TEXT: TM and ©2017 Monte Cook Games, LLC
  To print your Creature Deck Expansion, 
  set your double-sided printer to short-
  edge binding and print on a cardstock 
  material. Then, with a sharp utility knife 
  and straight edge, use the crop marks as 
  guides to trim the cards apart.
  If you don’t have a double-sided printer, 
  print the pages individually and then 
  glue them back-to-back with a thin, even 
  coat of adhesive. Before glueing, hold the 
  back-to-back sheets up to a light source 
  to ensure they are lining up correctly.
  The gutters between the cards give you a 
  little bit of leeway if the two sides do not 
  line up exactly.
  
  Build encounters quickly and easily, or create them 
  randomly on the fly. Then give your players a look 
  at their foes before plunging into combat.
  This deck contains 30 creatures found in the Ninth 
  World, drawn from both Into the Night and Into the 
  Deep. When you need to build an encounter (either 
  when prepping your game or at the gaming table), 
  simply draw a card from this deck. You’ve got basic 
  stats (with a reference to the sourcebook, for full 
  stats and info) on one side, and an image to share 
  with your players on the reverse. 
  Designers: Monte Cook and Bruce R. Cordell
  Managing Editor: Dennis Detwiller
  Proofreader: Ray Vallese
  Graphic Designer: Bear Weiter
  © 2017 Monte Cook Games, LLC
  Numenera and its logo are trademarks of 
  Monte Cook Games, LLC in the U.S.A. and other countries. 
  All Monte Cook Games characters and character names, 
  and the distinctive likenesses thereof, are trademarks of 
  Monte Cook Games, LLC.
  Printed in China
  Numenera
  ™
  Creature Deck Expansion
  TM and ©2017 Monte Cook Games, LLC
  
  TM and ©2017 Monte Cook Games, LLC
  
  TM and ©2017 Monte Cook Games, LLC
   
   
  )
  Ebon 
  4 (12)
  Combat: Ebons hunt in packs of two or three 
  creatures. When they scent something they 
  desire, they zoom toward it, wrap their finned 
  arms around it, and sting it repeatedly with 
  their poisonous vibrissae. In their first attack, 
  ebons wrap and poison their prey. If this attack 
  is successful, they inflict 1 point of damage, 
  and the poison inflicts 5 points of additional 
  damage (unless the victim makes a successful 
  Might defense roll). Either way, the ebon’s 
  grasp increases the difficulty of the victim’s 
  next action by one step. In subsequent rounds, 
  ebons bite grabbed prey for 5 points of damage. 
  Health: 12
  Damage Inflicted: 
  5 points
  Armor: 5
  Movement: Long 
  Modifications: Speed 
  defense as level 5 due 
  to quickness; stealth as 
  level 5. 
  139
   
   
  Edum 
  2 (6)
  Combat: An edum can attack with its pincers and 
  inflict 2 points of damage. It automatically clamps 
  onto a creature it hits and remains attached until 
  pried off (a Might task) or killed. The round after an 
  edum attaches to a target, it inserts its proboscis 
  (ignores Armor) and automatically feeds for 2 
  points of Speed damage; this damage continues in 
  each subsequent round it remains attached. 
  Five or more edou can coordinate their attack. 
  When they do, they make a single attack against 
  one target as a level 4 creature and deal 4 points of 
  damage. However, of more concern to the target 
  is that following a swarm attack, five or more edou 
  are now attached, and each must be killed or pried 
  off individually before the target is sucked dry of 
  life. Edou are void-adapted creatures.
  Health: 6
  Damage Inflicted: 
  2 points
  Armor: 2
  Movement: Immediate; 
  short when flying or in 
  microgravity 
  Modifications: Speed 
  defense as level 3 due to 
  small size.
  153
  Heeldran 
  2 (6)
  Combat: Heeldra prefer to fight with spears. 
  They like to attack with surprise, rising from 
  the water in an attempt to catch their target 
  unawares. In the face of stiff resistance, 
  they flee back to the water. Heeldra mucus 
  discharge is constant, providing an asset to 
  any swimming task, as well as a barrier against 
  dryness while they are above water. However, 
  creatures within immediate range that contact 
  the mucus via smell or diffusion take 1 point 
  of Intellect damage (ignores Armor) each 
  round due to the fact that the mucus is acidic, 
  poisonous, and psychedelic. Heeldra are 
  immune to most poisons.
  Health: 9
  Damage Inflicted: 
  3 points
  Movement: Immediate; 
  short when flying or in 
  microgravity 
  Modifications: Perception 
  and deception as level 5. 
  140
   
   
  Incona 
  7 (21)
  Combat: Inconae hunt in packs, seeping out 
  from the shadows. They attack with tooth and 
  claw, making two melee attacks as a single 
  action. An incona can also use its action to 
  mesmerize a foe. If the victim fails an Intellect 
  defense roll, they suffer 2 points of Intellect 
  damage. Until those points are restored, they 
  are disoriented, and the difficulty of their 
  actions is increased by two steps. During this 
  confusion, an incona can make a suggestion 
  and the victim will follow it. The suggestion 
  cannot be something they wouldn’t normally 
  do. Inconae can see in complete darkness, and 
  hate bright light (all actions in bright light are 
  increased by one step).
  Health: 30
  Damage Inflicted: 
  8 points
  Armor: 1
  Movement: Short
  Modifications: Stealth and 
  jumping as level 10. 
  144
   
   
  Level: A creature’s level determines the target number a PC must 
  reach to attack or defend against the opponent. The difficulty 
  number is listed in parentheses after its level. The target number 
  is three times the level. 
  Health: A creature’s target number is usually also its health, 
  which is the amount of damage it can sustain before it is dead 
  or incapacitated. 
  Damage Inflicted: Generally, when creatures hit in combat, they 
  inflict their level in damage regardless of the form of attack. 
  Some inflict more or less or have a special modifier to damage. 
  Armor: This is the creature’s Armor value. This entry doesn’t 
  appear in the game stats if a creature has no Armor. 
  Movement: Movement determines how far the creature can 
  move in a single round. 
  Modifications: Use these numbers when a creature’s information 
  says to use a different target number. For example, a level 4 
  creature might say “defends as level 5,” which means PCs 
  attacking it must reach a target number of 15 (for difficulty 5) 
  instead of 12 (for difficulty 4). 
  Combat: This entry gives advice on using the creature in combat, 
  such as, “This monster uses ambushes and hit-and-run tactics.” 
  Page Number: The number you see at the bottom of a creature 
  listing tells you where to get additional information about that 
  creature’s motives, appearance, habitats, loot, and interactions. 
  Purple numbers refer to Into the Night, while blue numbers refer 
  to Into the Deep.
  Understanding the Creature Listings
  Alioptor 
  6 (18)
  Alioptor 
  6 (18)
  Combat: Alioptors can attack all within 
  immediate range with their barbed tongues. 
  Creatures struck must make a Might defense 
  roll or be pulled into the mass of toothless 
  mouths and held there. Victims held suffer 6 
  points of damage each round if they cannot 
  break free, although a new attempt is allowed 
  each round. Victims must also make a Might 
  defense roll or be injected with alioptor larvae. 
  The larvae grow beneath the victim’s flesh for 
  about a week, at which time they move to the 
  tongue and cause it to swell. Eventually, the 
  victim begins to choke, and each hour must 
  make a Might defense roll or move one step 
  down the damage track. After six hours, the 
  tongue ruptures, and tiny alioptors squirm 
  out (moving the victim one step down the 
  damage track).
  Health: 34
  Damage Inflicted:  
  6 points
  Armor: 1
  Movement: Long (flies)
  Modifications: Stealth as 
  level 7; Speed defense as 
  level 5 due to size.
  143
  Cleoid 
  6 (18)
  Combat: A cleoid’s main mode of attack is 
  a psychic assault, which it can use against a 
  single foe’s mind within short range. The attack 
  inflicts 4 points of Intellect damage (ignores 
  Armor), and a victim must make a second 
  Intellect defense roll or lose its next turn. A 
  creature that would be killed by a cleoid instead 
  falls into a 28-hour coma, during which time 
  the victim is slowly transformed into another 
  cleoid.
  Health: 27
  Damage Inflicted: 
  6 points
  Armor: 2
  Movement: 
  Immediate; swim 
  a short distance 
  each round 
  Modifications: Speed 
  defense as level 4 due to 
  large size; insight, detecting 
  falsehoods, and knowledge 
  related to psychic 
  phenomena as level 8.
  137
   
  6 (18)
  Curusa 
  6 (18)
  Combat: A curusa can make attacks with its 
  fists, which temporarily become as hard as 
  diamond. Once every other round, a curusa can 
  create a miniature whirlpool in the surrounding 
  water. All creatures within short range of the 
  curusa must succeed on a Might defense roll 
  or be violently swirled and tumbled around 
  and around it, taking 5 points of damage in the 
  process and losing their turn. In addition, as 
  an action a curusa can disperse its form and 
  reassemble a new body anywhere within long 
  range that is underwater. A curusa regains 
  2 points of health each time it travels in this 
  fashion.
  Health: 36
  Damage Inflicted: 
  7 points
  Movement: Long when 
  swimming; can flow 
  through tiny cracks and 
  reform without harm 
  138
  
  TM and ©2017 Monte Cook Games, LLC
  
  TM and ©2017 Monte Cook Games, LLC
   
   
  )
  Malork 
  4 (12)
  Combat: A malork tries to incapacitate prey 
  from a distance with a long-range sonic blast 
  that can target either a single creature for 5 
  points of damage, or all creatures in immediate 
  range for 3 points of damage. Creatures that 
  take damage from the sonic screech must also 
  make a secondary Might defense roll or be 
  stunned for one round. A malork is adept at 
  diving because it must often catch falling prey 
  on the wing, but more important, it’s skilled at 
  pulling out of dives, even after entering the 
  cloud layer. Usually a malork attacks from 
  surprise, and the first time it surprises prey 
  with this tactic, it gains an asset on its next 
  attack on that target.
  Health: 24
  Damage Inflicted: 
  5 points
  Movement: Long 
  Modifications: Speed 
  defense as level 3 due to 
  size; tasks related to flying 
  maneuvers and stealth 
  while gliding near the 
  cloud layer as level 5. 
  146
   
   
  Mercurial Wasp 
  3 (9)
  Combat: A character struck by a mercurial 
  wasp’s sting must make a Might defense roll or 
  be paralyzed, unable to move, for one round. A 
  swarm of five mercurial wasps work together to 
  attack with stunning speed and coordination. 
  They do so as a level 5 creature, inflicting 8 
  points of damage, and the paralytic effect lasts 
  for two rounds.
  Health: 9
  Damage Inflicted: 
  4 points
  Armor: 1
  Movement: Long 
  Modifications: Defend 
  as level 4 due to shifting 
  states. 
  144
  Morigo 
  6 (18)
  Combat: A morigo can generate a pulse of 
  infrasound that reverberates through the water, 
  affecting all in long range. Victims failing an 
  Intellect defense roll have their mind affected in a 
  random fashion: 
  01–30
  Dazed for one round—difficulty of all 
  actions is increased by one step 
  31–40
  Stunned for one round—no action 
  41–45
  Immobility for one round 
  46–55
  Panic for one round, during which the 
  character moves away at top speed 
  56–70
  2 points of Intellect damage and dazed 
  (as above) until points are restored 
  71–80
  3 points of Intellect damage and dazed 
  (as above) until points are restored 
  81–90
  4 points of Intellect damage and dazed 
  (as above) until points are restored 
  91–00
  Madness for one round, during which 
  the character attacks nearest target
  Health: 26
  Damage Inflicted: 
  6 points
  Armor: 2
  Movement: Long 
  underwater
  Modifications: Perception 
  as level 8; swim as level 7. 
  145
   
   
  )
  Mozck Automaton 
  5 (15)
  Combat: A Mozck automaton makes physical 
  attacks with a bladed wing, pincer, or tentacle 
  tip. However, a mature Mozck automaton usually 
  relies on psychic attacks that disrupt the thought 
  processes of organic and machine intelligences. 
  A target within long range must make an Intellect 
  defense roll; on a failure, it takes 5 points of 
  Intellect damage, and the difficulty of its actions is 
  increased by one step while it remains within long 
  range. A target defeated by a Mozck automaton 
  is infected with a nanoscopic parasite that infects 
  their flesh in random, horrible ways. Mozck 
  automatons regain health at a rate of 1 point per 
  hour, even when they are at 0 health. The only way 
  to eliminate this ability is to destroy the automaton 
  utterly.
  Health: 20
  Damage Inflicted: 
  5 points
  Armor: 3
  Movement: Short
  Modifications: Tasks related 
  to understanding and 
  manipulating the numenera 
  as level 10; detecting 
  falsehoods as level 7. 
  147
  Jybril 
  5 (15)
  Combat: A jybril can jet through the water at 
  incredible speed for short bursts. When using this 
  jet attack, a jybril inflicts 2 additional points of 
  damage. A jybril can make a jet attack about once 
  every minute. The nanomachines infusing jybril 
  bodies provide the following additional benefits. 
  • Armor 5 against damage from poison, venoms, 
  or toxin. 
  • Regain 2 points of health each round. 
  • If the jybril does nothing other than drift with 
  the current, the difficulty of its stealth tasks 
  decreases by four steps, until it moves. 
  • Once per hour (usually in conjunction with its 
  first attack), it can release a pulse of energy that 
  suppresses the active effects of cyphers and 
  artifacts of the jybril’s level or less for 
  one round.
  Health: 22
  Damage Inflicted: 
  5 points
  Armor: 1
  Movement: Long when 
  swimming; can “jet” 500 
  feet (150 m) through the 
  water once per minute 
  Modifications: Perception 
  as level 7. 
  141
  Kaorund 
  8 (24)
  Combat: As a single action, a kaorund can bite, 
  inflicting 10 points of damage, and attack two 
  additional foes with its grasping tendril-arms 
  for 8 points of damage. A grabbed foe must 
  make a Might defense roll or be pulled toward 
  the kaorund’s mouth, and in the next round the 
  creature bites the target, automatically inflicting 
  10 points of damage. But the kaorund also has 
  two smaller tentacles near its mouth. Targets 
  touched by these get a bioelectric shock that 
  stuns both biological and mechanical systems. 
  Those failing a Might defense roll cannot act 
  for two rounds. Last, if fighting a very large 
  group, a kaorund can simply thrash and attack 
  all creatures within long range with its spines. 
  Each potential victim suffers 8 points of 
  damage.
  Health: 75
  Damage Inflicted: 
  10 or 8 points
  Armor: 2
  Movement: Long 
  underwater
  Modifications: Speed 
  defense as level 6 due 
  to size. 
  142
   
   
  )
  Karestrel 
  4 (12)
  Combat: Karestrels dive from the sky when they 
  attack, flashing through the air and into the water 
  to nab swimming prey. Attacks against surprised 
  prey are modified by two steps in the attacker’s 
  favor. Their colorful wings provide more than 
  physical armor and protection from cold (to 
  which they are immune); karestrel plumage also 
  bounces a blast of force, concentrated light, or 
  a focused heat ray back in the direction it came 
  from. Other kinds of energy affect the karestrel 
  normally. Karestrels, when not in the water, can 
  emit a hunting scream as part of their attack. The 
  target must succeed on an Intellect defense roll or 
  the difficulty of its Speed defense roll against the 
  paired attack is increased by one step.
  Health: 19
  Damage Inflicted: 
  4 points
  Armor: 2
  Movement: Long; long 
  when flying or swimming 
  Modifications: Attacks as 
  level 5; perceives as level 6; 
  resists frightening effects 
  as level 8. 
  143
   
   
  Machine Eater 
  3 (9)
  Combat: A machine eater clamps its sticky 
  pedipalps onto its target, inflicting 4 points of 
  damage. Against automatons and biomechanical 
  creatures, that damage ignores Armor. Instead 
  of dealing damage, the machine eater can 
  choose to drain an oddity, an artifact, or a cypher 
  carried by the target. When this occurs, the item 
  becomes useless, and the machine eater regains 
  a number of points of health equal to the level 
  of the drained object. A machine eater can also 
  attempt to stun automatons and biomechanical 
  creatures within short range by generating a pulse 
  of energy. Affected targets lose their next action, 
  and artifacts and cyphers cannot be used for one 
  round.
  Health: 12
  Damage Inflicted: 
  4 points
  Armor: 1
  Movement: Immediate; 
  short when burrowing 
  Modifications: Perception 
  as level 8 for detecting 
  automatons, machine life 
  creatures, and creatures 
  bearing cyphers and artifacts. 
  145
  
  TM and ©2017 Monte Cook Games, LLC
  
  TM and ©2017 Monte Cook Games, LLC
  Phayclor 
  3 (9)
  Combat: A phayclor can attack in immediate 
  range with a tentacle that inflicts 4 points of 
  damage and holds the target from moving 
  (until it can escape), or it can release an energy 
  burst that stuns all creatures in immediate 
  range, causing them to lose their next turn. 
  This latter attack can be attempted once every 
  other round. 
  A phayclor can also use a random cypher that 
  it has incorporated into its body, either gaining 
  the effect the cypher provides (if useful) or 
  hurling the cypher as a level 7 detonation. Each 
  time a phayclor uses a cypher, it loses 1 point 
  of health. 
  Finally, a phayclor can feast on energy directly. 
  If a beam or energy attack made against it 
  misses the phayclor, it regains 2 points of 
  health.
  Health: 18
  Damage Inflicted: 
  4 points
  Movement: Immediate; 
  long when swimming 
  148
   
   
  Pyth 
  9 (27)
  Combat: Despite seeming to be made of 
  light, a pyth can make physical attacks. It can 
  make two such attacks on two different foes 
  (or on the same foe, if the target is big) as a 
  single action. At the same time, it can use its 
  impressive psychic abilities, attacking creatures 
  within long range. Targets who fail an Intellect 
  defense roll suffer 3 points of Intellect damage 
  and must make a Might defense roll or move 
  one step down the damage track. Alternatively, 
  a pyth can psychically target all creatures in 
  immediate range. Targets who fail an Intellect 
  defense roll are teleported to a location chosen 
  by the pyth.
  Health: 90
  Damage Inflicted: 
  10 points
  Movement: Long
  Modifications: Speed 
  defense as level 7 due to 
  size. 
  150
  Sasquand 
  6 (18)
  Combat: A sasquand can morph itself or 
  produce weapons from its body that allow it 
  to make up to two ranged attacks as a single 
  action. Characters with nano abilities, who 
  Fuse Flesh and Steel, who are automatons, or 
  who otherwise integrate tech devices into their 
  bodies find the difficulty of defending against 
  attacks by a sasquand increased by one step. It 
  is as if the inorganic tech somehow resonates 
  with the will of the sasquand. (Organic devices 
  are immune to this effect.)
  Health: 44
  Damage Inflicted: 
  8 points
  Movement: Long 
  Modifications: Knowledge 
  of the numenera as level 10. 
  149
   
   
  )
  Shadow of the Void 
  5 (15)
  Combat: If a shadow of the void successfully 
  attacks a creature that wasn’t aware of its 
  presence, its touch deals 9 points of cold, 
  energy-sucking damage. Thereafter, it deals 5 
  points of damage per successful attack. The 
  shadow can also direct an energy-sucking ray at 
  a target within long range that inflicts 5 (or 9) 
  points of damage, but if it fails to hit a creature, 
  this attack drains the shadow of 1 point of 
  health. 
  In darkness, a shadow of the void gains +5 to 
  Armor. If forced into bright light, it loses this 
  advantage and both of its movement rates drop 
  to an immediate range per round.
  Health: 20
  Damage Inflicted: 
  5 or 9 points
  Armor: 5 or 0
  Movement: Short; long 
  when flying 
  Modifications: Tasks 
  related to deception and 
  stealth as level 7. 
  151
   
  6 (18)
  Mujidavar 
  6 (18)
  Combat: A mujidavar can use an action to 
  move a short distance and then attack with its 
  tendrils or use its subsonic screech. Despite 
  having a large number of tendrils, the creature 
  can use them to attack only a single foe at 
  a time. The terrible focused screech of a 
  mujidavar operates on a subsonic level, which 
  can scramble the senses of a single foe within 
  short range. If the target fails an Intellect 
  defense roll, they believe that everything they 
  see and hear is not precisely where it truly is. 
  As a result, the difficulty is increased by three 
  steps for any of their attacks, Speed defense 
  rolls, movements, or tasks involving targeting 
  or knowing where something is.
  Health: 28
  Damage Inflicted: 
  6 points
  Armor: 3
  Movement: Long
  Modifications: Stealth and 
  Speed defense as level 4. 
  148
   
   
  )
  Navarac 
  4 (12)
  Combat: Navaracs attack with a vicious bite. 
  They also use torn loops of mantle filaments 
  to entangle foes up to short range. They cut 
  filaments their foes hang from, knock foes 
  off ledges, or grab foes and drop them, often 
  swooping down to grab them again seconds 
  later. They knock foes’ weapons from their 
  hands (likely to be lost forever). If reduced to 
  less than 6 health, a navarac will attempt to fly 
  away. If one or two fly away, the whole group 
  probably follows—only to come back again and 
  again to eventually wear their enemies down.
  Health: 18
  Damage Inflicted: 
  4 points
  Armor: 2
  Movement: Long when 
  flying; short when not 
  Modifications: Stealth and 
  perception as level 6. 
  149
  Octopus 
  3 (12)
  Combat: All octopi can use camouflage to help 
  them hide. They can attack with their beak, but if 
  they must fight, most use weapons such as short 
  spears. All octopi can emit a cloud of ink in the 
  water that blocks vision in an immediate area. 
  Many octopi carry a nilstone that lets them extend 
  their telepathy into something that can affect the 
  physical realm. Nilstone powers might include: 
  • Psychokinesis (uses their own strength, but at 
  long range) 
  • Forceblast (at long range, inflicting 4 points of 
  damage) 
  • Clairvoyance (can see something occurring up to 
  10 miles [16 km] away) 
  • Kinetic shield (Armor 3) 
  In addition, octopi have specialized weaponry 
  (often nilstone based) that they can wield.
  Health: 15
  Damage Inflicted: 
  4 points
  Movement: Long underwater
  Modifications: Stealth and 
  perception as level 6. 
  146
   
   
  )
  Omath Ranger 
  5 (15)
  Combat: Omath rangers can generate and direct 
  different kinds of energy at a foe. 
  • A telekinetic attack pummels a foe within short 
  range for 6 points of damage. 
  • A heat ray targets a foe within long range for 
  6 points of damage; the ray ignores Armor 
  provided from cold, ice, or similar methods. 
  • Finally, a psychic blast targets up to three 
  foes within short range for 2 points of psychic 
  damage (ignores Armor). Those struck by 
  a psychic blast must also make an Intellect 
  defense roll or lose the desire to continue 
  attacking omaths for up to one minute, unless 
  attacked or damaged by an omath. 
  Omath rangers are immune to a wide variety of 
  environmental conditions and can operate in air, 
  the ocean deeps, or the vacuum of space.
  Health: 15
  Damage Inflicted: 
  6 points
  Armor: 4 
  Movement: Fly or swim a 
  short distance each round 
  147
  
  TM and ©2017 Monte Cook Games, LLC
  
  TM and ©2017 Monte Cook Games, LLC
  Stinging Cloak 
  5 (15)
  Combat: A stinging cloak is a lone predator 
  whose stinging tails are especially venomous. 
  An attack with the tails inflicts 5 points of 
  damage and transmits a paralytic poison that 
  inflicts 5 points of Speed damage if the victim 
  fails a Might defense roll. The poison inflicts 
  1 point of Speed damage per round until the 
  victim succeeds on a Might defense roll. The 
  stinging tails constantly lash. Anyone close 
  enough to make a melee attack suffers 1 point 
  of Speed damage on a failed Might defense roll. 
  Likewise, if the cloak’s attack misses, the target 
  still takes 1 point of damage from a stinger, 
  though it doesn’t manage to inject venom. 
  (If the stinging cloak’s attack hits, there is no 
  additional damage from the lashing tails.)
  Health: 28
  Damage Inflicted: 
  5 points
  Armor: 1
  Movement: Short when 
  swimming 
  Modifications: Perception 
  and stealth as level 6. 
  153
   
   
  )
  Tarak 
  4 (12)
  Combat: A tarak bashes an opponent with its 
  iron flukes. A tarak can also extend a metallic 
  antenna and produce a brain-dampening 
  pulse. With this device, it can attack up to five 
  selected targets within short range, dealing 5 
  points of Intellect damage (ignores Armor) to 
  each. The tarak can generate this pulse once 
  per minute. Some ironfish incorporate random 
  cyphers into their bodies and can call on those 
  abilities in combat. The most common is a 
  level 5 detonation cypher that torpedoes up to a 
  long distance before exploding in an immediate 
  radius.
  Health: 12
  Damage Inflicted: 
  5 points
  Armor: 2
  Movement: Short when 
  swimming 
  Modifications: Tasks related 
  to creating and deciphering 
  complex patterns as level 
  8; Speed defense as level 3 
  due to size. 
  154
   
   
  )
  Terredel 
  4 (12)
  Combat: A terredel leaps to attack with its 
  mandibles. Against more challenging prey, the 
  creatures attack in pairs, making a single attack 
  roll as a level 5 creature that inflicts 6 points of 
  damage. Each terredel has an inherent psychic 
  ability. Moments before it bites, it strikes 
  its prey with a mental assault (both attacks 
  count as a single action), which makes the 
  target believe that the attack is coming from a 
  different direction. If the target fails an Intellect 
  defense roll, the difficulty of the Speed defense 
  roll is increased by two steps.
  Health: 15
  Damage Inflicted: 
  4 points
  Armor: 1
  Movement: Long 
  Modifications: Runs and 
  jumps as level 5. 
  154
  Shore Stalker 
  4 (12)
  Combat: A shore stalker is composed of a 
  solid gel-like material hardly more substantial 
  than air. Successful attacks inflict only 1 point 
  of damage, unless the attack is pure force or 
  paradimensional in nature. A shore stalker can 
  acidify its tissues to defend or attack. When it 
  attacks, a shore stalker emits wedge-shaped 
  darts from its canopy, targeting up to three 
  creatures within short range as a single action. 
  An acidic wedge inflicts 5 points of damage 
  for three rounds. The same damage affects a 
  creature that touches a shore stalker.
  Health: 23
  Damage Inflicted: 
  5 points
  Movement: Immobile 
  (but able to teleport an 
  indeterminate distance 
  once every ten hours) 
  Modifications: Defends as 
  level 1 while rooted. 
  150
   
   
  )
  Sorg Warbreaker 
  5 (15)
  Combat: The average sorg is equipped with 
  shell-mounted weaponry able to target foes 
  at long range with detonations that inflict 5 
  points of damage to the target and all creatures 
  within immediate range. Alternatively, a sorg 
  can attack a single foe within long range with 
  a ray that paralyzes the target for a minute. 
  Usually, the only time a sorg opens its shell 
  is to eat a paralyzed, but still living, creature. 
  Sorg encountered in the empty void are often in 
  command of advanced space vessels.
  Health: 20
  Damage Inflicted: 
  5 points
  Armor: 5
  Movement: Immediate; 
  long when flying or in 
  microgravity 
  Modifications: Speed 
  defense as level 4 due to 
  size; knowledge of tactics 
  and strategy as level 6. 
  152
  Spiny Scishan 
  5 (15)
  Combat: The spiny scishan lays its trap by 
  burying most of its body in the sand and waving 
  its tail about. When a creature is within short 
  range, the scishan uses its telepathic abilities 
  to discover an image of something the creature 
  cares about. Then it manipulates its tail to 
  more closely resemble that image, drawing the 
  creature ever closer until it can pounce. It does 
  5 points of damage with a mouth full of thin, 
  needle-sharp teeth.
  Health: 15
  Damage Inflicted: 
  5 points
  Armor: 1
  Movement: Long in the 
  water 
  Modifications: Trickery 
  and deception as level 6. 
  151
   
  6 (18)
  Spirril 
  6 (18)
  Combat: Spirrils grab prey and encase it in coils 
  of tightening vine. A spirril makes up to two 
  vine attacks as a single action. Anyone struck 
  by an attack takes 7 points of damage and must 
  succeed on a second Speed defense roll or be 
  enveloped. A victim suffers 7 additional points 
  of damage each round. They can struggle free 
  with a successful Might-based task, or attack with 
  nothing larger than a light weapon. A spirril’s fruit 
  contains different spores. Some serve the plant 
  for reproduction, and others for defense. A spirril 
  can hurl a spore fruit up to a long distance, where 
  it explodes in an immediate radius and the acidic 
  spores inflict 7 points of damage. Some spirrils 
  can hurl spore fruit that inflicts Intellect damage 
  (ignores Armor).
  Health: 30
  Damage Inflicted: 
  7 points
  Movement: Short; long 
  when swimming 
  Modifications: Speed 
  defense as level 5 due to 
  size; perception tasks as 
  level 4. 
  152
  
SOURCE: textdata/thevault/Cypher System/Game Tools/Decks/Numenera/Numenera Creature Deck Expansion.pdf