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A Bestiary of the Cthulhu Mythos
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H. P. Lovecraft created his various “shadowy congeners” because the stories of vampires, werewolves, and
even ghosts had become too familiar and too formulaic to evoke true horror. Almost a century after he wrote,
A Bestiary of the Cthulhu Mythos
his own monstrous races have likewise begun to seem like comfortable story furniture rather than unnerving
signals that the world is horrible and wrong.
In Hideous Creatures: A Bestiary of the Cthulhu Mythos, we present a comprehensive look at Lovecraft’s
hideous creatures, from as many angles as we can. Our goal is contradiction, surprise, and most especially the
uncanny: the recognition of something familiar as something weird. This book deliberately provides clashing
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perspectives and blurring boundaries to obliterate certainty. In your campaign, these variant truths might be
misunderstandings, legends, heresies, or deliberate lies spread by the creatures to lull their foes into a false
sense of familiarity.
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The creatures in this book are not mere antagonists to fight or flee from, they are entire mysteries or
adventures by themselves, leaving physical traces, occult clues and madness in their eldritch wake. Each entry
contains a wealth of terrible revelations:
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• Mythic echoes embed these horrors deep in our collective unconscious, tying creatures to
historical events, legends, and folk tales.
• Suggested clues give multiple avenues of investigation for each creature, a trail of evidence leading
to the horror
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• Adventure seeds suggest different ways to use each monster in your games
• Detailed handouts and documents in each entry darkly hint at past encounters with the entity.
Resurrected from the essential saltes of the essays by Mythos master Kenneth Hite, expanded and given
unthinkable life by divers hands, Hideous Creatures is a sourcebook for your Trail of Cthulhu campaigns in
the tradition of infamous Pelgrane tomes like The Book of Unremitting Horror or The 13th Age Bestiary.
$49.95
PELGT47
By Kenneth Hite, Gareth Ryder-Hanrahan,
Becky Annison, Helen Gould, Ruth Tillman
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A B estiary of the
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C thulhu M ythos
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TRAIL OF CTHULHU
Credits
Publishers
Simon Rogers and Cathriona Tobin
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Kenneth Hite and Robin Laws
Written by
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Kenneth Hite
Additional Text by
Gareth Ryder-Hanrahan, Becky Annison, Helen Gould,
Ruth Tillman
Copyediting
Colleen Riley
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Design and Layout
Dean Engelhardt
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Cover Art:
Piya Wannachaiwong
Interior Illustrations:
Gislaine Avila, Ethan Black, Gennifer Bone, Mark Bulahao,
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Introduction 5 Scenario Seeds 57 Investigations 106
Bibliography 57 Scenario Seeds 108
Bat-Things 7
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Bibliography 108
Game Statistics 7 Dark Young of Shub-
Variations 8 Niggurath 61 Ghouls 111
Mythic Echoes 9 Game Statistics 61 Game Statistics 112
Investigation 10 Variations 64 Variations 114
Scenario Seeds 12 Mythic Echoes 65 Mythic Echoes 115
Bibliography 13 Investigations 65 Investigations 116
Scenario Seeds 68 Scenario Seeds 118
Bhole 17
Game Statistics
Variations
Mythic Echoes
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18
19
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The Deep Ones
Game Statistics
69
73
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Bibliography
Great Race of Yith
Game Statistics
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125
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Investigation 20 Variations 75 Variations 127
Scenario Seeds 21 Mythic Echoes 76 Mythic Echoes 128
Bibliography 23 Investigations 76 Investigations 129
Scenario Seeds 78 Scenario Components 131
Black Winged Ones 29 Bibliography 79 Scenario Seeds 133
Game Statistics 29 Bibliography 134
Variations 30 Elder Things 83
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Hideous Creatures
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Bibliography 166 Investigations 224
Mythic Echoes 294
Scenario Seeds 226
Medusas 171 Bibliography 228
Investigations 295
Game Statistics 171 Scenario Seeds 296
Serpent Folk 233 Bibliography 297
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Variations 173
Mythic Echoes 173 Game Statistics 234
Variations 237
Vampirish Vapour 301
Investigations 174 Game Statistics 301
Scenario Seeds 176 Mythic Echoes 238
Variations 302
Bibliography 177 Investigations 239
Mythic Echoes 302
Scenario Seeds 241
The Mi-Go 181 Investigations 303
Bibliography 243
Scenario Seeds 305
Game Statistics 182
Shoggoths 247 Bibliography 306
Variations
Mythic Echoes
Investigations
Scenario Seeds
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184
185
187
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Variations
Mythic Echoes
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250
251
Wendigo
Game Statistics
Variations
311
312
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Investigations 251
Bibliography 188 Mythic Echoes 315
Scenario Seeds 253
Investigations 315
Moon-Beast 193 Bibliography 254
Scenario Seeds 318
Game Statistics 194
Variations 195
Spawn of Yog-Sothoth 261 Bibliography 319
Game Statistics 262
Mythic Echoes 195
Variations 263
Worm-Cultist 323
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Introduction
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IT IS ABSOLUTELY NECESSARY, FOR recognition of something familiar sometimes contradictory, sometimes
THE PEACE AND SAFETY OF MANKIND, as something weird. As in the “Gods compatible with one another. We hint
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and Titans” section of the Trail at possible scenarios, suggestions, and
THAT SOME OF EARTH’S DARK, DEAD
of Cthulhu core book, this series perils associated with the creature.
CORNERS AND UNPLUMBED DEPTHS deliberately contradicts itself, blurring Salt them in your mysteries as you see
BE LET ALONE; LEST SLEEPING boundaries and erasing certainties fit, remembering that any clue may
ABNORMALITIES WAKE TO RESURGENT in the name of the uncanny. In your lead the investigators further down
LIFE, AND BLASPHEMOUSLY SURVIVING campaign, these variant truths might the trail of nightmare towards the
be misunderstandings, legends, horror that waits for them.
NIGHTMARES SQUIRM AND SPLASH
heresies, or deliberate lies spread by
OUT OF THEIR BLACK LAIRS TO NEWER the creatures to lull their foes into a Next come a selection of Scenario
AND WIDER CONQUESTS. false sense of familiarity. Seeds for each monster, sketching the
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— H.P. LOVECRAFT,
“AT THE MOUNTAINS OF MADNESS”
Lovecraft created his various
Change anything and everything
in these pages, most especially the
ability scores. If you need a terrifying
assassin, a brief but survivable fright,
outlines of a few potential adventures
centred on the creature in question.
contradiction, surprise, and wealth of clues in the Investigation most, though, are quite self-
most especially the uncanny: the section. Again, these clues are explanatory in their horrors.
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TRAIL OF CTHULHU
A—B
Bat-Things
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“WHILE NEAR HIM SHAPELESS BAT- Prinn may have imposed his own damage to its own pool, no
THINGS FLOPPED AND FLUTTERED medieval alchemistic order on maximum), -1 (wing buffet)
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these essentially chaotic beings.
Special Attacks: Some bat-
IN IDIOT VORTICES THAT RAY- A more reliable guide to a bat- things (again, perhaps depending
STREAMS FANNED.” thing’s god is its head, warped by on the titan that spalled them
perceiving (and being perceived off reality) generate or emit
— H.P. LOVECRAFT, by) its titanic, accidental maker. clouds of sound: skreeking of
“FUNGI FROM YUGGOTH” Tentacles imply Cthulhu or Hastur, bats, chiming of bells, grinding
Gods and titans cannot exist in unless the latter leaves only a of stone, slow liquid exhalation,
the universe without tearing it. vacuous smoothness; bat-ears and hissing of interstellar radio, deep
The shreds and fragments of a wide mouth are the stigmata infra-bass metal echoes, piping
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reality the titan calves off swirl
around it, banking and tumbling
in its ineffable cosmic radiations.
Imprinted with the titan’s
of Tsathoggua; pockmarks and
ripples like hail on mud show
the idiot attention of Azathoth; a
leering human face is the blessing
of Nyarlathotep.
flutes, etc. Human hearers lose 1
Stability per round exposed to it;
casting the Call or Contact spell
for the appropriate deity costs -1
Stability or Magic per round spent
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consciousness, those shreds of
reality most “aerodynamic” and immersed in the sound.
most attuned to perceptible reality
sometimes climb the updraft of Bat-Thing Armor: None, but: in the
presence of its titan it regenerates
idiot madness into our dimension, all damage the next round; in the
like moths trapped inside a house. Game Statistics presence of a true idol or other
Those shreds resemble bats, The number before the slash representation of or connection
with its titan it regenerates 6
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Hideous Creatures
A—B
Variations
glide once dropped from a height. to find a way to “align” bat-things
A gliding bat-thing must make an before they can effectively combat
Athletics test to keep flying after them (a shotgun full of buckshot,
attacking a target on the ground. for example, might be an effective “THERE WERE LEGENDS OF A HIDDEN
precursor to shooting the monsters). LAKE UNGLIMPSED BY MORTAL
Reverse the ability ratings for
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ground and air, and probably Degrade Reality: Bat-things SIGHT, IN WHICH DWELT A HUGE,
increase its Magic to 10+ are the leading edge of a titan’s FORMLESS WHITE POLYPOUS
(humanoid bat-things tend to be destruction of our reality: living THING WITH LUMINOUS EYES; AND
sorcerers of inhuman genius). Its shrapnel. If you see one, you’re SQUATTERS WHISPERED THAT
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“normal” physical attacks with at the brink of annihilation. Each
BAT-WINGED DEVILS FLEW UP OUT
hands, feet, or melee weapons round, roll a d6: if the result is
(add Weapons 8) take a +2 bonus equal to or less than the number OF CAVERNS IN INNER EARTH TO
to damage because of its freakish, of bat-things present in the WORSHIP IT AT MIDNIGHT.”
alien strength. It has no wing- immediate vicinity, add another
buffet attack, however. bat-thing. If there are six or more — H.P. LOVECRAFT,
bat-things present, then the titan’s “THE CALL OF CTHULHU”
Bat-Thing Familiar influence engulfs the Investigators. As with the “Gods and Titans”
This horrid creature is the result Impose Gate: Investigators section in the Trail of Cthulhu
either of a bat-thing extruding
itself into an earthly bat, or of a
human sorcerer’s congress with a
bat-thing. It resembles a bat with
a leering, twisted human face
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be dragged through a gate to the
titan’s home dimension instead of
suffocated. Investigators may make
core book, this compendium is
intentionally self-contradictory.
Its facts and theories come from
Lovecraft, from later writers, and
from the universe of possibilities
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a Health test (Difficulty 5) to resist
and grotesquely misshapen hands being transported to the alien realm. opened up between them.
instead of the bat’s extremities.
Ride the Ray-Streams: Bat- • Byakhee are a type of bat-
This is the bat-thing form
things are only partially material: thing, spalled from reality by
described by Lovecraft in the
when moving along lines of force Hastur. They dwell beneath
fragment “Of Evill Sorceries Done
(sun beams, magnetic fields, ley Lake Hali and in the high
in New-England of Daemons in No
lines, psychic currents) they skip Andes, and infest Celaeno.
Humane Shape” (see page 12).
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1-6 hours); failure lowers victim to • The black winged ones (see
hurt and drains 1 Health per hour must make an Athletics test page 29) are a type of bat-
until death or hospitalization. each round (Difficulty 3, rising thing, deliquesced from Cthulhu
by +1 per round): those who fail when the stars changed.
lose 1d6+1 Health per round until
Possible Bat-Thing Abilities rescued. Health lost to suffocation
• Bat-things are shadows cast
Amorphous Adaptation: by Tulzscha, the Green Flame,
is restored if the victim manages
Bat-things are the embodiment of upon the walls of reality. At
to take a gasp of air.
the alien spheres of the Old Ones the Yule death festival, they
coming into alignment with our more Titan-Spores: Each bat-thing is carry the worm-cultists who
limited cosmos. The first attack on a fractal shard of the greater titan; worship It up the river of
a particular bat-thing has no effect the titan cannot be banished until all night into communion.
except to force it into our material the bat-things are forcibly removed • Bat-things are alchemical
cosmos. The second and subsequent from our reality. If even a single constructs, grown from vats of
attacks have normal effects. spore survives, the alien entity can lizard matter, shoggoth ichor,
Therefore, the Investigators need anchor itself in our cosmos. the milk of Shub-Niggurath, or