-like predator is 20 ft long and slightly taller than a 
  man. It weighs about a ton and has a long tail and neck. Its head is small, with large 
  eyes and a sharp beak. The short forelimbs are clawed, as are the more powerful hind 
  legs. The Gallimimus can switch between bipedal and quadrupedal movement.
  IGUANADON: Similar to the Corythosaurus this slightly smaller herbivore bears no 
  crest and has a more blunt, rounded snout. Its hands have five fingers and the thumb 
  is shaped like a large spike for use in self defense (1+1 die damage). The little finger is 
  elongated and dexterous and can be used to manipulate objects.
  SAICHANIA: This 20 ft long herbivore is shaped like a rhinoceros and its back, tail and 
  head is covered with thick, spiked armor. The tail has a heavy club-like end piece 
  which the Saichania can use for self defense.
  STEGOSAURUS: This bulky herbivore is easily recognized by it large tail spikes (3 
  dice damage) and kite shaped back plates. The Stegosaurus is 30 ft long, 14 ft tall and 
  weighs 5 tons. Its back is heavily arched and the forelimbs are short, the head is held 
  low and tail high. The spikes are for self defense, while the back plates are mostly for 
  heat regulation.
  TRICERATOPS: This rhinoceros-like herbivore has a huge head, which bears a bony 
  frill and three large horns (2 dice damage). The Triceratops weighs 10 tons and is 30 ft 
  long and 10 ft high. When it is charging forward, there is not much that can stop it (4 
  dice damage).
  6
  
  TYRANNOSAURUS: This bipedal carnivore is one of the largest predatory dinosaurs. 
  It is 42 ft long and 13 ft tall and weighs 7 tons. It is shaped like Allosaurus, except that it 
  has thicker armor, a larger head and the arms are comparatively tiny.
  The Tyrannosaurus is devious and highly aggressive. Its main weapon is a ferocious 
  bite (3 dice damage), but it can also use the large talons on its feet (2 dice damage). If 
  two Tyrannosauruses are encountered together, they are mates.
  VELOCIRAPTOR: These small and incredibly fast, bipedal predators are 7 ft long and 
  3 ft high. The foot long skull features strong jaws with 28 widely spaced, serrated teeth 
  on either side, that are used to catch and hold the prey (1 die damage).
  The Velociraptor has a long tail and short neck. Its arms are shorter than the legs and 
  covered with feathers, which make them look like small wings. The feet have a large 
  sickle shaped talons that are used to disembowel the prey (1 die damage).
  If encountered in an environment were  the Velociraptor can use its speed  to its 
  advantage, all rolls to hit it are made with a -1 penalty. The Velociraptor is highly 
  devious and patient and will try to ambush its prey.
  BURROWERS
  GHOULS: Pale and feral shadows of men, that are now like wild animals. They fear 
  the sun and can only derive sustenance from the blood and flesh of men. They live in 
  dark places and can dig long tunnel systems.
  The Ghouls carry a disease that destroys the more cognitive parts of the brain. It 
  requires them to feed on untainted specimens of their own kind and makes them 
  sensitive to ultraviolet radiation.
  The disease can be contracted in two ways. By eating the flesh of men, or by the bite 
  from a Ghoul. Cannibals have a 1% chance each month of contracting the disease and 
  those bitten by a Ghoul must make a save against Poison or contract the disease.
  It takes at least 6 months for a man to turn into a Ghoul. Make a save against Poison 
  once per month and consult the table below if failed:
  First failure
  Nauseated by normal food, only red meat will do.
  Second
  Skin problems, paleness, sweating, lose 1 point of CHA.
  Third
  A strong desire to eat the flesh of other men, easy to anger, lose 1 
  point of CHA.
  Fourth
  Must eat the flesh of other men, lose 1 point of CHA, INT and WIS.
  Fifth
  Hairloss, abnormal tooth and nail growth, lose 2 points of CHA, INT 
  and WIS, increase STR, DEX and CON by 1.
  Sixth
  The transformation is complete, reduce INT, WIS and CHA to 1.
  GIANT WORMS: Huge, pale earthworms, 10 ft long and 1 ft thick, weighing 500 
  7
  
  pounds. The worm will attack by swallowing hands or feet, or by lifting and dropping its 
  bulk on the enemy.
  Roll 2 dice for HD and keep the results separate. If a cutting weapon does more 
  damage than either die roll, the worm is cut in two. Both parts will continue to attack 
  separately with 1 HD (re-roll for both parts). Blunt weapons do only half damage.
  SWIMMERS
  ELASMOSAURUS: A water dwelling giant predator, 46 ft long and weighing almost 5 
  tons. Its massive body has four large flippers and the neck is over half its length, with 
  over 70 vertebrae. The head is relatively small, with sharp teeth (2 dice damage).
  ICHTHYOSAURUS: A 7 ft long fish-like predator, that looks like a crossbreed between 
  a swordfish and a barracuda. It has large flippers and is a quick swimmer. Its sharp 
  beak can be used for stabbing as well as biting.
  GIANT LEECH: This 3 ft leech can easily drain a man of blood (1 HP per round). Once 
  attached they are very difficult to get off without a red hot iron or some other extreme 
  heat source. If a blow is aimed at an attached leech, all excess damage will hit the 
  victim of the leech.
  GIANT OCTOPUS: A huge rubbery mass with 8 suckered arms. The 30 ft long Giant 
  Octopus can travel through small cracks by stretching and molding its bodyl, the sharp 
  beak is the only limiting factor. It can also change its skin color for camouflage and to fit 
  different moods.
  The Giant Octopus is highly intelligent and curious. It will usually hold its prey and 
  squeeze it with the tentacles (see the Giant Snakes constriction) and then bite it (2 dice 
  damage). It is impossible to escape from its grasp before it is dead.
  GIANT SNAKE: This 40 ft long snake can swallow small dinosaurs. Its jaws can, if 
  given enough time to expand, accommodate almost any creature shorter than the 
  snake itself.
  The Snake is very agile on both land and in water. It will try to wrap itself around its 
  prey to constrict it (save against Paralyzation). Very strong men might have a small 
  chance of breaking free, but usually the victim dies of asphyxiation. The Snakes bite is 
  painful, but not venomous.
  Once the prey is still the Snake will proceed to swallow it. Depending on the size of the 
  meal, this can take several hours. Once the Snake is full it will be quite docile and 
  usually will not move until the meal is digested, which can take a couple of weeks.
  KRAKEN: The Kraken is a type of Colossal Squid. It is between 60 and 80 ft long, has 
  a very large mantle and two huge eyes (2-3 ft across). It has eight suckered arms and 
  two longer, suckered tentacles and all of the suckers have sharp hooks.
  8
  
  The Kraken can attack with all of its arms and tentacles separately and they each have 
  2 HD. The tentacles constrict as Giant Snakes (1 die damage from the hooks on the 
  first round) and once per round any prey caught in the arms or tentacles will be moved 
  to the beak for a bite as well (2 dice damage).
  The Kraken is very intelligent and can live in any type of water (sea, loch or swamp) 
  and any temperature.
  UNDEAD
  Zombies and Skeletons exist, their statistics are as in Monsters & Treasure.
  Zombies can be magical, diseased (those bitten by a Zombie, become Zombies) or 
  radioactive (a weird radiation animates the dead).
  Skeletons are actually old  Zombies whose flesh has rotted off (be as gross as you 
  like).
  9
  
SOURCE: textdata/thevault/Carcosa/Monsters for Carcosa.pdf