The GLOG Discord Beholder Challenge ought to take off. Here’s a couple.
MAZUT
The entire body serves every purpose. The Liminals scale perfectly with size, every part is hand, eye and brain, and no part is vestigial. Even a pound of Liminal primoplasm is a Liminal, unlike a pound of human flesh. Liminals used to rule the world. Certain extremist groups posit they still do.
They have a very distinct smell, like chlorine, which definitely startled the first scientist to synthesise chlorine. Their goo is psychoactive and can form complicated internal “machinery”, though adequately studying that process has proven historically impossible. With enough mass, a Liminal is able to project “rays” for communication over long distances, and for killing at shorter ranges.
Can they be killed? Yes, division is the way to do it, division and poison. During the uprising against them, we got very good at killing Liminals, because we had to do it a great deal.
Liminal (Typical)
12HD (72HP), AC8 (Special), Morale 9 (Confident, but self-interested)
These things used to rule the world. A huge mass of colour-shifting, semi-translucent slime, reeking of bleach. Shapes and forms bubble in its depths.
No. Appearing: 1 (More than 1 consists a STAR-Class Social Emergency)
Movement: Like a subway train that can corner on a penny.
Senses: Excellent normal vision, heat vision, x-ray vision, can also see like a microscope with 3m, and like a telescope otherwise. No sense of smell or hearing.
Morality: Immensely curious, places no value on life, myopic.
Intelligence: Superhuman mathematics, memory and recall, excellent lateral thinker, brain not geared for language.
Attacks:
Ray (+1 per Round for each 3HD). 3d6 damage. Invisible in bright light, ignore conventional armour, near-silent, and widely feared. Some Liminals have learned how to make some really weird Rays.
Engulf - Target creature with less HD than the Liminal must save or be enveloped in it, suffering the effects of Acid and autohit Rays.
Acid - Unprotected contact with a Liminal’s body deals 1d8 damage per round, no save.
Inchoate Primoplasm — Unless a source of damage either kills individual cells or seperates some part of the Liminal’s mass, it does 0 damage to the Liminal. Fire damage is reduced to 1 per dice and blackens the outermost layer of the Liminal. Pieces of a Liminal separated for more than a week form a fork of the source Liminal’s personality, and are, for all intents and purposes, a new Liminal.
Electroabsorption —Electrical damage heals a liminal for an amount equal to whatever it would have taken. Liminals consume electrical energy for food - they especially seem to like the delicious electrical taste of sentience.
Raycom —Liminals can send and receive radio signals. Modern science hasn’t quite yet made the connection between their ray-communication and our radios, but it’ll be a fright when they do. Liminals can create structures to move air in a way that produces “speech”, but it’s difficult and they hate it.
Lumine —Liminals may glow at will, any colour they like, up to 10000 lumens per 3HD. They can also project infrared and ultraviolet light.
Intracombination — Two Liminals can combine their HD pools, consciousnesses, memories and personalities. This is an absolute last resort survival tactic. This is how they made the Great Liminal that turned the eastern end of Supranor into a wasteland and buried whole cities in an acid tide.
FIRMAMENT
The Sun is just as vast as the World, conjecture the Scribes, and it must have its own eunomy and systems of nature. The phoenix of the Sun serves the same function as the eagle of the World, and so on. The search for the Worldly counterpart of the noble and fearful Radial will likely remain unfulfilled for a long time.
A Radial looks like a gigantic spoked wheel, something like a chariot or a cartwheel, that is engulfed in eye-searingly bright flames. They say confidently that they gave humanity the idea of the wheel, and the resemblance is vice versa. Very few reside anywhere but the Sun, and meeting one on the surface of the World is an event to be recorded in the history-books.
The report of Maqsud Wafiya, a Scribe who encountered one by chance on a mountaintop, repeats a tale he was told by them - of their creation by the Sun, and the descent of the first of them to become a god of an unwholesome kind.
Radial
10HD (50HP), AC17, Morale 11 (Megalomaniacal, but ultimately aware of mortality)
Massive flying wheel engulfed in flames. Long tendrils of flame and sparks of golden lightning exude from the outer ring. The place where the spokes meet is a white sphere of pure light.
No. Appearing: 1 (1d6 on Solar Surface)
Movement: Either an agile hover or a comet-like flight with a wide turning circle and long slow-down time.
Senses: Excellent sight, excellent hearing, no sense of smell, taste or touch. If it were somehow engulfed in the dark, blocking its own glow, it would be blind.
Morality: Arrogant in excess, doesn’t comprehend even the idea of politeness, follows the ways of the Sun.
Intelligence: Genius, but with terrible lateral thinking skills.
Attacks: (3x any combo of Flame Whips and Comets or 1x Ardentise)
Flame Whip - Hits AC10 within 10ft of the Radial, does 3d6 fire damage, ignites hit target.
Comet - Hits AC10, does 1d8+4 damage, 500ft range increments.
Ardentise - Target creature (possibly including the Radial) suffers 2d6 nonlethal damage, then, for the following minute, gains +2 to hit, moves twice as quick, glows, and has a fear and hatred of darkness.
Magic: 6MD | Most Radials can invoke at least a few Solar Spirits, favourites include Scorch, Lightning, Reveal, Woodwork, Melt, Supernova and Beam.
INVISIBLE HANDS
In the grim darkness of like next fcking tuesday, the world is fucked up the wrong’n and new gods have been born from the fentanyl-laced fatberg of human sin. The Economy is saved only by delving into the endless catacombs of subterranean industry where resideth both treasureth and horrorth - hereinafter called The Dungeon.
Radicarian, the new-god of old-things, the past, fear, macropredators, carpentry, the Tree and similar things, is just as interested in the Dungeon as the rest of its brawling, spitting siblings - perhaps even moreso - after all, the roots and foundations of things are underground, and always will be underground, until all that is solid melts into air. The most notorious kind of monster Aligned to Radicarian is the Fossil.
The Radicarian forces can turn people into what the denizens of this future call cro-magnons, cavemen or neo-brits - massive, slablike parodies of homo-erectus who have escaped the pains of complex language and computer use for the ultimate cosmic goal of conservatism: hit with stick, grunt when sad, shit in hole.
Fossils, due to their ability to inspire terror, often gather village-cults of cro-magnons and other Radicarian-Aligned creatures, who fulfil their animal desires to be showered in blood offerings.
Fossil
10HD (60HP), AC4, Morale 6 (Surprisingly Skittish)
Resemble the fossils of precambrian life, hovering upright still trapped in their stony prisons. Every Fossil is unique, but the first one you’re going to meet looks a fuck of a lot like an Anomalocaris.
No. Appearing: 1 (1d6 in the Underground Forest)
Movement: Slow but inexorable hover.
Senses: Blind, excellent smell, can sense vibrations in nearby matter, can smell fear.
Morality: Hungry wild animal overlaid with imprisoned serial killer.
Intelligence: Smartest guy at the bar. Able to be patient and set traps.
Alignment: Radicarian
Attacks: (Phobia Ray then Panic Ray then Crush)
Phobia Ray - The fossil projects a glowing white ray. Creatures must save or be afflicted with a randomly rolled Phobia until they next Carouse in town. Phobias cause Stress accumulation when exposed to the fixation of the phobia. Phobia Rays are blocked by anything that blocks visible light.
Panic Ray - The fossil projects a crackling black ray. Target creature must save. On a fail, 3d6 stress and you flee, freeze or fight (Fossil’s choice). On a success, no stress and you flee, freeze or fight (Your choice). Panic Rays are blocked by a meter of concrete, any thickness of lead, or emotionally significant fabric (such as a hand-me-down coat from your father, or a childhood blanket, or a shawl your grandmother knitted for you when you were born).
Crush - The fossil rams a target. Hits AC10. Deals 2d6+6 damage in normal melee, or 4d6+6 if in confined quarters where the Fossil can paste you against a wall.
Dread Rays - The Fossil is always projecting invisible rays which cause sourceless dread, causing 1d6 Stress accumulation every ten minutes, while it’s present in the same section of Dungeon as you. Dread Rays penetrate everything except lead and emotionally significant fabric.
Made of Stone - If it wouldn’t damage stone, it does minimum damage to the Fossil.
Sticks and Rocks - Any item using technology more advanced than metalworking fails when you’re within 300ft of the Fossil - compasses spin, guns fizzle, grenades cough, radios produce nothing but monstrous roaring, computers show foliate static, &c.
Belongs in a Museum — If you can somehow defeat the Fossil while keeping it intact, it’s worth $10000 to the Collector back at the Mall.
Timehatch — If the Fossil is soaked in a total of 100HP of blood from sapient creatures, it hatches into a Redivivus, losing its Alignment but gaining a new statblock. Blood from creatures Aligned to Prisma counts for double.