Compendium of Creatures

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Adventure Pets

These pets appears in Star Frontiersman Issue 9, author C. J. Williams

Che (Feline)

TYPE: Small carnivore
NUMBER: 1-20
MOVE: Medium
IM/RS: */Standard +10
STAMINA: 1d10+10
DAMAGE: 2d10 bite and claw
DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.

Fazer Wolf (Battle Primate)

TYPE: Medium semi-intelligent carnivore
NUMBER: 1-10  
MOVE: Fast  
IM/RS: */Standard +5  
STAMINA: Standard +10  
ATTACK: 55  
DAMAGE: 5d10 bite and claw  
SPECIAL ATTACK: Faze field (5 rounds/hour): 70, 5d10/round
SPECIAL DEFENSE: Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%.
DESCRIPTION: The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.
Gooligott (Mount)
TYPE: Large herbivore
NUMBER: 5-30  
MOVE: Medium  
IM/RS: */Standard -10  
STAMINA: 6d10+100  
ATTACK: 40  
DAMAGE: 4d10 trample  
SPECIAL DEFENSE: Immune to needle weapons
DESCRIPTION: Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.
Kakra (Battle Hawk)
TYPE: Small carnivore  
NUMBER: 1-2  
MOVE: Very fast (Fly)  
IM/RS: */Standard +10  
STAMINA: 1d10+5  
ATTACK: 65  
DAMAGE: 2d10 peck and claw  
SPECIAL ATTACK: Diving attack  
NATIVE WORLD: Rupert's Hole  
DESCRIPTION: Bird of prey with 2m wing span used as both a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.
Lanka (Feline Battle Mount)
TYPE: Large carnivore  
NUMBER: 1-10  
MOVE: Very fast  
IM/RS: */Standard +5  
STAMINA: 3d10+170  
ATTACK: 60  
DAMAGE: 6d10+5 bite and claw
NATIVE WORLD: Gollywog  
DESCRIPTION: A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.

Loper (Lizard Battle Mount)

TYPE: Large carnivore  
NUMBER: 1-10  
MOVE: Fast  
IM/RS: */Standard  
STAMINA: 5d10+250  
ATTACK: 40  
DAMAGE: 4d10  
SPECIAL DEFENSE: Immune to needle weapons
NATIVE WORLD: Volturnus  
DESCRIPTION: Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.
Mauler Hound (Battle Dog)
TYPE: Medium carnivore  
NUMBER: 1-10  
MOVE: Fast  
IM/RS: */Standard  
STAMINA: Standard +5  
ATTACK: 55  
DAMAGE: 5d10  
DESCRIPTION: A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, dark brown hair all over their bodies.
Meket (Primate)
TYPE: Small semi-intelligent herbivore
NUMBER: 1-20  
MOVE: Medium  
IM/RS: */Standard  
STAMINA: 1d10+10  
ATTACK: 40  
DAMAGE: 1d5 bite  
DESCRIPTION: Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.
Pinar's Ant (Vespoidal Mount)
TYPE: Large Omnivore
NUMBER: 5-100  
MOVE: Very Fast
IM/RS: */Standard +30  
STAMINA: Standard +50  
ATTACK: 40  
DAMAGE: 2d10 bite  
SPECIAL DEFENSE: Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons.
DESCRIPTION: A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.
Sand Eel
TYPE: Small semi-intelligent carnivore
NUMBER: 1-5  
MOVE: Slow  
IM/RS: */Standard -5  
STAMINA: 1d10+20  
ATTACK: None  
DAMAGE: See Special Attack  
SPECIAL ATTACK: Electrical bite, high heat gas
NATIVE WORLD: Morgain's World  
DESCRIPTION: 1m long eel can grip a character's arm with its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.
Zeridactyl (Battle Pterosaur Mount)
TYPE: Large semi-intelligent carnivore
NUMBER: 1-2  
MOVE: Slow (Walk), fast (Fly)
IM/RS: */Standard  
STAMINA: 5d10+200  
ATTACK: 45  
DAMAGE: 6d10 bite and claw  
SPECIAL ATTACK: Drop objects  
NATIVE WORLD: Volturnus  
DESCRIPTION: The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.

Adventure Pets: Space Cats

Elipherions (Space Cats)

Type: Medium Omnivorous Feline-like creatures similar to a caracal

Number: found in groups/packs of up to 10

Movement: Very fast (90 meters/turn)

IM/RS: 9/90

STA: 55

ATK: 2d10 (claws, can do two different attacks per turn), 3d10 (bite)

Special Attack: Ambush - if the cat is not detected by the enemy, any attack has a modifier of +7 to any damage rolled.

Native World: Zik-kit on the K'isk-Kar system

Description: These compact yet graceful cats were once plentiful on the rocky world of Zik-kit, as the terrain was a perfect place to find prey, bask in the light of the nearby star, or hide. However, once the planet was colonized, anyone on the planet was authorized to shoot these cats if they interfered with the mining work done by the Vrusk. This led to widescale destruction of the species, and many of the prey were being killed by the pollution. Lately, though, the species has been under the watchful eye of the ECGOCVH, a coalition of Vrusk and Human researchers aiming to conserve wildlife on many planets, and populations are on the rise. The species has a special bonding pattern that appears to occur when one of the major races saves the life of one of these cats. A prime example is the bond between the space cat Cloud's Edge and the explorer Alistair Ravenshade. They share a telepathic link that allows for communication, and this means that Cloud's Edge can accompany Ravenshade on his adventures and be able to contribute to the party's success. This was evidenced when Cloud's Edge was able to successfully leap onto the back of a Slither so that Ravenshade and his group could kill it while it was distracted.

Lifespan: about 35 years in the wild, about 45 in captivity, and about 50 with free reign (bonded)

Chameleon Snake

Type: Small Carnivore
Number: 1
Move: Fast
IM/RS: 8/75
Stamina: 10
Attack: 40
Damage: 1d4 bite plus poison
Special Attack: None
Special Defense: Colo-changing Scales
Native World/Habitat: Gran Quivera/Forests

Description:  This viper grows up to 1 meter in length, but is very difficult to spot due to its ability to blend its color with its surroundings.  While a chameleon snake stays still, it can only be spotted on a successful INT check against a score of 85.  Chameleon snakes use their camoflage both for hunting and hiding, and will strike in defense or to bring down prey.
The poison of the chameleon snake is very potent.  When bitten, a character must succeed a current STA check or be affected by a S10/T5 poison.  Even with success, the character still takes 5 damage form the poison in addition to the bite damage.


See [[Torrent: Dinosaur Planet]]

Content of Star Frontiersman project

Armagor (Ceratops)


Armagor (Ceratops)

TYPE: Large Quadruped Herbivore
MOVE: Fast
IM/RS: 4/40
DAMAGE: 4d10 Gore, Trample
SPECIAL ATTACK: Charge at full speed
SPECIAL DEFENSE: Armor, Needler weapons do not penetrate hide
DESCRIPTION: An armagor is over 1 metric ton and a thick skin covers the armagor's body protecting it from all manner of attack. It has a single horn on its snout that it uses to gore anything it perceives to be a threat. Quick-tempered, the armagor can run around 60 kph and is exceptionally territorial. Only a mateable armagor can get in the vicinity.
Used with permission from
Content of Star Frontiersman project

Clamorbeak (Pterosaur)


Clamorbeak (Pterosaur)

TYPE: Medium Carnivore
MOVE: Medium (flying)
IM/RS: 4/40
DAMAGE: 1d10 claw, peck
DESCRIPTION: These pterosaurs clack their beaks at many very loud clacks per second, producing what  sounds similar to a jackhammer pounding on marble for several seconds. The sound is amplified by a resonating chamber on their very pronounced snout. If woken at night, they will resume their clamoring. The problem is, it attracts carnivores, as they know the sound means moving animals.
Used with permission from

Drape Moss

Type: Small Omnivore
Number: 1 patch
Move: Very Slow (5 meters/turn)
IM/RS: 2/20
Stamina: 15
Attack: None
Damage: 1 point/turn
Special Attacks: Incidental attack, entangling, poison
Special Defenses: Regeneration, entangling, camoflage
Native World/Habitat: Morgaine's World/Forests

Description: A mass of stringy filaments hanging from the branches of trees, off-white and moist, this fungal life form feeds on whatever happens to get caught within it.  Anything flying, crawling, walking or simply floating into the mass of drape moss gets held fast (current RS check to avoid entanglement) and slowly consumed.  The drape moss filaments inject a mild toxin (S2/T10) into living prey (current STA to avoid) to aid in digestion. 
Drape moss is difficult to differentiate from similar harmless forest growth.  A successful bioscanner check (against a score of 50) or an INT check (against a 65) will reveal the nature of this hazard.
Any sort of melee attack against drape moss results in the melee weapon becoming entangled.  Drape moss is immune to neddlers, and most non-energy weapons, due to its wispy, thread-like nature.  Grenades are generally effective, as they tend to become entangled in the mass.  Drape moss is extremely vulnerable to fire, taking double damage from fire and heat (this includes lasers).  Drape moss regenerates 5 STA per turn until reduced to 0 or less.  Drape moss can move, but only does so to escape damage or find more plentiful food.

Lava Creatures

Lava Bear
Type:Medium Carnivores
Medium 50m
Damage: 3d10
Special Attack:
Special Defense:Resistant/Immune to Heat
Native World:
Mahg Mar
These are fairly rare carnivores that live in the lava badlands. It primarily hunts Sulfur Fish and Heat Salamanders. They are large about the size and shape of a black bear. But instead of being covered with fur. It is covered with heavy scales. Scales of a dark red color. These scales seem to give the creature its heat resistance. A handy feature in the enviroment it lives in. As it has been seen clawing Sulfur fish out of the boiling streams they live in. The next unusual feature are there claws and teeth. They are formed of a natural iron alloy. They are extremely hard and durable. Lava bears are very aggressive in protecting its territory. Having no natural predators. It is almost fearless.

Sulfur Fish
Type:Small Herbivore
Fast 90m
Damage: 1d5
Special Attack:
Special Defense:Resistant/Immune to Heat, Stinks like sulfur
Native World:
Mahg Mar
Carp like fish bright orange. These fish live in the sulfur rich boiling water streams of the Lava badlands of Mahg Mar. They are herbivores. Eating the red algae that grows in that regions super heated streams.

Heat Salamander
Type:Small Omnivore
Med 60m
Damage: 1d10
Special Attack:
Lock jaw, after a successful attack. The salamanders jaws lock remaining stuck on target doing 1D5 per round till killed or pryed off.
Special Defense:Resistant/Immune to Heat
Native World:
Mahg Mar
These are large reddish, brown lizard like salamanders. They have massive and strong jaws. Their head making up 1/3 their total body lebgth. They live in the lava badlands of Mahg Mar. They subsist on any thing they can get. Be it algae blooms in the streams, carrion, or by hunting. They tend to hunt in packs. One by itself is not much of a threat. But a large group of them can be dangerous.

Master list so far

Torsnake sf01 pg5 ----- nagana sf 01 pg 10 ----- ambrikahn sf02 pg 18 ----- ground shank sf02 pg 18 ----- tunneler queen sf02 pg 19 ----- yaka bears sf02 pg 19 ----- bora-kai sf02 pg 20 ----- Gorilian Wom sf03 pg 7 ----- terran horse sf03 pg 42 ----- Gen-Quine sf03 pg 42 ----- terran k-9 sf03 pg 43 ----- Alligator sf03 pg 44 ---- terran Rat sf03 pg 45 ---- dolphin sf03 pg 45 ---- Ostrich sf03 pg 45 ---- Yinni sf04 pg 33 ---- Ul-Mor Sf05 pg 04 ---- Xenomorphs sf05 pg 027 ---- Vimh SF05 pg 35 ---- Imukou bird SF06 pg 15 ---- Chyrr SF06 pg 15 ---- Keddith SF06 pg 15 ---- Tevnarl (Morgaines Lion)SF06 pg 15 ---- Drape Moss SF06 pg 15 ---- Chameleon Snake SF06 pg 15 ---- Arborean SF 06 pg 19 ---- Aleerins SF07 pg 7 ---- Fraal SF07 pg 8 ---- Sesheyans SF07 pg 8 ---- T'sa SF07 pg 8 ---- Weren SF07 pg 8 ---- Kurabanda SF07 pg17 ---- Armagor SF08 pg 14 ---- Clamorbeak SF08 pg 14 ---- Gainer SF08 pg 14 ---- Hitchhiker SF08 pg 15 ---- Klastidon SF08 pg 15 ---- Langet SF08 pg 15 ---- polyceratops SF08 pg 16 ---- pterabak SF08 pg 16 ---- Retributasaur SF08 pg 16 ---- Ripclaw SF08 pg 17 ---- Snaggleback SF08 pg 17 ---- Terrorsaur SF08 pg 17 ---- Trapesaur SF08 pg 18 ---- Tybor Monkey SF08 pg 18 ---- Eorna SF08 pg 19 ---- Gorlians SF 08 pg 54 ---- skree sf09 pg 11 ---- Fazer Wolf sf 09 pg 42 ---- Kakra sf 09 pg 42 ---- Gooligott sf 09 pg 42 ---- Che sf 09 pg 42 ---- lanka sf 09 pg 42 ---- Loper sf 09 pg 43 ---- Mauler sf 09 pg 43 ---- Meket sf 09 pg 43 ---- Pinar's Ant sf 09 pg 43 ---- Sand Eel sf 09 pg 43 ---- Zeridactyl sf 09 pg 43 ---- Quickdeath sf 10 pg 19 ---- Mothmoose sf 12 pg 32 ---- Eorna sf 12 pg 34 ---- Mhemne sf 12 pg 34 ---- Zuraqqor sf 12 pg 34 ---- Mechanons sf 12 pg 36 ---- Ifshnit sf 12 pg 42 ---- Humma sf 12 pg 43 ---- Mechanon sf 12 pg 43 ---- Osakar sf 12 pg 43 ---- Boon'sheh sf 3 pg 30 ---- Scree sf 9 pg 11 ---- Assassin Bot sf 3 pg 29 ----

Pets for characters

Author of this article is UNKNOWN. If you know who made these creatures send w00t a PM.

"An Alien's Best Friend"

Pets for Star Frontiers

Original ideas by Daron Patton 

Not all creatures in the universe are put there to makeadventurers feel scared or studly. Not all creatures are there to put food onour tables. Animals that just make us feel good are common to all Earthcivilizations, past and present. I don't see why the Frontier aliens should beany differently, and Daron Patton seems to share this feeling. 


TYPE: Medium Bacteriovore
NUMBER: 5-40
MOVE: Medium (20 meters/turn)
IM/RS: 2/20
ATTACK: 40 (Base Column +4)
DAMAGE: 1d5 per 5 Apvacs Stampeding (5 Cobalt x Apvacs/5)
NATIVE WORLD: Groth (Fromeltar) - plains
DESCRITPION: Apvacs are gentle bacteriovores which scourmicroscopic plant and animal life from the soil, plants and even animal lifethey encounter as they wend their way through an area. They are quite climatologicallyversatile and can adapt to virtually any terrestrial environment as long as thereare microbes to feed upon. Apvac have eight legs and a brain stalk that looksvery much like a tail sticking skyward at the rear of their body.Each emaciated leg ends in a set of microscopic ‘mouths'which are constantly feeding on microbes. The brain stalk has long polypeptide ‘hair'filaments dangling from its crown. These filaments, which look much like ahorse's tail, are shed periodically. Dralasites often weave the long strands,which range from blue to dark red, into intricately designed blankets that areas useful as they are beautiful. Apvac flesh is considered a Dralasitedelicacy. Apvacs frequently cast off limbs, often after being frightened, and regeneratenew ones all without any sign of pain. Dralasite apvac-herders consume these ‘castings'with vigor. Animal behaviorists believe apvacs developed this behavior to allowthem to escape from hungry predators by sacrificing easily regrown (1 week perlimb) limbs. 


TYPE: Small OmnivoreNUMBER: 1 - 10MOVE: MediumIM/RS: 6/60STAMINA: 20ATTACK: 30 (Base Column +3)DAMAGE: 1d5 Peck/Claw+ Poison/ (5 Cobalt + Poison)SPECIAL ATTACK: NoneSPECIAL DEFENSE: Venomous Leg Spurs (S2/T5)NATIVE WORLD: Hum (Fochrik)- forestDESCRITPION: These four-legged fowl are found wild in theforests of Hum, but are also commonly kept as livestock in rural Hummacommunities, where they feed on insects and other pest animals. Their eggs area staple on many Humma worlds. Arphu will try to dig their venomous rear legspurs into any creature foolish enough to attack them.  

Bolzeen (Metaweasels)

TYPE: Small OmnivoreNUMBER: 1-3MOVE: Medium (25 meters/turn)IM/RS: 6/60STAMINA: 30ATTACK: 30 (Base Column +3)DAMAGE: 1d10 Bite (10 Cobalt)SPECIAL ATTACK: NoneSPECIAL DEFENSE: NoneNATIVE WORLD: Hum (Fochrik) - forestDESCRITPION: These tiny creatures seem to be comprised oflittle more than legs, fur, and a disproportionately large appetite. Bolzeenare scavengers and will eat virtually anything. They have natural immunity toarphu venom, which is fortunate since their favorite food is arphu eggs. Themetallic green fur of day-sleeping bolzeen is often matted with broken eggshells, incriminating evidence from their nightly raids. Humma despise thesecreatures even as food, finding their tough meat hardly worth the effort. Theyoften adorn their battle gear with this critter's pelts to show theirappreciation for their raids on domestic arphu nests. 

Balt (Snow Gators)

TYPE: Large CarnivoreNUMBER: 1MOVE: Medium (20 meters/turn)IM/RS: 4/40STAMINA: 250ATTACK: 60 (Base Column +6)DAMAGE: 2d10 Bite (20 Cobalt)SPECIAL ATTACK: +1 to IM due to natural camouflageSPECIAL DEFENSE: Will not be noticed if it does not attackNATIVE WORLD: Starmist (Sundown) - riftDescription: Snow Gators were not discovered during originalsurveys on Starmist. Built on a roughly crocodilian body scheme, these massivecollections of teeth on six legs, which reach an average four meters in lengthstalk Starmist's deepest rifts.Balts have adapted a hibernation/activity schedule thatallows them to survive Starmist's unforgiving rift environment. They arewarm-blooded and have thick layers of blubber and fur to keep them comfortableduring their active hunting phase. Balts give live birth and a clutch of twogenderless, precocial pups are every other spring. Pups are able to care forthemselves the moment they are born and instinctively depart their parent andsiblings to avoid being eaten. Keeping balt pups as pets has become the vogueon some planets. However, many owners find that the fully grown adults are morethan they can handle. Zoos have discovered that they have no need to fundexpeditions to collect these popular creatures. Several have even begunimposing fees for taking balts off their owners' hands while they still possessdigits. 


TYPE: Tiny Photosynthesis-UserNUMBER: 1-20MOVE: Very Slow (1 meter/turn)IM/RS: 1/10STAMINA: 10ATTACK: NoneDAMAGE: NoneSPECIAL ATTACK: None (See Description)SPECIAL DEFENSE: NoneNATIVE WORLD: Wonma (Osak) - forestDescription: Another widespread pet species, popular due totheir low maintenance, is the bumba. These creatures need only sunlight andwater in order to survive. Many beings who have managed to accidentally killevery other pet they have ever had, have had great success with bumbas. Bumbasaverage 10 centimeters in length, possess animal level intelligence and movefrom place to place by rolling and jumping. They have no apparent sensoryorgans otherthan their violet-hued skin, which is rough, rigid,wart-textured. They are easily 'house broken' and excrete only a few grams ofwaste dust every few weeks. Most Vrusk are highly allergic to bumba dander andwill sneeze uncontrollably from their spiracles as long as they are withinrange of one (5 meters), unless they pass a STA check. Failure means that thecharacter is allergic to that bumba or group of bumbas and will suffer a -1 toall IM rolls and -10% (-1 CS) to any necessary DEX checks as long as he remainsaround that bumba. Leaving the area provides immediate relief. A passed STAcheck means that this particular bumba's dander does not affect the character.No further checks are required (for that particular bumba-Vrusk relationshipthat is). 


TYPE: Small CarnivoreNUMBER: 1-10MOVE: Medium (20 meters/turn)IM/RS: 7/70STAMINA: 50ATTACK: 60 (Base Column +6)DAMAGE: 1d10 Claws (10 Cobalt)SPECIAL ATTACK: 3 Attacks Per TurnSPECIAL DEFENSE: Immune to needlers due to chitinouscarapaceNATIVE WORLD: Kawdl-Kit (K'tsa-Kar) - jungleDescription: Clade are nasty customers resembling archaicbooks complete with pages and a sturdy cover. These 'pages' are actuallyrazor-edged claws and the 'cover' is a chitinous carapace. These hunters slinkabout in the tropical undergrowth of Kawdl-Kit feeding on small birds andmammals. They are perpetually hungry and will fearlessly attack species muchlarger than they are, if smaller fare is not available. Preferring moist, warmclimates, they have been known to crawl into air vents on atmospheric craft andsmaller, planet-falling starships that have landed in or near their junglehabitat. Clades easily rend vent screening filters with their claws and canenter a ship's ventilation system at their leisure, where they will continuetheir search for food. Their adaptive nature and proclivity for climbing intoship's vent systems has spread these unpleasant creatures to several worlds.They have also made routine inspections of ventilation systems more common,more thorough and alot more dangerous than they once were. 


TYPE: Small OmnivoresNUMBER: 1-20MOVE: Medium (20 meters/turn)IM/RS: 5/50STAMINA: 5ATTACK: 60 (Base Column +6)DAMAGE: 1 Point Per Collective AttackSPECIAL ATTACK: None (Foodborne Illness for Humans; SeeDescription)SPECIAL DEFENSE: NoneNATIVE WORLD: Kawdl-Kit (K'tsa-Kar) - jungleDescription: Cloots are cube-shaped, gelatinous creaturesnative to the jungles of Kawdl-Kit. These omnivorous scamps usually travel ingroups of 5 to 20 scavenging the jungle floor for bits of detritus. They are,in essence, nature's vacuum cleaners and if it isn't nailed down or alive, itwill likely be consumed by these voracious mites. They are innately curious,yet easily unnerved by unfamiliar creatures. They are believed to possesscollective intelligence which seems to increase up until a group reaches 20individuals. Addition of further cloots actually lessens their groupintelligence and the creatures are either cognizant of this or avoid forminglarge r group by instinct. Their intelligence ranges from basic survival asindividuals to understanding a limited set of voice commands and performing'tricks' as a collective of up to 20. Troutella are bacteria that live on cloots. These bacteriapose no threat to the cloots themselves or to non-Humans, but do causefoodborne illness in man. Any human touching a cloots must make a STA checkafter th e first 10 hours following contact and again at 20 hours to see ifthey become ill. Fever, vomiting and nausea will follow for any Humans failingeither of these checks. They will temporarily lose two STA points for two dayswhile they recover.  


TYPE: Very Small Psi Energy FeederNUMBER: 1MOVE: Very Slow (1 meter/turn)IM/RS: 3/30STAMINA: 15ATTACK: Automatic Within 1 MeterDAMAGE: NoneSPECIAL ATTACK: Psionic Drain (See Below)SPECIAL DEFENSE: Detection Discipline Scramble (See Below)NATIVE WORLD: UnknownDadakta are fist-sized, arthropodian psionic scavengersthat appear to be drawn to persons possessing greater than average psionicability. Once a day, usually while its host sleeps, the dadakta takes a psionicmeal. It will draw 1d10 LOG (10 Cobalt) points from its host every day until itis either removed or the person loses their psionic abilities. The creature isharmless to non-psis and may be safely kept as a pet. If psionic energy is notavailable, dadakta feed on fruit sugars. The dadakta world of origin is still unknown and nomentalist disciplines have proven useful in solving this mystery. They alsohave an instinctive defense mechanism which scrambles any psionic attempt todetermine if they are the cause of local psionic drainage. This defense willmake anyone attempting to determine the source of t he psionicdrainage believethat one of his compatriots, often his closest friend, is the source of hisdeclining abilities. Since they appear to be harmless arthropods (and they areto the non-psi), and cause their hosts no apparent damage, many explorers keepthem as pets. They have been carried to a number of worlds and are still okayedfor export by UPF officials, much to the chagrin of mentally gifted personsthroughout the Frontier. 

Dzelt (Flit-tails)

TYPE: Tiny CarnivoreNUMBER: 1-10MOVE: Fast ( 90 meters/turn)IM/RS: 9/90STAMINA: 15ATTACK: 90 (Base Column +9)DAMAGE: 1d5 Bite (5 Cobalt)SPECIAL ATTACK: NoneSPECIAL DEFENSE: NoneNATIVE WORLD: Exib (Yast (Athor) ) - peridomesticDescription: Dzelt are tiny arthropods that share manyYazirian houses on Exib. They are useful creatures as they hunt the harmfulsting flies that typically fill Exibian nights with their buzz and itch andwhich also carry Milo's Disease. Dzelt arebuilt somewhat like scorpions except they have wings, which they rarely use,and their tail ends not in a sting, but in a third pincer which they use forsecuring and subduing prey. They can scale walls and ceilings with ease andoften suspend themselves from such perches while they wait for their next meal. Dzelt are common pets among young Yazirians and becausethey keep sting fly populations in check, a myth surrounding the killing of adzelt has evolved. Yazirians killing a dzelt (accidentally or not) must leave asmall saucer of mulk (mulkis milk) out at night in apology to the deadcreature's family. The mulk actually draws sting flies, which in turn, drawsdzelts. The offender is assumed to be forgiven if the remains of sting fliesare found floating in the mulk. Failure to leave the mulk offering or if it isnot accepted supposedly bodes bad luck for the offending Yazirian. 

Elposha Phorad

TYPE: Parasitic PlantNUMBER: 1MOVE: Very Slow (1/4 meter/turn)IM/RS: 1/10STAMINA: 20ATTACK: 50 (Base Column +5)DAMAGE: 10 Points STA DrainSPECIAL ATTACK: NoneSPECIAL DEFENSE: NoneNATIVE WORLD: Phri'sk (Kashra'sk)Description: S'sessu society attaches an oddly elevatedview of any of their kind who become host to this parasitic plant. Thiscreature maintains a constant drain on its host, leaving his STA 10 points lessthan its normal unaffected state. The plant also confers heightened insightability to any S'sessu thus parasitized. The creature will parasitize all characterraces except Dralasites.A special roll must be made to determine if the creaturewill parasitize a S'sessu. If the roll is equal to or less than a S'sessu's PERscore, the plant will accept that individual and blithely grow on his or herneck and shoulder area. Only successfully parasitized S'sessu derive thebenefit of heightened insight ability which is determined by rolling percentiledice. The result of this roll is added to the S'sessu's racial ability score orreplaces that score, whichever result is higher. Racial abilities may not beraised about 100 points. The same 10 point STA loss also applies to S'sessu,who will almost always be happy to accept such an honor.If the plant dies or is voluntarily excised the host willrecover its lost STA points normally and ability insight modifications areimmediately lost, returning the S'sessu to the score he or she had beforeparasitization. Reinfestation is always possible, but only one roll per hostseason (roughly 1 standard year) is allowed. Omnimycin is a suitable treatmentfor those wishing to remove the plant from unwilling hosts. 

Elipherions (Space Cats)

Type: Medium Omnivorous Feline-like creatures similar to a caracal

Number: found in groups/packs of up to 10

Movement: Very fast (90 meters/turn)

IM/RS: 9/90

STA: 55

ATK: 2d10 (claws, can do two different attacks per turn), 3d10 (bite)

Special Attack: Ambush - if the cat is not detected by the enemy, any attack has a modifier of +7 to any damage rolled.

Native World: Zik-kit on the K'isk-Kar system

Description: These compact yet graceful cats were once plentiful on the rocky world of Zik-kit, as the terrain was a perfect place to find prey, bask in the light of the nearby star, or hide. However, once the planet was colonized, anyone on the planet was authorized to shoot these cats if they interfered with the mining work done by the Vrusk. This led to widescale destruction of the species, and many of the prey were being killed by the pollution. Lately, though, the species has been under the watchful eye of the ECGOCVH, a coalition of Vrusk and Human researchers aiming to conserve wildlife on many planets, and populations are on the rise. The species has a special bonding pattern that appears to occur when one of the major races saves the life of one of these cats. A prime example is the bond between the space cat Cloud's Edge and the explorer Alistair Ravenshade. They share a telepathic link that allows for communication, and this means that Cloud's Edge can accompany Ravenshade on his adventures and be able to contribute to the party's success. This was evidenced when Cloud's Edge was able to successfully leap onto the back of a Slither so that Ravenshade and his group could kill it while it was distracted.

Lifespan: about 35 years in the wild, about 45 in captivity, and about 50 with free reign (bonded)


TYPE: Small OmnivoreNUMBER: 1-5MOVE: Fast (80 meters/turn)IM/RS: 5/50STAMINA: 40ATTACK: 50 (Base Column +5)DAMAGE: 1d5 Bite (5 Cobalt)SPECIAL ATTACK: NoneSPECIAL DEFENSE: Sound MimicryNATIVE WORLD: Pale (Truane's Star) - forestsDescription: Depending on who you ask, fiktif are viewedas either wonderfully amusing creatures or the bane of all who come intocontact with them. These four-winged amphibian fliers have the ability toimitate virtually any speaker of larynx-based languages in the Frontier. Theycan recall long passages of speech, up to three minutes in length. Fiktifdeveloped this skill in the trees and rivers of Pale where they parrot predatorycalls to ward off their natural enemies. They are not overly bright and do notunderstand even the simplest spoken command. Other than this limited skill,fiktif seem relegated to flying and swimming in their cages. 


TYPE: Small CarnivoreNUMBER: 1-10MOVE: Fast (80 meters/turn)IM/RS: 7/70STAMINA: 100ATTACK: 60 (Base Column +6)DAMAGE: 1d5 Bite (5 Cobalt)SPECIAL ATTACK: NoneSPECIAL DEFENSE: Scent Gland: 70 (Base Column +7)NATIVE WORLD: Homeworld (Capella)Description: Kalp are favorite companion animals toIfshnits. They are so popular that the Capellan Free Merchants successfullylobbied for their export offworld without the usual reproductive restraintsthat accompany similar decisions about interplanetary transport of nativespecies. This means that kalp which are capable of reproducing are legallytransportable to any world in the Frontier. The creature's acquiescent nature,long reproductive cycle (20 years between litters) and low birth rates (averagetwo whelps per litter), doubtless, helped sway the decision makers.Kalp are the very definition of loyal companions, servingtheir owners until one or the other dies. They look very much like normal muttdogs except for their red to orange fur and double tails. Kalps are protectiveof their owners and will not hesitate to risk life and limb to defend them.Their faithfulness, affable nature and good companionship means that kalpwhelps fetch a high price throughout the Frontier. If threatened, kalp mayrelease a stream of noxious secretions at their enemy. The stench affects allraces except Humma causing a -10% (-1CS) for all actions in a five meter radiusof the spray victim. The scent and its effects lasts for 1 hour and will notwash off before that time. Gas masks and space suits are effective protectionagainst the spray. This gland is required to be removed from all kalp removedfrom Homeworld and also from whelps born outside the Capella System. 


TYPE: Small OmnivoreNUMBER: 2-10MOVE: Fast (100 meters/turn)IM/RS: 9/90STAMINA: 40ATTACK: 50 (Base Column +5)DAMAGE: 1d10 Bite (10 Cobalt)SPECIAL ATTACK: NoneSPECIAL DEFENSE: Silicate Shell Provides 1/2 Damage fromMelee WeaponsNATIVE WORLD: Groth (Fromeltar)Kunyi are pack animals used chiefly by Dralasites. On someworlds, Dralasite apvac herders use kunyi to control their flocks while onothers, they are used as guard creatures for their master's homes. Kunyi havesilica-hardened shells or tests that protect their vulnerable interiors. Theymove about on a set of permanently formed pseudopod- like tentacles that may becompletely withdrawn inside the test, leaving only a small silicate set ofmandibles exposed for defense.Like their Dralasite masters, Kunyi have extremelywell-developed senses of smell and taste. They also have excellent vision, butsee only in the IR ranges. Kunyi reproduce sexually and do not perform well asindividual entities, becoming withdrawn if separated from fellow kunyi. Theywill refuse to eat in such cases and will lose 5 STA pts/day until they eitherhave a fellow Kunyi to consort with or they die. Anyone wishing to employ Kunyimust have at least a pair or them with four to six kunyi being the preferredgrouping size. 

Medib (Sting Fly)

TYPE: Tiny CarnivoreNUMBER: 1-20MOVE: Fast (80 meters/turn)IM/RS: 5/50STAMINA: 5ATTACK: 50 (Base Column +5)DAMAGE: 1d5 Bite (5 Cobalt) + DiseaseSPECIAL ATTACK: NoneSPECIAL DEFENSE: NoneNATIVE WORLD: Exib (Yast (Athor) ) - peridomestic/forestDescription: Sting flies are the bane of any Yazirian onExib. These creatures not only leave a painful, itching wound when they bitethey also vector Milo's Disease in Yazirians(no other races are affected). Feeding during the night, male medib take bloodmeals from any mammalian host they can find. During feeding microscopicparasites that live in the fly's gut are often regurgitated into the wound. Ifa Yazirian victim fails a STA check, he will develop Milo'sDisease in 1d10 days.Milo's Disease is characterized by spiking fevers and a lossof dexterity (halve DEX scores). The only treatment is costly and does notprovide further immunity. Haltine is the drug of choice for treatment and whileit does negate the fever and dexterity loss, it does not cure the disease.Furthermore, should someone stop their routine haltine treatment, the symptomswill return within a day. Until a cure can be found, Yazirians with Milo's Disease remain infected for life. 


TYPE: Large HerbivoreNUMBER: 1-5MOVE: Very Slow (10 meters/turn)IM/RS: 5/50STAMINA: 120ATTACK: 50 (Base Column +5)DAMAGE: 1d10 Kick (10 Cobalt)SPECIAL ATTACK: NoneSPECIAL DEFENSE: NoneNATIVE WORLD: Exib (Yast (Athor) ) - domesticDescription: The first Yazirians to explore Exib reportedfinding small herds of animals that "stupidly bleat-mooed" at them asthey stepped down from their spacecraft. Little has changed to change thatperception and no wild mulkis remains on Exib as they were all captured anddomesticated with relative ease inside of two years of the colonization effort.Mulkis are famously dull-witted creatures and a common insult among ruralYazirians is to claim that someone does not have the sense that nature gave amulkis. Yazirians use these creatures for pulling carts andsometimes plows if machinery is not available. Their violet milk, known asmulk, is used as a beverage and when cured makes a fine purple-hued cheese.They are perfectly useless as mounts due to their size and have wicked tempers,as many young Yazirians can attest, when attempts are made to ride them. Theyare also often the culprits in raids on grape-corn fields, their favorite treatfood. Many zoologists and ecologists have marveled at the series of events thatallowed mulkis to survive as long as they have. A relative lack of natural predatorscoupledwith their yearly foaling are two factors often cited to explain their otherwiseinexplicable survival.  


TYPE: Medium CarnivoreNUMBER: 1-5MOVE: Fast (90 meters/turn)IM/RS: 7/70STAMINA: 250ATTACK: 50 (Base Column +5)DAMAGE: 3d10 Bite (30 Cobalt): 2d10 Tail (20 Cobalt)SPECIAL ATTACK: May Attack Two Opponents at Once NoPenaltiesSPECIAL DEFENSE: NoneNATIVE WORLD: Kischen (Talkis) - swampDescription: Suskuh are serpentine creatures that theSaurians brought with them from their homeworld. Their especially long tailsmake them look very similar to snakes, but they have a strong pair of frontlimbs which they use to move around. Suskuh have some mammalian aspectsincluding batwing-like external ears and a light coat of blue to purple furcovering the scales around their legs. The fur turns sandy or grayish as thebeast ages. While too small to be used effectively as mounts, Suskuh are loyalguard creatures. They are exceptionally fast and capable in melee situationsand are able to attack two opponents simultaneously. Most Saurians use them ashunting creatures relying on their keen sense of smell to track down quarry. Therewas very little room for Suskuh aboard the colony ships, but the Saurians(especially the Kamier who evolved from the swamp dwelling land dragon ofKischen) are doing an admirable job of transplanting the creatures here in theFrontier.  


TYPE: Small OmnivoreNUMBER: 1- 200MOVE: Very Fast (200 meters/turn)IM/RS: 9/90STAMINA: 10ATTACK: 50 (Base Column +5)DAMAGE: 1d10 Bite (10 Cobalt)SPECIAL ATTACK: See DescriptionSPECIAL DEFENSE: Reflective Skin (1/2 damage from lasers)NATIVE WORLD: Shridkai Belt (Tristkar)Description: Telpa are bizarre vacuum living creaturesthat have evolved to meet the rigors of space. Resembling miniature spaceshipswith four limbs, each ending in a small hydrogen 'engine', they are commonlyfound on the Shridkai Asteroids where they were first discovered. They alsofrequently show up on space stations, having hitched rides with passingstarships. They are capable of surviving Void transit, but are not fast orstrong enough to initiate or maintain the velocity necessary to enter the Voidby themselves. Telpa have an as yet unexplained means of metabolizing any metalthey devour into hydrogen, which they use to power their thruster-like limbs aswell as other life processes. They have developed exceedingly sharp mandiblesand claws which they use to dig for natural resources on asteroids orstarships, an obviously attractive food source of food as the processed metalis readily available. The only effective means of removing them from a starshipor station hull is to blast them off with lasers or other energy weapons.Fields and screens do not repel them or affect them in any appreciable way. 


TYPE: Large Herbivore
MOVE: Very Slow (10 meters/turn)
IM/RS: 5/50
ATTACK: 50 (Base Column +5)
DAMAGE: 2d10 Trample (20 Cobalt): 1d10 Sting (10 Cobalt) +Special
SPECIAL DEFENSE: Carapace (1/2 Damage from PGSWeapons/Melee Weapons)
NATIVE WORLD: Ken'zah-Kit (K'aken-Kar) - desert/jungle

Description: T'koom are arthropodian animals domesticatedby the Vrusk on Ken'zah-Kit. They have six tree trunk-sized walking limbsspaced evenly about their bodies, giving them excellent traction in virtuallyany terrain. They are excellent draft animals. Steering a t'koom isaccomplished by dangling Vaykal flowers in the direction one wants the creatureto go. The scent of the delicious (to the t'koom) flower does the rest. IfVaykal flowers are not available, other vegetation will accomplish the job, butnot nearly as well. Normally docile creatures, t'koom will not idly stand by ifattacked or threatened and will first attempt to trample their opponents. Ifthis does not dissuade their attacker, they will use the sting in their tails,located in the center of their shells. T'koom venom causes lasting neurologicaldamage to a victim, resulting in a permanent strength loss. A STA check isallowed to completely negate the effect, but must be rolled for each time he ishit by the sting. STR loss per envenomation for any failed STA checks equals1d10 or (10 Cobalt).    

Twilight Creatures

This is a collection of creatures from an adventure I ran many years ago.  The characters were exploring a planet called Twilight, the closest planet to a small, cool, K9 Orange main sequence star called Garnet.  Twilight is named for its short days that consist of muted, purplish light caused by a combination of Garnet's dim luminescence and the planet's thick atmosphere.  Twilight is over 50% desert, but it does contain a variety of other climates at high latitudes.

This collection is list of the more dangerous critters that evolved on Twilight.  Water is in short supply on this world, so most of the herbivores and plants possess thick shells, carapaces, or barks to minimize moisture loss due to evaporation as well as to protect them from predators.

Note: I had planned to switch my gaming group to Zeb's Guide, but we never got around to it.  However, when I wrote the adventure I included Column Shift stats with my creatures, so I've provided them in parentheses in the entries below.

Enjoy everyone!

Venom Cougar


Medium Carnivore




Fast – 90m/turn






55 (+4)


3d10 (28) + Poison claws and fangs

Special Attack:

Poison S5/T6

Special Defense:

Camouflage 90%

Native World:

Twilight – jungle, swamp, dense forest


     Venom cougars are feline-like carnivores about the size of a large dog.  They primarily hunt in nuclear families of 1 to 5 members.  Venom cougars have a multi-shaded green pelt that blends in with thick vegetation, giving them a 90% chance to be undetectable to characters within 10m when encountered in their native habitat.  Beyond that distance, they are invisible.  At either range, thermal imaging will clearly reveal them.

     In combat, venom cougars attempt to wound as many victims as possible, then dash back into hiding and wait for their poison to weaken or kill their prey.  If the victims survive beyond 6 turns, then the cougars will emerge again to finish them off.  Both the claws and the fangs of venom cougars deliver their potent hemotoxin.  When rehiding, venom cougars are 70% undetectable for one turn; after that, they are once again 90% undetectable.  A character that spots a venom cougar in hiding can keep track of it so long as both the cougar and the character remain still.  The spotter can attempt to point out the hiding cougar to comrades within 10m, but they still only have a 50% chance per turn of seeing it themselves.  If a hiding cougar is attacked, it will usually attempt to flee.

     Venom cougar poison breaks down within 10 turns in open air.  If stored in a vacuum or low-temperature container (between -10º C and -25º C), it will remain potent indefinitely.  Since Twilight is a recently-discovered planet, there is currently no market for venom cougar pelts or teeth.  Both are of high quality, however, and will likely become valuable as more cartographers and hunters continue to explore Twilights continents.




Medium Omnivore




Very Slow – 10m/turn






50 (+3)


4d10 (36) heat ray (2x per turn)

Special Attack:

Feeding 1d10/turn

Special Defense:

Multiple immunities (see Description)

Native World:

Twilight – any hot or warm climate or terrain


     Thermites are giant, thick-skinned amoebas, usually 1.5 meters wide and weighing 160 kg.  They subsist on small amounts of organic material that they pass over in their travels, but their primary source of nourishment is thermal radiation.  They absorb and utilize heat energy by a poorly understood method of energy/mass conversion.  Thermites must travel constantly to feed, as they rapidly cool their surrounding environment through their heat-siphoning membrane, which they cannot “turn off.”  In fact, without a constant supply of heat, thermites perish in a matter of minutes.  The only time they remain still is when they find a source of extreme heat, such as a large fire, a geyser, or molten lava.  They will not enter any body of water under any circumstances, even if it is boiling.  It is unknown if they require oxygen, or simply fear the rapid heat-dispersing effects of water.  Thermites appear to be unintelligent, and they ignore all beings they encounter unless attacked. 

     If threatened, a thermite can redirect the heat from its siphon into a cohesive, short burst heat ray twice per turn.  Albedo suits and screens will protect characters from the heat ray.  The ray reaches to an effective distance of 20m and is considered to be point blank range.  Thermites must always stay on the move, even during combat, in order to prevent starvation.  In fact, employing the heat siphon as a weapon causes them to starve even faster than usual.  A cornered thermite will reverse course and continue to move, even if this puts it in further danger.  Unless the surrounding environment is very hot, a thermite will only employ its heat ray for a maximum of 10 turns before it must begin feeding again.  It will not attack again until an additional 5 turns have passed.  Even when it is not actively defending itself, a thermite’s heat siphon will cause damage to any creature within 10 meters due to rapid heat loss.  Characters within 10m take an automatic 1d10 STA damage per turn (no attack roll needed).  A character in melee with a thermite takes 2d10 STA damage per turn.  Suits or shielding that protect from extreme cold (such as a space suit) will prevent damage from heat loss, but blankets or arctic clothing will not.

     When a thermite is injured, there is a chance that the wound will cause its membrane to rupture, spilling the creature’s cytoplasm and killing it instantly.  Each time a thermite takes damage, subtract its new, current STA from 100.  This number is the percent chance that the attack will cause the thermite to rupture.  A negative number signifies a 0% chance of rupture.

     Because of their unique physiology, thermites are immune to poisons, acid, sleep-inducing drugs, tangler grenades, and doze grenades.  They “see” by sensing thermal radiation, so darkness and flash grenades do not hinder them.  Cold-based attacks do normal damage to a thermite, but do not cause a chance to rupture the creature.  Furthermore, cold attacks will cause a thermite to immediately change course to distance itself from the source, making one easy to herd.  Fire and heat attacks, including lasers, will not harm them.  In fact, such attacks will attract them, as they sense them as being a food source.

     Thermites appear as a milky, translucent sack, and can be hard to spot from a distance.  However, they are very easy to track, as they leave dying plants and trails of frost in their wake.  Infrared goggles can help as well; under infrared imaging, a thermite appears to be a dark blue/black blob at the head of a gradually lightening blue tail.  Thermites reproduce by asexual division in areas of extreme heat, and produce no known useful products.  They are always encountered alone, except in environments of extreme heat.


Flak Crab


Small Omnivore




Medium – 25m/turn






60 (+5)


1d10 (8)

Special Attack:


Special Defense:

Ultradense shell

Native World:

Twilight – any climate or terrain


     The flak crab is about the size of a basketball and resembles an oversized hermit crab.  It is a hard-shelled, multi-legged crustacean.  A flak crab does not have large claws, but it does have small, double-paired pinchers on the ends of each of its 12 legs.  It can fully retract its many legs and its four eyestalks into its ultradense shell for protection.  Its shell is covered in sharp barbs to discourage casual predators, but it also features dozens of 3cm wide holes.

     When a flak crab feels threatened, it retracts into its shell in less than a half-second, and each hole on its shell will immediately fire a sharp shard of stone, bone, or other hard material at high speed, causing 1d10 points of STA damage to every creature or character within 20m (roll a separate attack roll for each target to determine hits).  Skein suits or inertia screens reduce damage from this attack by half.  Flak crabs have a limited hive mind telepathy that causes all crabs in a group to hide and fire their volleys simultaneously, causing a potentially deadly crossfire of projectiles.  Their shells are immune to these volleys, and they reduce damage from bullets, gyrojets, unpowered melee weapons, and explosions by half.  Lasers, electricity, sonic weapons, and other energy attacks affect them normally.

     Flak crabs are scavengers, and the roam around collecting food and ammunition for their shells.  They sharpen and shape slivers of rock, bone, or metal in their mouths and then place them in their shell holes with one of their long legs.  A flak crab launches its shrapnel by forcing air through its shell holes with its powerful, single lung.  It can only fire one volley until it collects replacement ammunition, a process that typically takes 2 to 6 hours.  Flak crabs that continue to be assaulted after firing their volley will continue to hide in their shells until their assailants leave.  They have no other attacks or defenses.  Flak crab shells are harder than most natural substances, but they are inferior to most artificial Frontier materials, and have no value beyond ornamental uses.  Their meat is tasty to dralasites and vrusk, but most humans and yazarians find it overly bitter.




Medium Omnivore




Medium – 40m/turn






40 (+1)


3d10 (20) Stone halberd

Special Attack:

Acidic spray

Special Defense:


Native World:

Twilight – Any non-arctic climate or terrain


     The Kikvbiz are a race of insectoid low-sentients that have risen to the top of the food chain on their homeworld of Twilight.  They have stone age technology, and their hunters use long, heavy, flint- or obsidian-bladed halberds to chop through the armor plating that most herbivores on Twilight posses.  They employ stone knives and axes as tools for butchering their kills and sustaining camp life, but never in battle.  Physically, Kikvbiz resemble 2m long spiders with only six legs, the front two pointing forward and possessing four isometrically-opposed digits.  Their four-toed legs straddle either side of the body.  Kikvbiz have 8, 10, or 12 eyes, and their mouths are sphincters ringed with two rows of teeth.  They have no vocal chords and can only communicate by sign language.  The entire Kikvbiz body is covered by thin, overlapping black scales, and the overall creatures are smooth and lustrous.  They are curious by nature, but will usually react to violence with frenzied attacks, although they will flee a seemingly hopeless battle.  They will normally fight to the death to defend their homes, shallow burrows in the sides of hills and other soft earth.

     Hunter Kikvbiz attempt to dismember their enemies using their deadly halberds.  Non-hunter Kikvbiz are typically noncombatants, but all Kikvbiz can expel a cloud of acidic digestive juices at a single target in melee range.  This attack gets a natural +10 chance to hit (+2 CS) and causes 1d5 points of STA damage each turn for 3 turns unless neutralized sooner by a basic substance.

     Kikvbiz are egg layers, and most female Kikvbiz mate as soon as they are sexually mature.  Matings are dictated by the elder Kikvbiz of each tribe, and females are paired with males whose attributes and skills are in short supply.  Egg laying results in 1-5 viable offspring, and is always fatal to the mother.  Therefore, virtually all adult Kikvbiz are male.  Roughly 50% of a Kikvbiz tribe will be composed of hunters, with the rest being equal numbers of camp caretakers, nursery workers, craftsmen, and foragers.

Creature Template

Creature Name
Damage: -
Special Attack:
Special Defense:-
Native World:

A Frontiersman Creature Catalog

working toward a monster manual Canon documents will get a 3 letter code, Dragon magazines will be thus: D88 for dragon #88, Ares= A24, Polyhedron= P16 for issue 16 etc. SFman9 or FE12 and so on. Documents get listed below once they are reviewed and any creatures added to the links below.

Documents covered:
Alpha Dawn basic- ADb
Alpha Dawn- AD
Knight Hawks- n/a
Crash on Volturnus- CoV
Volturnus Planet of Mystery- VPM
Star Spawn of Volturnus- SPV
Sundown on Starmist- SoS
Mission to Alcazzar- MtA
Dark Side of the Moon- n/a
Bugs in the System- Bugs
Villains of Volturnus- VoV
Warriors of White Light- n/a
Dramune Run- DR
Mutiny on the Eleanor Mores- MEM
Face of the Enemy- FoE
The War Machine- WM
Dragon- D#
Polyhedron- P#
Ares- n/a
Trouble on Janus- JoT

Not reviewed yet Captive Planet and Assault on Starship Omicron

Creature Catalog: A

Air Whale VPM page ?

Army Rats AD page 37

Creature Catalog: B

Bachanda Tree VPM page ?

Bisron SoS page 25

Blackout Bat JoT page 8

Burrower Snake CoV page 9

Creature Catalog: C

Chukka DR page 18

Clinging Violets SoS page 27

Creepspines Sos page 27

Cyboslug VPM page ?

Cybodragon (Sathar Attack Monster) SPV page 17

Cudda SoS page 25

Creature Catalog: D

Dropper CoV page 9

Creature Catalog: E

Edestekai VPM page ?


Creature Catalog: F

Fingerllies SoS page 28

Fire Locust MtA page ?

Flitter CoV page 9

Flutterbyes MEM page 32

Frogg SoS page 28

Funnel Worm AD page 37

Creature Catalog: G

Gasp SoS page 25

Giant Volturnian Eagle SPV page 17

Gnawhare MtA page ?

Grapal SoS page 28

Gwerrah MtA page ?

Creature Catalog: H

Heliopes SoS page 24

Herd Hoppers VoV page 112

Hydra ADb page 13

Creature Catalog: I

Place holder text

Creature Catalog: J

Jaw Fish CoV page 10

Jellybelly MEM page 32

Creature Catalog: K

Kite birds ToJ page 7

Korrvarr VPM page ?

Kurabanda VPM page ?

Kwidge CoV page ? VoV page 38 & 39

Creature Catalog: L

Land Whale AD page 38

Lilly-po Sos page 29

Lokkuku MtA page ?

Loper CoV page 10

Creature Catalog: M

Magma Monster CoV page 10

Mahg Mar Carnosaur MEM page 32 FoE page 5

Mahg Mar Crocodile MEM page 32

Mahg Mar Darnivore MEM page 31

Mahg Mar Emu MEM page 5

Mahg Mar Rat MEM page 31

The Matrix Bugs page ?

Mechanons SPV page 16 and Zebs page ?

Megasaurus AD page 37

Mhemne WR page 17?

Mirror plant JoT page 10

Mordax VPM page ?

Mutating Fungus CoV page 19

Creature Catalog: N

Notui FoE page 32

Creature Catalog: O

Octopus Plant JoT page 9

Organic Androids JoT page 13

Creature Catalog: P

Pongo VoV page ? not a real creature in my estimation

Puff-puckers SoS page 25

Creature Catalog: Q

Quickdeath CoV page 19

Queequeg AD page 39

Creature Catalog: R

Rasties CoV page 20

Rogue Crystals VPM page ?

Roller VPM page ?

Creature Catalog: S

Sailsnails SoS page 28

Sand Shark AD page 38

Sape Bugs page ?

Sathar AD page ?

Saurians D103 page ?

Scraak VPM page ?

Sea Shrike MtA page ?

Shovelmouth CoV page 20

Sky Shrike MtA page ?

Slavebot VPM page ?

Slither (Sathar ATtack Monster) AD page 38

Snikker SoS page 26

Snow Sloth MtA page ?

Spitter VPM page ?

Squirrillets SoS page 28

S'sessu D96 page 84

Strangler Chutes AD page 36

Creature Catalog: T

Tangler Vine VPM page ?

Thalians MEM page 32

Tick-tock Trees SoS page 28

Tigerpaw JoT page 9

Tomar's Horses AD page 39

Creature Catalog: U

Ul-Mor CoV page 14

Creature Catalog: V

Volturnian Baboon VPM page ?

Volturnian Cave Bear CoV page 20

Creature Catalog: W

Weeping Wallows SoS page 29

Winged Ripper AD page 39

Wispees SoS page 26

Woolies JoT page 11

Wypong P18 page 26

Creature Catalog: X

place holder text

Creature Catalog: Y & Z

Yernoids SPV page 17

Zethra D84 page 76

Zuraqqor D95 page 71

Star Frontiersman Creatures

Note this list is only SFman 1-20 and excludes the Alternity races

Adrainian #19 page 22 Adrain

Aktion's Chimera #16 page 9 Minotaur

Ambrikahn #2 page 18 Hentz

Aore #17 page 52 Ruperts Hole

Apvac #19 page 29 Groth

Argus #20 page 13 Archangel

Armagor (Ceratops) #8 page 14 Torrent

Arphu #19 page 29 Hum (Fochrik)

Bakkato #16 page 9 Hakosoar

Balt (Snow Gators) #19 page 29 Starmist

Basilisk Sparrow Vulture #18 page 66 Basilisk

Basilisk Monitor lizards (spine and rock varieties) #18 page 67 Basilisk

Basilisk Wyverns (Trumpeter and fishing varieties) #18 page 66 Basilisk

Basiloe #18 page 62 Basilisk

Bolzeen (Metaweasels) #19 page 29 Hum (Fochrik)

Boobrie #20 page 62 Clarion

Boon'sheh #3 page 30

Bora-Kai #2 page 19

Briar cat #20 page 63 Clarion

Bumba #19 page 31 Wonma (Osak)

Cacti Gargoyle #18 page 66 Basilisk

Cave Bear #20 page 14 Archangel

Chameleon Snake #16 page 9 Gran Quivera

Cebus #20 page 15 Archangel

Che #9 page 42 Clarion

Chimera #20 page 16 Archangel (same as laco lion and dwartz by w00t)

Chithry #17 page 52 Hentz

Clade #19 page 31 Kawdl-Kit (K'tsa-Kar

Clamorbeak (Pterosaur) #8 page 14 Torrent

 Clii'jak #20 page 49

Clikk #16 page 1

Clootseesi #19 page 32 Kawdl-Kit (K'tsa-Kar)

Crocokan #18 page 65 Basilisk (and Fresh water variant)

Cya's Raptor #16 page 10 Minotaur

Dadakta #19 page 32 unknown

Drape Moss #16 page 10 Morgaine's World

Dwartzert #19 page 40 Theseus (same as: Laconian Leophidian)

Dzelt (Flit-tails) #19 page 33 Exib, Athor

Eelax #17 page 53 Kawdl-kit

Elposha Phorad #19 page 33 Phri'sk (Kashra'sk)

Erengal (Groth Siren) #16 page 10 Groth

Fazer Wolf (Battle Primate) #9 page 42 Hargut

Ferral Human #20 page 16 Archangel

Ferral Rats #20 page 17 Archangel

Fiktif #19 page 34 Pale

Gainer #8 page 14 Torrent

Ghed’yan #20 page 39 Garden

Golossan #16 page 10 Minotaur

Gooligott (Mount) #9 page 42 Ifshna

Gorlan's Hunter #17 page 53 Ruperts Hole

Gorlians AD page ? SFman #8 page 55

Grolm #17 page 54 Laco

Ground Shank #2 page 18 Hentz

Hitchhiker (Insect) #8 page 15 Torrent

Hull Scrapers #13 page 19

Hunde #19 page 25

Ikochi #17 page 54 Hakosaur

Kakra (Battle Hawk) #9 page 42 Rupert's Hole

Kalp #19 page 34 Homeworld (Capella)

Keddith #16 page 11 Morgaine's World

Kelp Adder #20 page 64 Clarion

Klastidon (Treerake) #8 page 15 Torrent

Kunyi #19 page 35 Groth

Laamvin #16 page 21

Laconian Leophidian #19 page 38 Laco

Laconian Sand Gremlins #19 page 39 Laco

Laconian Stegogalluses #19 page 39 Laco

Langet (Avian) #8 page 15 Torrent

Lanka (Feline Battle Mount) #9 page 42 Clarion

Lemmaru #17 page 55 Ken-zah kit

Nagana #1 page 10 Groth

Mantid #20 page 17 Archangel

Marsh Bat #20 page 62 Clarion

Marsh Crab #20 page 63 Clarion

Mauler Hound (Battle Dog) #9 Page 43 Triad

Medib (Sting Fly) #19 page 35 Exib

Meket (Primate) #9 page 43 Hentz

Mulkis #19 page 36 Exib

My-xine #20 page 19 Archangel

Pinar's Ant (Vespoidal Mount) #9 page 43 Kdikit

Plains Snake #20 page 65 Clarion

Polyceratops #8 page 16 Torrent

Pteribak #8 page 16 Torrent

Ptithic #16 page 11 Minotaur

Ravener #20 page 18 Archangel

Rasor #20 page 18 Archangel

Razor Grass #18 page 68 Basilisk

Retributisaur #8 page 16 Torrent

Rik'ta #17 page 54 Ken-zah kit

Ripclaw #8 page 17 Torrent

Rooksha #4 page 37 (not fleshed out)

Sand Eel #9 page 43 Morgaine's World

Sand Swimmer #20 page 19 Archangel

Scree #9 page 11

Sentient Robots #6 page 1

Silver Hart #20 page 64 Clarion

Snaggleback #8 page 17 Torrent

Spore puffer #18 page 67 Basilisk

Suskuh #19 page 36 Kischen (Talkis)

Telpa #19 page 66 Shridkai Belt (Tristkar)

Terrorsaur #8 page 17 Torrent

Tevnarl (Morgaine's Lion) #16 page 11 Morgaine's World

Thren #20 page 50

Tidal Carp #18 page 65 Basilisk

T'koom #19 page Ken'zah-Kit (K'aken-Kar)

Trapesaur #8 page 18 Torrent

Tunneler Queen #2 page 19 Hentz

Tybor Monkey #8 page 18 Torrent

Vik't-ziir #17 page 56 Triad

Vimh #5 page 35

Whip Lizard #18 page 67 Basilisk

Xenomorph #5 page 27 (3 kinds facehugger, medium and large)

Yaka Bears #2 page 19 Hentz

Yinni #4 page 33

Zaliss #17 page 57 Ruperts Hole

Zeridactyl (Battle Pterosaur Mount) #9 page 43

Zip Krill #18 page 65 Basilisk

Note: The SFman 7 conversion of the Alternity Aliens were left out