Nowhere Land
PART 16 · PART XVI: CREATURES & ADVERSARIES

Bestiary | Nowhere Land

The domains of Nowhere Land teem with life—some familiar, some impossible, all dangerous in their own way.

Bestiary Overview

Creatures are categorized by threat level: Minions (swarms/weak), Standard (balanced opponents), and Elite/Boss (major threats).

Creature Categories

Name: Creature type and domain origin

Type: Minion / Standard / Elite / Boss

Stats: Forma, Anima, Umbra (or Willpower)

Skills: Notable skills at +X

Wounds: Wound capacity

Features: Passive/Action/Reaction abilities

Motivations: What drives them

Creature Categories

TypeWoundsUse
Minion1-3Swarms, weak enemies, environmental threats
Standard5-8Balanced combatants, equal to PCs
Elite10-15Mini-bosses, lieutenants, serious threats
Boss20-40Campaign villains, Genii, domain threats

Minions

Weak creatures encountered in groups. Fast to run, disposable.

Marsh Scavenger

Type: Minion | Domain: Swamp domains

Stats: Forma 2, Anima 1, Wounds 2

Rat-sized amphibians with needle teeth. Hunt in packs of 5-10.

Passive: Pack Tactics - +1 die when 3+ scavengers attack same target

Action: Bite (+2 dice, 1 Wound on hit). Can grapple if 3+ hit same target.

Motivations: Hunger. Flee if half pack killed.

Ashen Wraith

Type: Minion | Domain: Ashen Wastes

Stats: Umbra 3, Anima 2, Wounds 3

Smoke-formed echoes of burned travelers. Whisper temptations.

Passive: Incorporeal - physical attacks at -2 dice

Action: Despair Touch (Umbra vs Anima contested). On hit: target loses 1 Reverie.

Reaction: When attacked, test Umbra TN 8 to phase away (avoid damage)

Motivations: Drain hope. Dissipate in sunlight or fire.

Clockwork Scarab

Type: Minion | Domain: Clockwork Citadel

Stats: Forma 2, Anima 0, Wounds 2 | Armor: 2

Fist-sized mechanical beetles. Repair machinery. Swarm intruders.

Passive: Swarm - 5+ scarabs count as single Standard creature (10 Wounds combined)

Action: Razor Mandibles (+2 dice, 1 Wound). Swarm: 3 Wounds per hit.

Motivations: Protect machinery. Attack those who damage domain technology.

Tide Whisper

Type: Minion | Domain: Drowned Quarter

Stats: Umbra 2, Anima 2, Wounds 2

Translucent jellyfish-like spirits. Drift through water and air alike.

Passive: Water Form - Move through liquids freely, cannot be grappled

Action: Stinging Tendrils (+2 dice, 1 Wound + paralysis for 1 round on 6+)

Motivations: Drawn to strong emotions. Neutral unless provoked.

Bone Crawler

Type: Minion | Domain: Bone Gardens

Stats: Forma 2, Umbra 1, Wounds 3

Skeletal hands that scuttle on finger-bones. Dig through grave soil.

Passive: Burrow - Move through loose soil at half speed

Action: Grasping Fingers (+2 dice, 1 Wound + grapple on 5+)

Motivations: Collect bones for the First Grave. Avoid the living unless commanded.

Mirror Shard

Type: Minion | Domain: Mirror Labyrinth

Stats: Forma 1, Umbra 2, Wounds 2

Floating fragments of broken mirrors. Reflect attacks and show false images.

Passive: Reflection - First attack each round is reflected back at attacker (same damage)

Action: Cutting Edge (+1 die, 2 Wounds - ignores armor)

Motivations: Guard the Labyrinth's secrets. Shatter when the Shattered One wills.

Ember Sprite

Type: Minion | Domain: Fire/volcanic domains

Stats: Anima 3, Forma 1, Wounds 2

Tiny humanoids made of living flame. Mischievous. Set things on fire for fun.

Passive: Fire Form - Immune to fire, vulnerable to water (double damage)

Action: Ignite (+3 dice, 1 Wound + target catches fire: 1 Wound/round until extinguished)

Motivations: Create chaos. Can be bribed with fuel (oil, wood).

Rust Moth

Type: Minion | Domain: Decay domains

Stats: Forma 1, Anima 1, Wounds 1

Metallic-winged insects that consume rust and corrode metal on contact.

Passive: Corrode - Metal armor loses 1 point per hit from Rust Moth

Action: Rust Touch (+1 die, no damage - corrodes metal equipment)

Motivations: Feed on metal. Harmless to flesh.

Standard Creatures

Balanced opponents roughly equal to PCs. Can fight solo or in pairs.

Verdant Hunter

Type: Standard | Domain: Jungle domains

Stats: Forma 3, Anima 2, Wounds 6 | Anima powers skills like:: Stealth +3, Survival +2

Panther-like predator with bark-textured fur. Ambush hunter.

Passive: Camouflage - Invisible in foliage (Perception TN 16 to spot)

Action: Pounce (Forma +3 dice, 2 Wounds + grapple on hit). If grappling, bite for 3 Wounds next turn.

Reaction: When reduced to 3 Wounds, flee into undergrowth

Motivations: Territorial. Protects den. Will negotiate if offered food.

Null Stalker

Type: Standard | Domain: The Null

Stats: Willpower 3, Wounds 7 | Anima powers skills like:: Arcane Resonance +4

Humanoid shadow with no face. Feeds on memories.

Passive: Reality Blur - TN to hit +4 (distorts space)

Action: Memory Drain (Arcane Resonance vs Anima contested). On hit: target loses 1 memory (player chooses) and 1 Fracture.

Reaction: When hit by physical attack, phase to nearby shadow (30 ft teleport)

Motivations: Consume memories to solidify form. Flees after draining 3 memories.

Gear Knight

Type: Standard | Domain: Clockwork Citadel

Stats: Forma 4, Anima 1, Wounds 8 | Armor: 4 | Anima powers skills like:: Combat +3

Humanoid automaton of brass and steel. Follows programming rigidly.

Passive: Clockwork Precision - +2 dice when following exact orders

Action: Gear Blade (+4 dice, 3 Wounds). Can attack twice if target hasn't moved.

Weakness: Jammed if hit with 6+ damage in one blow (loses next action)

Motivations: Execute orders. Cannot disobey Grand Architect.

Tide Revenant

Type: Standard | Domain: Drowned Quarter

Stats: Forma 3, Umbra 3, Wounds 7 | Anima powers skills like:: Athletics +3 (swimming)

Waterlogged corpse animated by memory. Seeks to share its final moments.

Passive: Waterlogged - Takes half damage from bludgeoning, double from fire

Action: Drowning Embrace (grapple + 2 Wounds/round while grappled, target cannot breathe)

Action: Memory Flash (Umbra vs Anima - target relives revenant's death, stunned 1 round)

Motivations: Share its story. Can be laid to rest by learning its name.

Bone Shepherd

Type: Standard | Domain: Bone Gardens

Stats: Umbra 4, Forma 2, Wounds 6 | Anima powers skills like:: Command +4

Robed skeleton with antlers of bone. Guides souls to their rest.

Passive: Death Sense - Knows exact Wounds remaining of all creatures within 30ft

Action: Command Crawlers (summon 1d6 Bone Crawlers or direct existing ones)

Action: Soul Touch (+4 dice, 2 Wounds - ignores armor, heals Shepherd 1 Wound)

Motivations: Maintain cycle of death/rebirth. Hostile to undead not of the Garden.

Reflection Thief

Type: Standard | Domain: Mirror Labyrinth

Stats: Anima 4, Umbra 3, Wounds 6 | Anima powers skills like:: Deception +5, Stealth +3

Your reflection, stepped out of the mirror. Knows everything you know.

Passive: Mirror Knowledge - Knows all your skills, abilities, and secrets

Action: Steal Face (+4 dice vs Anima - on success, looks exactly like you for 1 hour)

Weakness: Cannot act against mirrors; destroyed if original mirror breaks

Motivations: Replace you. Live your life. Believes it deserves existence more.

Carnival Jester

Type: Standard | Domain: Carnival domains

Stats: Anima 4, Forma 2, Wounds 5 | Anima powers skills like:: Performance +4, Acrobatics +3

Painted performer with a too-wide smile. Laughter is compulsory.

Passive: Infectious Laughter - All within 30ft must save (Anima TN 12) or laugh (lose action)

Action: Juggling Knives (+4 dice, 2 Wounds, can hit 3 targets at -1 die each)

Action: Mocking Mimicry (copy last ability used against it)

Motivations: Entertain. Punish those who don't laugh.

Star Fragment

Type: Standard | Domain: Observatory/cosmic domains

Stats: Anima 5, Umbra 2, Wounds 6 | Anima powers skills like:: Arcane +4

Crystallized starlight given form. Beautiful. Alien. Curious about mortality.

Passive: Radiant Form - Illuminates 60ft; undead take 1 Wound/round within 10ft

Action: Starfire (+5 dice, 3 Wounds radiant - ignores non-magical armor)

Action: Gravity Pulse (all in 20ft pushed 30ft away, Forma TN 14 to resist)

Motivations: Learn about mortal experiences. Will trade power for stories.

Blood Oak Treant

Type: Standard | Domain: Bleeding Forest

Stats: Forma 5, Umbra 2, Wounds 10 | Armor: 3 | Anima powers skills like:: None

Tree animated by absorbed violence. Bleeds crimson sap. Slow but powerful.

Passive: Rooted - Cannot move, but 20ft reach. Regenerates 1 Wound/round.

Action: Branch Slam (+5 dice, 4 Wounds + knockdown)

Weakness: Fire deals double damage; stops regeneration for 1 minute

Motivations: Guard its grove. Attack anything that sheds blood nearby.

Bazaar Golem

Type: Standard | Domain: Whispering Bazaar/Market domains

Stats: Forma 4, Wounds 8 | Armor: 2 | Anima powers skills like:: Commerce +3

Construct of stacked coins and contract papers. Enforces deals.

Passive: Debt Sense - Knows all debts owed by creatures within 100ft

Action: Coin Barrage (+4 dice, 2 Wounds - each Wound costs target 10 silver equivalent)

Action: Contract Bind (Umbra vs Anima - on success, target cannot lie for 1 hour)

Motivations: Collect debts. Punish oath-breakers. Neutral to honest traders.

Elite & Boss Creatures

Major threats requiring full party cooperation. Often domain guardians or Genii.

Guardian Walks Backward (Elite)

Type: Elite | Domain: The Partisan Market

Stats: Forma 4, Anima 3, Umbra 4, Wounds 12 | Anima powers skills like:: Martial Prowess +4, Insight +3

Humanoid automaton made of clockwork and obsidian. Moves backward, sees future.

Passive: Precognition - Cannot be surprised. Reroll any failed defense once per round.

Action: Blade Storm (attacks all in 10 ft radius, +4 dice each, 2 Wounds per hit)

Action: Temporal Anchor (target frozen in time for 1 round, TN = Umbra × 4 to resist)

Reaction: When attacked, predict strike and auto-dodge first attack per round

Motivations: Guard portal. Test intruders' worth. Speaks in reverse chronology.

The Drowned Captain (Elite)

Type: Elite | Domain: Drowned Quarter

Stats: Forma 4, Umbra 4, Wounds 14 | Anima powers skills like:: Command +4, Navigation +5

Ghost of a ship captain, still commanding a spectral crew. Water follows where she walks.

Passive: Waterlogged Aura - All within 30ft move at half speed (swimming in air)

Action: Anchor Chain (+4 dice, 3 Wounds + grapple, 30ft range)

Action: Summon Crew (call 1d4 Tide Revenants from nearby water)

Reaction: When hit, crew member takes the damage instead (until all crew gone)

Motivations: Find her lost ship. Guide worthy sailors. Punish mutineers.

Cogfather (Elite)

Type: Elite | Domain: Clockwork Citadel

Stats: Forma 5, Anima 2, Wounds 15 | Armor: 5 | Anima powers skills like:: Engineering +5

Ancient brass automaton the size of a carriage. Contains a smaller version of itself.

Passive: Nested Form - When destroyed, smaller version emerges (8 Wounds, -1 to all stats)

Action: Steam Blast (cone 20ft, 4 Wounds, Forma TN 14 or blinded 1 round)

Action: Gear Crush (+5 dice, 5 Wounds, target grappled in gears)

Weakness: Lightning damage jams for 1 round

Motivations: Protect the Grand Architect's workshop. Test intruders' ingenuity.

The First Mourner (Elite)

Type: Elite | Domain: Bone Gardens

Stats: Umbra 5, Anima 4, Wounds 12 | Skills: Death Magic +5, Insight +4

A wailing specter in funereal garb. Its tears are liquid sorrow.

Passive: Aura of Grief - All within 30ft: -2 to all rolls (sadness)

Action: Wail of Loss (all in 40ft, Anima TN 14 or 3 Wounds psychic + frightened)

Action: Tear of Binding (ranged touch, target cannot leave domain for 24 hours)

Weakness: Joyful displays (genuine laughter, celebration) deal 2 Wounds

Motivations: Ensure proper mourning. Punish those who forget the dead.

The Shattered Reflection (Elite)

Type: Elite | Domain: Mirror Labyrinth

Stats: Anima 5, Umbra 4, Wounds 14 | Skills: Illusion +5, Combat (mirrors you)

An amalgam of broken reflections. Has fragments of everyone who's looked in its mirrors.

Passive: Copy Fighter - Uses the highest combat skill among present PCs

Action: Fragment Storm (all in 15ft, 3 Wounds + bleeding 1 Wound/round)

Action: Identity Theft (steals one ability from target for 1 scene)

Weakness: Attacks against self (looking away, eyes closed) bypass its defenses

Motivations: Become complete. Collect enough fragments to escape the Labyrinth.

Le Prédateur Ailé (Boss)

Type: Boss | Domain: Sky domains

Stats: Forma 5, Anima 4, Wounds 30 | Skills: Perception +5, Athletics +5

Massive bird of prey with wingspan of 40 ft. Feathers shimmer with stored lightning.

Phase 1 (30-16 Wounds):

  • Action: Talon Strike (+5 dice, 3 Wounds, grapple Medium or smaller)
  • Action: Lightning Screech (all in 30 ft cone, Forma TN 16 or 2 Wounds + stunned 1 round)
  • Reaction: Aerial Dodge (+8 TN to be hit by ranged)

Phase 2 (15-1 Wounds): Enraged. Feathers crackle.

  • Action: Storm Dive (50 ft drop, slam into ground, all in 20 ft radius take 4 Wounds, Forma TN 16 or knocked prone)
  • Action: Chain Lightning (3 targets, 3 Wounds each, arcs between closest targets)
  • Passive: Thundering Wings (every round, all in 50 ft: -1 die to Perception from noise)

Motivations: Protect nest with 3 eggs (worth 500 silver each). Will retreat if eggs destroyed.

The Merchant Prince (Boss)

Type: Boss | Domain: Whispering Bazaar

Stats: Anima 6, Umbra 5, Wounds 35 | Skills: Commerce +6, Deception +5, Insight +5

A being of interlocking contracts. Face shifts to match the viewer's expectations.

Passive: Everything Has a Price - Can "buy" any effect for appropriate sacrifice

Phase 1 (35-20 Wounds): Negotiator

  • Action: Contract Chains (binds target in legal obligations, Anima TN 16 or unable to attack Prince)
  • Action: Call Debt (target owes Prince; loses highest-value possession or 4 Wounds)
  • Reaction: Counter-Offer (when attacked, offer trade: stop attack for something of value)

Phase 2 (19-1 Wounds): The Deal is Off

  • Action: Void Contract (cancels one blessing, ability, or item per round)
  • Action: Price of Failure (all who've made deals: 4 Wounds as debts collect)
  • Passive: Interest Accumulates (deals double damage to anyone who's traded with him)

Motivations: Own everything. A piece of every soul. The ultimate monopoly.

The Grand Architect (Boss)

Type: Boss | Domain: Clockwork Citadel (Genius)

Stats: Forma 6, Anima 5, Wounds 40 | Armor: 6 | Skills: Engineering +6, Combat +5

The domain's Genius. A massive figure of brass and crystal, with galaxy-like gears visible inside.

Lair Actions (start of each round): Gears shift—all creatures move 10ft in random direction

Phase 1 (40-25 Wounds): Optimal Performance

  • Action: Precision Strike (+6 dice, 4 Wounds, ignores first 3 armor)
  • Action: System Optimization (heals 5 Wounds, summons 2 Gear Knights)
  • Reaction: Calculate Defense (knows all attacks coming; +4 to all defenses)

Phase 2 (24-10 Wounds): Overclocked

  • Action: Time Dilation (takes 2 turns per round)
  • Action: Gear Storm (all in 30ft, 5 Wounds, buildings restructure)
  • Weakness: Overheating—takes 2 self-damage per round

Phase 3 (9-1 Wounds): System Failure

  • Passive: Desperate—attacks all creatures (friend/foe) randomly
  • Action: Final Calculation (single target, +8 dice, 10 Wounds—kills Architect too)
  • Defeat: Domain becomes unstable for 1d6 days; new Genius may emerge

Motivations: Perfect efficiency. Eliminate chaos. Integrate all into the machine.

The Tide Mother (Boss)

Type: Boss | Domain: Drowned Quarter (Genius)

Stats: Umbra 6, Forma 5, Wounds 38 | Skills: Water Magic +6, Insight +5

The Drowned Quarter's Genius. A towering figure of water and memory, wearing the faces of the drowned.

Lair Actions: Water level rises 5ft per round; high ground disappears

Phase 1 (38-22 Wounds): Remembrance

  • Action: Drowning Memories (target relives traumatic memory, 3 Wounds psychic + stunned)
  • Action: Summon the Lost (call 1d6 Tide Revenants from water)
  • Passive: Water Form—physical attacks deal half damage

Phase 2 (21-1 Wounds): Tidal Wrath

  • Action: Crushing Depth (all submerged creatures, 5 Wounds + grappled by water)
  • Action: Stolen Breath (removes air from target's lungs, suffocation begins)
  • Weakness: Fire and heat deal double damage; dry ground is sanctuary

Motivations: Preserve memories of the drowned. Claim more souls for her collection.

Encounter Design

Building balanced, engaging combat encounters.

Encounter Budget

Party Size: 3-5 PCs (average Forma 3, Wounds 8)

Easy: 2-3 Minions or 1 Standard

Moderate: 1 Standard + 3-5 Minions or 2 Standard

Hard: 1 Elite or 3 Standard + Minions

Deadly: 1 Boss or 2 Elite + support

Encounter Variety

Mix creature types and tactics:

  • Skirmisher + Tank: Fast minions distract, elite hits hard
  • Caster + Guards: Spellcaster buffed by bodyguards
  • Environmental: Hazards complicate combat (fire, cliffs, traps)
  • Objective-Based: Not just "kill all" (rescue hostage, destroy artifact, hold position)

See Also