Magic Zone Random Encounter Table:

Magic Zone: The Shallows:

1-15%: 1d4 Moss Back Scuttlers
Alignment: Anarchist, Attributes: I.Q: 3, M.E: 10, M.A: 14,  P.S: 34, PP: 14, P.E: 25 P.B: 6, Spd: 10, supernatural P.S & P.E, MDC: Head 50, Tail: 110, Underbelly-100, Main Body – 550, P.P.E: 10, Natural Abilities: Prowl 70%, Swim 50%, Climb 40% Attacks/Actions Per Melee: 3, Damage: Tail strike 4d6 MD, Power Tail Strike:  1d6x10, Bite 3d6, Bonuses: +2 init with Tail strike, +4 strike with tail, +2 strike with bite, +4 save vs Poison, +6 vs Horror Factor,  +5 vs Magic

16-30%: 4d6 Vyarnect
Alignment: Miscreant, Attributes: I.Q: 10, M.E: 10, M.A: 8, P.S: 40, P.P: 19, P.E: 26, P.B: 1, Spd: 20, all physical attributes are supernatural. MDC: 260, Horror Factor: 14, P.P.E: 60, I.S.P: 40 Natural Abilities: Nightvision 500ft, See the invisible, Climb 95%/90%, Prowl 45%, Bio-regenerate 1d6x10 M.D every hour, half damage from fire, and heat, takes double damage from silver M.D. weapons, immune to poison. Attacks/Actions Per Melee: 5, Bonuses: +3 initiative, +6 to strike, +4 to parry, +8 dodge, +5 poison, +9 vs Magic, Damage: Punch: 5d6 M.D, Power Punch: 1d6x10 M.D, Claw 6d6 M.D, Bite: 4d6 M.D, Tail: 3d6 M.D, Psionics: Telepathy, Levitation, Telekinetic Leap, and Bio Manipulation

31-60%:  Corrupt Scouts Party: 3d6 Corrupt (4th level) +1 Elite Corrupt (9th level)               
Corrupt Scouts: Alignment: Miscreant, Attributes I.Q: 9, M.E: 9, M.A: 8, P.S: 20, P.P: 21, P.E: 30 P.B: 1 Spd. 30, all physical attributes are supernatural, MDC: 190, P.P.E: 84, Natural Abilities: Prowl 60%, Climb 95%/90%, track by blood scent 66%, see the invisible, exceptional balance 90%, Bio-regenerate 1d6 M.D.C per melee round, Minor Magical Abilities Equal to 3rd level mage: Shadow Meld, Levitate, Agony, Blind, Shatter, and Mystic Fulcrum, Vulnerabilities: Millennium Weapons, Demon and devil slaying weapons do double damage, Attacks/Actions Per Melee: 5, Damage: Punch: 1d6 M.D, Power Punch: 2d6 M.D, +1d6 M.D for claw attacks, Bonuses: +4 initiative, +9 strike, +7 parry, +7 dodge, +2 roll with impact, +10 vs magic, impervious to poison, +6 vs Horror Factor

Elite Corrupt: Alignment: Miscreant, Attributes I.Q: 9, M.E: 9, M.A: 8, P.S: 20, P.P: 21, P.E: 30 P.B: 1 Spd. 30, all physical attributes are supernatural, MDC: 190, P.P.E: 84, Natural Abilities: Prowl 60%, Climb 95%/90%, track by blood scent 66%, see the invisible, exceptional balance 90%, Bio-regenerate 1d6 M.D.C per melee round, Minor Magical Abilities Equal to 3rd level mage: Shadow Meld, Levitate, Agony, Blind, Shatter, and Mystic Fulcrum, Vulnerabilities: Millennium Weapons, Demon and devil slaying weapons do double damage, Attacks/Actions Per Melee: 5, Damage: Punch: 1d6 M.D, Power Punch: 2d6 M.D, +1d6 M.D for claw attacks, Bonuses: +4 initiative, +9 strike, +7 parry, +7 dodge, +2 roll with impact, +10 vs magic, +3 vs psionics, impervious to poison, +6 vs Horror Factor

61-75%  Mystic Knight Patrol: 4d6 Mystic Knights (4th level) +1 Mystic Knight leader (9th level)              
Mystic Knights: Alignment: Diabolic, Attributes: I.Q: 12, M.E: 14, M.A: 8, P.S: 20, P.P: 13, P.E: 15, P.B: 11, Spd: 16 S.D.C: 60, H.P: 20 M.D.C: 70 (Mystic Knight body armor) 50 Demon Helm, P.P.E: 185, I.S.P: 62, Special Abilities: Impervious to Energy, Steal & Redirect ley line Energy and P.P.E Channeling (see page 93 of Rifts® world book 16: Federation of Magic), Fire Energy bolts: 5d6 M.D, 1000ft range P.P.E cost: 5, , Ley line phasing, ley line rejuvenation, sense ley lines and magic energy (see #1 under Line Walker Abilities on page 83 of the Rifts® RPG) Skills of note: Prowl: 45%, Tracking: 40%, W.P: sword, W.P: shield Attacks/Actions Per Melee: 5, Damage: 1d6x10 Deathbringer Techno-wizard melee weapon, Bonuses: +3 initiative, +2 strike, +2 parry, +3 disarm, +2 entangle, +1 roll with impact, +2 vs poison, Spell Knowledge: Magic Shield, Armor of Ithan, Aura of Death, Tongues, Energize Spell, Fists of Fury, Power Weapon, Psionics: See the Invisible, Sixth Sense, Resist Fatigue, Mind Block, Telekinesis, Sense Magic, Telepathy, Telekinetic Force Field

Mystic Knight Leader: Alignment: Diabolic, Attributes: I.Q: 12, M.E: 14, M.A: 8, P.S: 20, P.P: 13, P.E: 15, P.B: 11, Spd: 16 S.D.C: 60, H.P: 50 M.D.C: 120 ( enchanced Mystic Knight body armor) 50 Demon Helm, P.P.E: 185, I.S.P: 62, Special Abilities: Impervious to Energy, Steal & Redirect ley line Energy and P.P.E Channeling (see page 93 of Rifts® world book 16: Federation of Magic), Fire Energy bolts: 6d6 M.D, 1000ft range P.P.E cost: 5, , Ley line phasing, ley line rejuvenation, sense ley lines and magic energy (see #1 under Line Walker Abilities on page 83 of the Rifts® RPG) Skills of note: Prowl: 65%, Tracking: 60%, W.P: sword, W.P: shield Attacks/Actions Per Melee: 5, Damage: 1d6x10 Deathbringer Techno-wizard melee weapon, Bonuses: +4 initiative, +4 strike, +4 parry, +3 disarm, +2 entangle, +1 roll with impact, +2 vs poison, Spell Knowledge: Magic Shield, Armor of Ithan, Aura of Death, Tongues, Energize Spell, Fists of Fury, Power Weapon, Oracle, Psionics: See the Invisible, Sixth Sense, Resist Fatigue, Mind Block, Telekinesis, Sense Magic, Telepathy, Telekinetic Force Field

76-85% Melech              
Alignment: Miscreant, Attributes: I.Q: 7, M.E: 11, M.A: 2, P.S: 15, P.P: 15, P.E: 14, P.B: 5, Spd: 35, M.D.C: 100, Horror Factor: 16, P.P.E: 10, Natural Abilities: Nightivision 60ft, see the invisible, keen hearing, smell and track the scent of blood 65%, Attacks/Actions Per Melee: 5, Bonuses: +3 strike, +4 dodge, +2 all saving throws, impervious drugs/poison. Damage: Bite: 1d8 M.D, Full Strength Strike: 1d4 M.D, Front Leg Strike: 2d6 M.D, Skills of Note: Speaks Dragonese/Elven and Gobbley 90%%, American 25%, Track humanoids 35%, swim 40%

86-100%: 4d4 Psi-Goblins               
Alignment: Miscreant, Attributes: I.Q: 12, M.E: 18, M.A: 3, P.S: 22, P.P: 22, P.E: 23, P.B: 5, Spd: 15, supernatural P.S and P.E, M.D.C: 55, Horror Factor: 11, P.P.E: 124, I.S.P: 118, Natural Abilities: Nightvision 1000ft, Swim 55%, Climb 80%/70%, Bio-Regenerate 2d6 MD per hour, Skills: Escape Artist 55%, Intelligence 42%, W.P Paired Weapons, Hand to Hand: Expert, Prowl: 25%, Attacks/Actions Per Melee: 5, Bonuses: +6 strike,  +4 parry, +2 dodge, +3 disarm, +2 roll with impact, +6 horror factor, +2 save vs Magic, +3 save vs poison, radiation, Damage: Punch: 1d6 M.D, Power Punch: 2d6 M.D, Bite: 1d6, Add 1d6 M.D claw attacks. Psionics: Detect Psionics, Death Trance, See the Invisible, Sense Magic, Sense Evil, Mind Block, Ectoplasm

Deep Magic Zone:

1-10 %: Lanotaur Hunter (5th level)
Alignment: Anarchist, Attributes: I.Q: 18, M.E: 22, M.A: 6, P.S: 24, P.P: 26, P.E: 20, P.B: 10, Spd: 118, all physical attributes are supernatural. MDC: 112, Horror Factor: 12, P.P.E: 90, I.S.P: 102, Natural Abilities: Nightvision 100ft, Swim 60%, Climb 80%/70%, Prowl 60%, Track by sight 64%, Attacks/Actions Per Melee: 9, +8 Initiative, +4 Strike, +5 parry, +7 dodge, automatic dodge, +3 disarm, +5 pull punch, +4 roll with impact, +6 vs Horror Factor, +2 save vs non-lethal poisons, Damage: Punch: 1d6 M.D, Power Punch: 2d6 M.D, Tail, 2d6+2 M.D, Claws add 1d6 M.D. Psionics: Alter Aura, Ectoplasmic Disguise, Impervious to Cold, Impervious to Fire, Mind Block, Resist Fatigue, Commune with Spirits, Intuitive Combat, Sense Magic, Sixth Sense, Telepathy, Psi Sword, Telekinetic Force Field, Bio-Regeneration, Mentally Possess Others. Magic of note: Invisibility (superior), Dimensional Portal, Anti-Magic Cloud, Light Blade, Sanctum

11- 20%: Corrupt Hunting Party: 2d10 Corrupt (4th level) +1d4 Elite Corrupt (9th level)
Corrupt: Alignment: Miscreant, Attributes I.Q: 9, M.E: 9, M.A: 8, P.S: 20, P.P: 21, P.E: 30 P.B: 1 Spd. 30, all physical attributes are supernatural, MDC: 190, P.P.E: 84, Natural Abilities: Prowl 80%, Climb 95%/90%, track by blood scent 66%, see the invisible, exceptional balance 90%, Bio-regenerate 1d6 M.D.C per melee round, Minor Magical Abilities Equal to 3rd level mage: Shadow Meld, Levitate, Agony, Blind, Shatter, and Mystic Fulcrum, Vulnerabilities: Millennium Weapons, Demon and devil slaying weapons do double damage, Attacks/Actions Per Melee: 5, Damage: Punch: 1d6 M.D, Power Punch: 2d6 M.D, +1d6 M.D for claw attacks, Bonuses: +4 initiative, +9 strike, +7 parry, +7 dodge, +2 roll with impact, +10 vs magic, impervious to poison, +6 vs Horror Factor

Elite Corrupt: Alignment: Miscreant, Attributes I.Q: 9, M.E: 9, M.A: 8, P.S: 20, P.P: 21, P.E: 30 P.B: 1 Spd. 30, all physical attributes are supernatural, MDC: 190, P.P.E: 84, Natural Abilities: Prowl 98%, Climb 95%/90%, track by blood scent 66%, see the invisible, exceptional balance 90%, Bio-regenerate 1d6 M.D.C per melee round, Minor Magical Abilities Equal to 3rd level mage: Shadow Meld, Levitate, Agony, Blind, Shatter, and Mystic Fulcrum, Vulnerabilities: Millennium Weapons, Demon and devil slaying weapons do double damage, Attacks/Actions Per Melee: 5, Damage: Punch: 1d6 M.D, Power Punch: 2d6 M.D, +1d6 M.D for claw attacks, Bonuses: +4 initiative, +9 strike, +7 parry, +7 dodge, +2 roll with impact, +10 vs magic, +3 vs psionics, impervious to poison, +6 vs Horror Factor

21-40%: Mystic Knight War-party: 4d6 Mystic Knights (5th level or higher) +1 Mystic Knight leader (9th level,) and 1d4 lieutenants (7th level) 1d4 TW Trailblazer Assault ATV
Mystic Knights: Alignment: Diabolic, Attributes: I.Q: 12, M.E: 14, M.A: 8, P.S: 20, P.P: 13, P.E: 15, P.B: 11, Spd: 16 S.D.C: 60, H.P: 20 M.D.C: 70 (Mystic Knight body armor) 50 Demon Helm, P.P.E: 185, I.S.P: 62, Special Abilities: Impervious to Energy, Steal & Redirect ley line Energy and P.P.E Channeling (see page 93 of Rifts® world book 16: Federation of Magic), Fire Energy bolts: 5d6 M.D, 1000ft range P.P.E cost: 5, , Ley line phasing, ley line rejuvenation, sense ley lines and magic energy (see #1 under Line Walker Abilities on page 83 of the Rifts® RPG) Skills of note: Prowl: 45%, Tracking: 40%, W.P: sword, W.P: shield Attacks/Actions Per Melee: 5, Damage: 1d6x10 Deathbringer Techno-wizard melee weapon, Bonuses: +3 initiative, +2 strike, +2 parry, +3 disarm, +2 entangle, +1 roll with impact, +2 vs poison, Spell Knowledge: Magic Shield, Armor of Ithan, Aura of Death, Tongues, Energize Spell, Fists of Fury, Power Weapon, Psionics: See the Invisible, Sixth Sense, Resist Fatigue, Mind Block, Telekinesis, Sense Magic, Telepathy, Telekinetic Force Field

Mystic Knight Leader: Alignment: Diabolic, Attributes: I.Q: 12, M.E: 14, M.A: 8, P.S: 20, P.P: 13, P.E: 15, P.B: 11, Spd: 16 S.D.C: 60, H.P: 50 M.D.C: 120 ( enchanced Mystic Knight body armor) 50 Demon Helm, P.P.E: 185, I.S.P: 62, Special Abilities: Impervious to Energy, Steal & Redirect ley line Energy and P.P.E Channeling (see page 93 of Rifts® world book 16: Federation of Magic), Fire Energy bolts: 6d6 M.D, 1000ft range P.P.E cost: 5, , Ley line phasing, ley line rejuvenation, sense ley lines and magic energy (see #1 under Line Walker Abilities on page 83 of the Rifts® RPG) Skills of note: Prowl: 65%, Tracking: 60%, W.P: sword, W.P: shield Attacks/Actions Per Melee: 5, Damage: 1d6x10 Deathbringer Techno-wizard melee weapon, Bonuses: +4 initiative, +4 strike, +4 parry, +3 disarm, +2 entangle, +1 roll with impact, +2 vs poison, Spell Knowledge: Magic Shield, Armor of Ithan, Aura of Death, Tongues, Energize Spell, Fists of Fury, Power Weapon, Oracle, Psionics: See the Invisible, Sixth Sense, Resist Fatigue, Mind Block, Telekinesis, Sense Magic, Telepathy, Telekinetic Force Field

TW Trailblazer Assault ATV: Crew: Four, 1 pilot, and 3 gunners, (no space for passengers, M.D.C by location: Tires (4): 100 each, Forward Hatch: 80, Rear Hatch: 80, Starfire Pulse Cannon: 100, Nova Rifle: 50, Mini-Missle Launcher: 50, Magical Force Field: 100, Main Body: 475, Speed: 100mph, 50% faster on ley line, Piloted at 85%, Weapon Systems: Starfire Pulse Cannon: Mega-Damage: 2d6x10 M.D, Rate of Fire: Equal to hand to hand attack of the gunner, Effective Range: 4500ft, Payload: 16 shots, Nova Rifle: Mega-Damage: 1d4x10 M.D,  Rate of Fire: Single shots, Range: 1200ft, Payload: 50 shots, Mini-Missle Launcher: Mega-Damage: 1d6x10 M.D (plasma missiles), Rate of Fire: Single shot, or volleys of 2, 4, or 8, Effective Range: 1 mile, Payload: 8 in launcher, Features: Float on water, Total Chameleon, Sky Rider, Shoot Fire Ball, Call Lightining,  and standard vehicle sensors, including radar

41- 55%: 3d4 Darkhounds
Alignment: Anarchist, Attributes: I.Q: 8, M.E: 18, M.A: 7, P.S: 25, P.P: 21, P.E: 20, P.B: 6, Spd: 40, all physical attributes are considered supernatural. M.D.C: 150 MD, P.P.E:  10, I.S.P: 120, Horror Factor: 11- 14 to supernatural creatures, and practioners of magic. Natural Abilities: Recognize Psychic Scent: 40%, Sense Supernatural Beings: 82%, Track by Scent: 80% R.C.C Skills of note: Climb 55%/45%, Swim: 65%,  Prowl: 35%. Attacks/Actions Per Melee: 6, Bonuses: +4 initiative, +1 strike, +1 roll with impact, +3 save vs disease and poison, +2 possession, +4 Horror Factor, All magical effects are reduced by half, Damage: Claws 2d6 M.D, Bite 3d6 M.D, Psionics: Sense Evil: Deaden Senses, Nightvision, Resist Fatigue, and Empathy, Telepathy.

56%-85%: 3d4 Tree Spiders
Alignment: Diabolic, Attributes: I.Q: 4, M.E: 5, M.A: 1, P.S: 30, PP: 26, P.E: 22, P.B: 2 Spd: 21 supernatural P.S and P.E, M.D.C: Legs (6) – 175 each, Tentacles (4) – 42 each, Main Body – 320 PPE: 40, Natural Abilities: Bio Regenerate: 1d6x10 per 24 hours, Prowl and track by smell 70% Attacks/Actions Per Melee: 7 Damage: Tentacle strike 3d6 MD, Power Punch 6d6, Stomp: 3d6, Bite: 6d6 Bonuses: +1 initiative, +6 strike, +9 parry w/tentacles, tentacles dodge at +10, +7 vs Horror Factor +15 MD all attacks


86-95%: Devil Unicorn
 Alignment: Miscreant, Attributes: IQ 7, M.E: 23, M.A: 4, P.S: 45, P.P: 24, P.E: 32, P.B: 2, Spd: 28, supernatural P.S and P.E, 30, P.B: 2, Spd: 22, supernatural P.S and P.E MDC: Horn-100, Head-100, Tail-220, Main Body: 700, Horror Factor: 15, PPE: 30, Natural Abilities: Swim: 90%, Track: 60%, Skills: Skin & Prepare Animal Hides: 30%, Lore: Magic: 30%, Lore: Demons & Monsters: 30%, Prowl: 40%, Imitate Voices & Sounds: 30%, Attacks/Actions Per Melee: 5, Damage: Bite 2d4 MD, Claw: 4d6 MD, Power Claw: 1d4x10 MD, Tail: 1d4x10 MD, Horn Stab: 3d6 MD, Bonuses: +3 initiative, +8 strike, +6 parry, +8 dodge, +3 save vs. psionics, +12 vs Horror Factor.

96-100% Spider Demon

The Zaphoriel Mire:

1-10% Devil Unicorn
Alignment: Miscreant, Attributes: IQ 7, M.E: 23, M.A: 4, P.S: 45, P.P: 24, P.E: 32, P.B: 2, Spd: 28, supernatural P.S and P.E, 30, P.B: 2, Spd: 22, supernatural P.S and P.E MDC: Horn-100, Head-100, Tail-220, Main Body: 700, Horror Factor: 15, PPE: 30, Natural Abilities: Swim: 90%, Track: 60%, Skills: Skin & Prepare Animal Hides: 30%, Lore: Magic: 30%, Lore: Demons & Monsters: 30%, Prowl: 40%, Imitate Voices & Sounds: 30%, Attacks/Actions Per Melee: 5, Damage: Bite 2d4 MD, Claw: 4d6 MD, Power Claw: 1d4x10 MD, Tail: 1d4x10 MD, Horn Stab: 3d6 MD, Bonuses: +3 initiative, +8 strike, +6 parry, +8 dodge, +3 save vs. psionics, +12 vs Horror Factor.

11-20%: Mammoth Brontodon
Alignment: Anarchist, Attributes: I.Q: 3, M.E: 15, M.A: 15, P.S: 60, P.P: 15, P.E: 24, P.B: 8, Spd: 26, P.S & P.E are supernatural, M.D.C: Main Body: 850, Head: 200, Horror Factor: 13, P.P.E: 30, Natural Abilities: good vision, poor hearing, swim 55%, climb 50%/0%, Superior Sense of Smell: Identify by Smell 90%, Track by Smell: 90%, Attacks/Actions Per Melee: 4, Damage: tail strike 1d6x10, tail power strike 2d6x10 M.D, front claws: 1d4x10 M.D, bite 1d4x10 M.D, head butt/horn strike 1d4x10 M.D, impale with horns 1d6x10 M.D, mouth finger/claws 3d6 M.D, Running head/horn ram: 2d6x10 M.D and sending opponents 4d4 yards, Bonuses: +3 initiative,  +4 strike with tail, +2 strike with claws, horn or bite, +2 parry, no dodge, +1 roll with impact, +4 save vs poison/disease, +5 vs Horror Factor

21-35%: 4d4 Tree Spiders
Alignment: Diabolic, Attributes: I.Q: 4, M.E: 5, M.A: 1, P.S: 30, PP: 26, P.E: 22, P.B: 2 Spd: 21 supernatural P.S and P.E, M.D.C: Legs (6) – 175 each, Tentacles (4) – 42 each, Main Body – 320 PPE: 40, Natural Abilities: Bio Regenerate: 1d6x10 per 24 hours, Prowl and track by smell 70% Attacks/Actions Per Melee: 7 Damage: Tentacle strike 3d6 MD, Power Punch 6d6, Stomp: 3d6, Bite: 6d6 Bonuses: +1 initiative, +6 strike, +9 parry w/tentacles, tentacles dodge at +10, +7 vs Horror Factor +15 MD all attacks


36-55%: 3d4 Aquatics
Alignment: Anarchist, Attributes: I.Q: 10, M.A: 2, M.E: 10, P.S: 24, P.P: 18, P.E: 18, P.B: 3, Spd: 2 on land, 62 swimming, M.D.C: 100 underwater, 50 on land, Horror Factor: 12, P.P.E: 40, I.S.P:  20, Natural Abilities: P.S and P.E are supernatural, Nightvision 200ft, see the invisible, track by blood 80%,  (underwater), can detect blood  up to 1 mile away, bio-regenerate 2d6 M.D per melee round, magically knows all languages, Skills of Note: Track underwater 60%, Swim: 98%, Climb: 70%/60% Attack/Action Per Melee: 8 underwater, 4 on land, Damage: Bite: 4d6 M.D, Strike: 2d6 M.D, Power Strike: 4d6 M.D, Tentacle entangle and drown attack requiring a P.S of 30 to escape (takes 8 melees), 50% entangle, Bonuses: +2 initiative, +4 strike, +10 parry and dodge, +2 roll with impact, +2 all saving throws, +10 vs Horror Factor, Note: all bonuses half on land, Vulnerabilities: Mega-Damage fire does double damage, Psionics: All Sensitive abilities at 4th level

55-75%: Melech
Alignment: Miscreant, Attributes: I.Q: 7, M.E: 11, M.A: 2, P.S: 15, P.P: 15, P.E: 14, P.B: 5, Spd: 35, M.D.C: 100, Horror Factor: 16, P.P.E: 10, Natural Abilities: Nightivision 60ft, see the invisible, keen hearing, smell and track the scent of blood 65%, Attacks/Actions Per Melee: 5, Bonuses: +3 strike, +4 dodge, +2 all saving throws, impervious drugs/poison. Damage: Bite: 1d8 M.D, Full Strength Strike: 1d4 M.D, Front Leg Strike: 2d6 M.D, Skills of Note: Speaks Dragonese/Elven and Gobbley 90%%, American 25%, Track humanoids 35%, swim 40%

76-85%: Haunting Entities
Attributes: Not applicable, I.Q: 5, M.E: 2 Note: Does not understand biological life, naturally invisible and intangible, M.D.C: 90, Horror Factor: 14, P.P.E: 8, I.S.P: 30, Natural Abilities: Ethereal and Intangible: naturally invisible, hover and fly maximum 20 mph, Impervious to all physical attacks, can draw on nearby I.S.P and P.P.E to enhance it’s own mystical energy reserves (unlimited at ley-lines),  Attacks/Actions per Melee: 3 psionic, Bonuses: +1 dodge, +3 save vs.magic, +2 vs psionics, +15 vs Horror Factor, Damage: by psionics, or M.D weapon, Psionics: Empathy, Empathic Transmission, Mind Block: Presense Sense, See the Invisible, Total Recall, Telepathy, Telekinesis, Ectoplasm, all powers at 8th level proficiency

86-100%: The Night Owl
Alignment: Diabolic, Attributes: I.Q: 18, M.A: 18, M.E: 20, P.S: 35, P.P:  18, P.E: 20, P.B: 8, Spd: 30, 160 flying, M.D.C: 130, Horror Factor: 15, P.P.E: 100, Natural Abilities: Nightvision 60ft, see the invisible, turn invisible, dimensional teleport 56%, bio-regenerate: 4d6 M.D per minute (or 1d6 per Melee round, fire resistant (natural and M.D fire does half damage), magically knows all languages, Skills of Note: Intelligence: 80%, Track Humanoids 80%, Prowl: 62%,  Lore: Demons & Monsters: 90%, Attacks per Melee: 5, 2 by Magic,  Damage: Full strength claw/punch: 4d6 M.D, Power Punch: 1d4x10 M.D, Flying Claw Strike: 4d6 M.D and 40%% chance of a knock down, Bite: 1d6 M.D, Bonuses: +2 initiative, +7 strike,, +6 dodge,  +4 roll with impact, +3 saving throw vs magic, +4 all saving throws, Magic: Chameleon, Globe of Daylight, Ignite Fire, Fear, Repel Animals, Animate & Control Undead, Turn Dead, Exorcism, Remove Curse, Luck Curse, Phobia Curse, and Heal Wounds, all at 5th level proficiency, Psionics: All Sensitive, and Physical, Bio-Manipulation, Hypnotic Suggestion, Mind Bolt, Mind Block, Mind Block Auto-Defense, Psychic Omni-Sight, P.P.E: Shield

Note: A lone Night Owl has adopted the swamps of Zaphoriel as his domain. He is old, quiet, watchful and very dangerous. He has become Helicon’s watch dog. He will harass and kill any interlopers. Those he cannot defeat he will flee from, reporting his findings to Helicon.

Outer Catacombs:

1-35%: 2d8 Land Rays
Alignment: Anarchist, Attributes: I.Q: 4, M.A: 4, M.E: 18, P.S: 18, P.P: 20, P.E: 20, P.S: 18, P.P: 20, P.E: 18, P.: 10, Spd. 2 Crawling, 20 swimming underwater, 44 flying (30 mph), S.D.C: 32, H.P: 62, M.D.C: Psychic Body Field: 40, TK Fore Field: 100, Horror Factor: 13, P.P.E: 10, I.S.P: 98, Natural Abilities: prehensile tail, nightvision 2000ft, half damage from cold, swim 88%, hold breath underwater 1d4x10 minutes, prowl 60%, track by sight 54%,  Attacks/Actions Per Melee: 3, Bonuses: +2 initiative, +5 strike, +3 parry (tail/psi-sword), +4 roll with impact, +4 vs poisons/toxins, 12+ save vs psionics, Damage: Bite: 3d6 S.D.C, tail slash: 4d6 S.D.C, Psi-Sword: 6d6 M.D, Psionics: Telekinetic Flight (30 mph), See the Invisible, Sixth Sense, Presence Sense, Bio-Manipulation, Levitation, Telekinetic Force Field, Telekinetic Lift, Telekinetic Punch (with tail), Telekinesis Super, 4th level proficiency

36-55%1d4 Mega-Giant Scorpions
Alignment: Diabolic, Attributes: I.Q: 4, M.E: 3, M.A: 2, P.S: 30, P.P: 20, P.E: 26, P.B: 1, Spd: 70, all attributes are supernatural, M.D.C: 200, Horror Factor: 14, P.P.E: 20, Natural Abilities: 2000ft, climb on walls and ceiling at half speed, Track 65%, track by blood: 70%, swim 50%, Attacks/Actions Per Melee: 4, Bonuses: +5 strike, +4 dodge, Damage: pincer: 5d6 M.D, Stinger: 3d6 M.D, Poison: Save vs lethal poison or suffer 1d4x100 S.D.C/H.P damage for S.D.C creatures, 6d6 M.D mega-damage creatures, half all combat bonuses, speed and attacks per melee, a successful save means 1d4x10 S.D.C for S.D.C creatures, and 1d4 M.D for mega-damage creatures,

56-100%: 2d6 Malignous
Alignment: Diabolic, Attributes: I.Q: 7, M.E: 14, M.A: 1, P.S: 22, P.P: 14, P.E: 24, P.B: 1, Spd: 30 running and climbing, M.D.C: 200, Energy Being: 40, Horror Factor: 16, P.P.E: 14, Natural Abilities: Can climb on all surfaces, leap up to 20ft up or across,  see in all directions at once, nightivision 600ft, see in the infrared, and ultraviolet spectrums, prowl 83%, swim 70%, acrobatics: all at 70%, half damage from toxins/gases, in energy form malignous is invisible, can hover and fly at 35 mph, impervious to toxins, and S.D.C damage, Attacks/Actions Per Melee: 5, Bonuses: +3 strike, +3 dodge, +4 auto-parry, +4 initiative, +2 save vs magic, +2 save vs poison, +10 vs Horror Factor, Damage: Legs 2d6 MD, bite 1d4 M.D, leap 2d6 M.D +60% knockdown Stinger Stab: 2d6 M.D, save vs. poison/toxins (14 or higher) or paralysis after 1 melee, within 4 melees person is completely helpless

Inner Catacombs:

1-20%: 2d8 Land Rays
Alignment: Anarchist, Attributes: I.Q: 4, M.A: 4, M.E: 18, P.S: 18, P.P: 20, P.E: 20, P.S: 18, P.P: 20, P.E: 18, P.: 10, Spd. 2 Crawling, 20 swimming underwater, 44 flying (30 mph), S.D.C: 32, H.P: 62, M.D.C: Psychic Body Field: 40, TK Fore Field: 100, Horror Factor: 13, P.P.E: 10, I.S.P: 98, Natural Abilities: prehensile tail, nightvision 2000ft, half damage from cold, swim 88%, hold breath underwater 1d4x10 minutes, prowl 60%, track by sight 54%,  Attacks/Actions Per Melee: 3, Bonuses: +2 initiative, +5 strike, +3 parry (tail/psi-sword), +4 roll with impact, +4 vs poisons/toxins, 12+ save vs psionics, Damage: Bite: 3d6 S.D.C, tail slash: 4d6 S.D.C, Psi-Sword: 6d6 M.D, Psionics: Telekinetic Flight (30 mph), See the Invisible, Sixth Sense, Presence Sense, Bio-Manipulation, Levitation, Telekinetic Force Field, Telekinetic Lift, Telekinetic Punch (with tail), Telekinesis Super, 4th level proficiency

21-35%: 2d4 Mega-Giant Scorpions
Alignment: Diabolic, Attributes: I.Q: 4, M.E: 3, M.A: 2, P.S: 30, P.P: 20, P.E: 26, P.B: 1, Spd: 70, all attributes are supernatural, M.D.C: 200, Horror Factor: 14, P.P.E: 20, Natural Abilities: 2000ft, climb on walls and ceiling at half speed, Track 65%, track by blood: 70%, swim 50%, Attacks/Actions Per Melee: 4, Bonuses: +5 strike, +4 dodge, Damage: pincer: 5d6 M.D, Stinger: 3d6 M.D, Poison: Save vs lethal poison or suffer 1d4x100 S.D.C/H.P damage for S.D.C creatures, 6d6 M.D mega-damage creatures, half all combat bonuses, speed and attacks per melee, a successful save means 1d4x10 S.D.C for S.D.C creatures, and 1d4 M.D for mega-damage creatures,

36-45%: 3d6 Malignous
Alignment: Diabolic, Attributes: I.Q: 7, M.E: 14, M.A: 1, P.S: 22, P.P: 14, P.E: 24, P.B: 1, Spd: 30 running and climbing, M.D.C: 200, Energy Being: 40, Horror Factor: 16, P.P.E: 14, Natural Abilities: Can climb on all surfaces, leap up to 20ft up or across,  see in all directions at once, nightivision 600ft, see in the infrared, and ultraviolet spectrums, prowl 83%, swim 70%, acrobatics: all at 70%, half damage from toxins/gases, in energy form malignous is invisible, can hover and fly at 35 mph, impervious to toxins, and S.D.C damage, Attacks/Actions Per Melee: 5, Bonuses: +3 strike, +3 dodge, +4 auto-parry, +4 initiative, +2 save vs magic, +2 save vs poison, +10 vs Horror Factor, Damage: Legs 2d6 MD, bite 1d4 M.D, leap 2d6 M.D +60% knockdown Stinger Stab: 2d6 M.D, save vs. poison/toxins (14 or higher) or paralysis after 1 melee, within 4 melees person is completely helpless

46-55%: 1d4 Skinner
Alignment: Diabolic, Attributes: I.Q: 11, M.E: 10, M.A: 1, P.S: 2, P.P:3, P.E: 2, P.B: 1, Spd 4, when animating a corpse uses the attributes of host, S.D.C: 30, Host S.D.C: 36 M.D.C Host: 42, Horror Factor: 9 as blob, 11 as walking corpse, P.P.E: 20, I.S.P: 60 Natural Abilities: magically understands all languages, bio-regenerates 1d6 S.DC per hour, Damage Resistant: all blunt damage is half, Vulnerable to slashing/cutting attacks: x2 damage, Reanimate Dead: Process takes 1d4 minutes, Skills of Note: Swim and climb 60%, Escape Artist and Palming 50%, Psionics: Object Read, Presense Sense, Mind Block, Attacks/Actions Per Melee: 2 in blob form, 4 when animating a corpse, Damage: As per host, Bonuses: +10 vs Horror Factor, impervious to disease, poison/drugs and toxic fumes/gases, +2 initiative, +3 strike when inhabiting a host


56-65%: Lazrethegh

Alignment: Anarchist, Attributes: I.Q: 7, M.E: 3, M.A: 2, P.S: 15, P.P: 16, P.E: 14, P.B: 2, Spd: 15, M.D.C: 30, Horror Factor: 10, P.P.E: 5, Attacks/Actions Per Melee: 3, Damage: tentacle whip: 2d6 M.D, tentacle constriction: 1d6 M.D per melee action, Bonuses: +3 initiative, +1 strike

66-100%: 2 Blow Worm   
Alignment: Anarchist, Attributes: I.Q: 2, M.E: 3, M.A: 2, P.S: 60, P.P: 16, P.E: 28, P.B: 2, Spd 10, M.D.C: 300, Horror Factor: 12, P.P.E: 3, Natural Abilties: blind, track by smell and motion 700ft at 89%, Attacks/Actions Per Melee: One glob attack, 2 smash attack, 3 crush attacks, Bonuses: +1 body strike, +3 glob attack, +12 vs poison/toxins, +9 vs magic, +2 vs psionics, Damage: Crush/Smash: 1d6x10 MD, Glob Attack: Range 60ft, Vulnerabilities: The inside of a Blow Worm is soft and vulnerable, M.D.C for a 10ft area is 6d6

Erebus’ Tower:

Gromek Guards
Alignment: Aberrant, Attributes: IQ: 10 ME: 14 MA: 4 PS: 17 PP: 15 PE: 17 PB: 6 Spd: 10 running, 31 flying HP: 30 SDC: 50 AR: 12 MDC: 150 (heavy non-environmental MDC armor) Horror Factor: 14 PPE: 10 Natural Abilities: winged flight, keen vision, half damage from fire. Hand to Hand: Martial Arts, Actions per Melee: 5 Combat bonuses: +3 strike, +5 with blunt, +2 energy rifle, +5 parry and dodge,  +4 dodge in flight, +2 initiative.

Damage: Bite 1d6+6  SDC, Claws 1d6 +4,  Clawed feet 2d6 +4, Enchanted Mace: 4d6 MDC

Gromek Elite Guards
Aberrant, Attributes: IQ: 14 ME: 14 MA: 4 PS: 17 PP: 15 PE: 17 PB: 6 Spd: 10 running, 31 flying HP: 30 SDC: 50 AR: 12 MDC: 200 (heavy non-environmental MDC armor) Horror Factor: 14 PPE: 10 Natural Abilities: winged flight, keen vision, half damage from fire. Hand to Hand: Martial Arts, Actions per Melee: 6 Combat bonuses: +3 strike, +5 with blunt, +5 energy rifle, +5 parry and dodge,  +4 dodge in flight, +2 initiative.

Damage: Bite 1d6+6  SDC, Claws 1d6 +4,  Clawed feet 2d6 +4, Death Bringer Battle Axe: 1d6x10 MD

Minotaur Priests of Netosa
Alignment: Diabolic, Attributes: I.Q: 13, M.E: 14, M.A: 5, P.S: 25, P.P: 20, P.E: 20, P.B: 13, Spd: 15, S.D.C: 50, H.P: 30, M.D.C: 50 by armor, Natural Abilities; Nightivision 60ft, fire and cold resistant (half damage), Attacks/Actions Per Melee: 4, Bonuses: +2 initiative, +2 strike, Damage: punch: 2d6 S.D.C, horn attack 5d6+10 S.D.C +60% knockdown, Priest Powers: Prayer of the Strength of the Damned, Prayer of Communion, Summon Minions of Darkness, Pox Curse, Fever Curse, Luck Curse, Minor Curse, Healing Touch, Exorcism, Remove Curse, Resurrection, Turn Dead, Animate and Control Dead, all at 4th level Magic: Agony, Fear at 4th level