Super Powered Bestiary
H alloween is a time of horror and fear; when the
barriers between the worlds of the living and the
dead are blurred and thin. Evil spirits walk the world
POWERS
Branches: Elongation 1; Extra Limbs 3 - 4 points
alongside mortals, forcing humans to dress in ghoulish Huge Size: Growth 6 (Innate, Permanent; -3 active
costumes to trick the malign spirits into believing the defenses included); Impervious Toughness 9; Protection
mortals are one of their own. 6 - 28 points
Monsters traditional to the Halloween season
include ghosts, vampires, and werewolves. All of these Plant Body: Immunity 26 (Entrapment Effects, Mind
creatures can be found in the Super Powered Bestiary Control Effects, Paralyze Effects, Sleep, Stunning
by Rogue Genius Games. This expansion includes a Effects, Transform Effects) - 26 points
handful of monsters supporting the Halloween theme Plant Senses: Senses 3 (Low-Light Vision, Tactile
of horror and windy autumnal nights. [extended, ranged]) - 3 points
So don your most terrifying costume, gather your
Tree Body: Enhanced Stealth 12 (Limited to forests)
treats to supplicate the undead, and prepare to delve
- 3 points
into Super Powered Bestiary: Halloween Horrors...
ADVANTAGES
Carnivorous Tree (PL 7)
Improved Critical (Unarmed), Power Attack, Takedown
Strength 6, Stamina 3, Agility 1, Dexterity 0
Fighting 4, Intellect 1, Awareness 2, Presence 2 SKILLS
Close Combat (Unarmed) 2 (+6), Intimidation
0 (+5), Perception 6 (+8), Stealth 6 (+1, +13
in forests)
file
OFFENSE
Initiative +1
ple
Unarmed +6 (Close, Damage 6/19-20)
DEFENSE
m
Dodge 1, Parry 4, Toughness 9
Sa
Fortitude 9, Will 5
POWER POINTS
Abilities 14 + Advantages 3 + Defenses
15 + Powers 64 + Skills 7 = 103 Total
COMPLICATIONS
Power Loss: Impervious
Toughness; not vs. slashing weapons.
Vulnerability: Carnivorous trees are
Toughness Impaired vs. fire damage.
C arnivorous trees are malevolent plant
creatures found in ancient forests where
they can naturally blend with normal trees. They draw
little sustenance from the sun or water; rather they prefer
a diet of flesh from animals and the occasional human.
The average carnivorous tree stands 20 feet tall and
weighs 3,500 pounds. It has few leaves
on its branches; instead appearing to
be a dead or dying tree with bare
branches covered in the dried blood
of its previous meals. When the tree
captures a living creature, a fissure
opens within its trunk, revealing and
gapping, fang-filled maw.
2
Halloween Horrors
HANGMAN TREE DEFENSE
These carnivorous trees are covered in thick vines. They
Dodge 8, Parry 7, Toughness 2
use these vines to lash out at their prey, capturing and
strangling the living creatures to death. When a hangman Fortitude Immune, Will 4
tree is able to capture several living creatures at a time, it POWER POINTS
will store some of the bodies within its branches, giving
these carnivorous trees their dreaded name. Abilities 10 + Advantages 5 + Defenses 2 + Powers 77
+ Skills 8 = 102 Total
Strangling Vines: Enhanced Advantage 4 (Chokehold,
Fast Grab, Improved Grab, Improved Hold) - 4 points COMPLICATIONS
Disability: Crawling hands cannot speak.
VORACIOUS TREE
While most carnivorous trees are content to feed on
the blood of their victims, others are more hungry;
desiring to eat their prey whole!
S ome hands just don’t know when to stop moving. Even
after they have been severed from the arms of their
former bodies, these hands continue to move and seek
victims to strangle. Some of these hands are animated by
Swallow Whole: Affliction 6 (Hindered and
necromantic magic. Others are possessed by a demonic
Vulnerable, Defenseless and Immobile, Paralyzed
influence. Either way, these severed hands seek to kill by
and Unaware; Resisted by Dodge, Overcome by
any means necessary and are possessed with supernatural
Strength; Cumulative, Extra Condition, Grab-Based,
strength and speed to see their deeds are done.
Instant Recovery, Limited to creatures of Size Rank
1 or smaller, Progressive); Linked to Damage 6 INSPIRATION FOR CRAWLING HANDS
(Reaction) – 36 points Films: The Crawling Hand (1963),
file
directed by Herbert L. Strock
INSPIRATION FOR CARNIVOROUS Evil Dead 2 (1987), directed by Sam Raimi
TREES The Addams Family (1991), directed by
ple
Films: The Evil Dead (1981), directed by Sam Raimi Barry Sonnenfeld
Poltergeist (1982), directed by Tobe Hooper Waxwork II: Lost in Time
(1992), directed by Anthony
Crawling Hand (PL 5)
m
Hickox
Strength 2, Stamina --, Agility 2, Dexterity 2 Idle Hands (1999),
Sa
Fighting 1, Intellect -1, Awareness 2, Presence 2 directed by Rodman
Flender
POWERS
Television: The
Hand-Sized: Shrinking 12 (Innate, Normal Strength, Addams Family
Permanent; +6 active defenses included) - 37 points (1964), created by David
Sensitive Hand: Senses 3 (Tactile [extended, ranged, Levy
tracking]) - 3 points
Severed Hand: Immunity 30 (Fortitude Effects);
Protection 2 - 32 points
Strong Fingers: Movement 2 (Wall-Crawling 2);
Speed 1 - 5 points
ADVANTAGES
Chokehold, Fast Grab, Improved Hold, Improvised
Weapon, Language 0 (Morse Code), Throwing Mastery
SKILLS
Athletics 4 (+6), Close Combat (Unarmed) 2 (+3),
Perception 2 (+4), Ranged Combat (Thrown) 2 (+4),
Sleight of Hand 6 (+8), Stealth 0 (+14)
OFFENSE
Initiative +2
Unarmed +3 (Close, Damage 2)
3
Super Powered Bestiary
Floating Head (PL 4) OFFENSE
Strength 0, Stamina --, Agility 2, Dexterity 0 Initiative +2
Fighting 1, Intellect 0, Awareness 2, Presence 1 Bite +3 (Close, Damage 1)
POWERS Unarmed +1 (Close, Damage 0)
Bite: Strength-Based Damage 1 - 1 point DEFENSE
Head Sized: Shrinking 8 (Innate, Permanent; +4 active Dodge 6, Parry 5, Toughness 2
defenses included) - 17 points
Fortitude Immune, Will 4
Levitation: Flight 2 (8 mph; Subtle) - 5 points
POWER POINTS
Severed Head: Immunity 30 (Fortitude Effects);
Protection 2 - 32 points Abilities 6 + Advantages 1 + Defenses 2 + Powers 57 +
Skills 5 = 71 Total
Undead Senses: Senses 2 (Darkvision) - 2 points
COMPLICATIONS
ADVANTAGES
Disability: Floating heads do not have hands.
Daze (Intimidation)
Floating heads are the animated heads -- sometimes just
SKILLS the skulls -- of living creatures that now levitate as a
Close Combat (Bite) 2 (+3), Intimidation 4 (+1), means of movement. They exist as undead guardians,
Perception 4 (+6), Stealth 0 (+10) spies, or assassins to a necromancer. These horrific
creature prefer to float at head-level to more easily
file
attack their victims’ face, neck, and shoulders.
VARIANT FLOATING HEADS
ple
Some floating heads possess additional powers
based on their creation.
m
GRASPING HEAD
Sa
These floating heads possess extra-long hair from
their life. The necromantic power that animates the
head also extends to its hair, allowing the floating
head to use the hair as a pair of grasping limbs to
grab and strangle their victims.
Long Hair: Enhanced Advantage 4
(Chokehold, Fast Grab, Improved Grab,
Improved Hold); Extra Limb 2 - 6 points
SCREAMING HEAD
These floating heads are able to emit an ear-
piercing wail that induces fear in any who hear it.
Scream: Burst Area Affliction 2 (Impaired,
Disabled); Resisted and Overcome by Will;
Hearing Sense-Dependent, Limited to Two
Degrees - 1 point
4
Halloween Horrors
Headless Horseman (PL 8) COMPLICATIONS
Strength 3, Stamina --, Agility 2, Dexterity 2 Disability: Headless horsemen cannot speak.
Fighting 4, Intellect 2, Awareness 3, Presence 3 Infamy: Headless horsemen are terrifying undead creatures.
POWERS
Fearsome Presence: Reaction Burst Area Affliction 5 H eadless horsemen -- also called dullahan -- are
terrifying beings that haunt the roadways. They
are the bodies of great soldiers who were slain in battle
(Impaired); Resisted and Overcome by Will; Limited to
One Degree - 15 points and cursed with unlife. They hunt the living, cutting
off their heads, and collecting them. They do this as
Horseman’s Mark: Perception Ranged Affliction they cannot find their own head; it being lost during the
6 (Dazed, Staggered); Resisted and Overcome by horseman’s demise. It is said that whomever possesses
Fortitude; Cumulative, Limited to Two Degrees; the head of the horseman can command the creature to
Enhanced Advantage (Favored Foe [Marked Target]); do their will. Should the horseman ever recover its own
Senses 7 (Detect Marked Target [extended 3, radius, head, it is free from the control of any other being.
ranged, tracking mental sense]) - 26 points When the horseman seeks to slay a specific person, they
Run Them Down!: Enhanced Speed 2 (Affects Others will gesture to their intended target; marking them for
Only, Limited to horse mount) - 1 point death! The horseman can seek out this victim across great
distances and will continue to pursue them until one or the
Summon Warhorse: Summon 4 (Active, Heroic) - 16
other is slain. Few can outrun a headless
points
horseman, as their mounts are spurred by
Undead Body: Immunity 30 (Fortitude Effects); the power of the horseman itself.
Protection 9; Regeneration 5 - 44 points
file
Undead Senses: Senses 13 (Accurate Radius Spatial INSPIRATIONS FOR
Awareness, Counters All Concealment, Counters HEADLESS HORSEMEN
Illusion) - 13 points Fiction: The Legend of Sleepy Hollow, by
ple
Washington Irving
EQUIPMENT
Film: The Adventures of Ichabod Crane and
Keen Sword: Strength-Based Damage 3 (Improved Mr. Toad (1949), directed by James Algar,
m
Critical) - 4 points Clyde Geronimi, and Jack Kinney
Sleepy Hollow (1999), directed by Tim Burton
Sa
ADVANTAGES
Television: Sleepy Hollow (2013);
Equipment 1, Improved Critical 2 (Sword), created by Phillip Iscove, Alex
Move-By Action Kurtzman, Roberto Orci, and Len
SKILLS Wiseman
Close Combat (Swords) 2 (+6),
Expertise (Riding) 8 (Dexterity; +10),
Insight 4 (+7), Intimidation 8 (+11),
Perception 4 (+7), Persuasion 2
(+5), Stealth 8 (+10)
OFFENSE
Initiative +2
Sword +6 (Close, Damage 6/17-20)
Unarmed +4 (Close, Damage 3)
DEFENSE
Dodge 5, Parry 7, Toughness 9
Fortitude Immune, Will 10
POWER POINTS
Abilities 28 + Advantages 3 + Defenses 13 +
Powers 115 + Skills 18 = 177 Total
5
Super Powered Bestiary
Plant Body: Immunity 26 (Entrapment Effects, Mind
Jack-o’-Lantern (PL 4)
Control Effects, Paralyze Effects, Sleep, Stunning
Strength 2, Stamina 2, Agility 1, Dexterity 0 Effects, Transform Effects); Protection 3 - 29 points
Fighting 2, Intellect -1, Awareness 2, Presence 1 Plant Senses: Senses 3 (Low-Light Vision, Tactile
POWERS [extended, ranged]) - 3 points
Explosive Death Throes: Burst Area Damage 2; Linked Pumpkin Guise: Morph 1 (normal pumpkin form) - 5
Burst Area Affliction 2 (Dazed, Stunned); Resisted by points
Dodge; Overcome by Fortitude; Cumulative, Limited Pumpkin Vines: Elongation 1 - 1 point
to Two Degrees; Triggered [when slain], Uncontrolled
ADVANTAGES
- 6 points
Chokehold, Fast Grab, Improved Hold
Fearsome Aura: Reaction Burst Area Affliction 3
(Impaired); Resisted and Overcome by Will; Limited to SKILLS
One Degree - 9 points
Close Combat (Unarmed) 2 (+4), Perception 2 (+4)
Fiery Breath Weapon: Cone Area Damage 2 - 4 points
OFFENSE
Initiative +1
Explode Area (Close, Affliction + Damage 2)
Fearsome Aura Area (Close, Affliction 2)
Fire Breath Area (Close, Damage 2)
file
Unarmed +4 (Close, Damage 2)
DEFENSE
Dodge 1, Parry 2, Toughness 5
ple
Fortitude 5, Will 2
POWER POINTS
m
Abilities 18 + Advantages 3 + Defenses 3 +
Sa
Powers 57 + Skills 2 = 83 Total
COMPLICATIONS
Infamy: Jack-o’-Lanterns are wicked plant
creatures that seek to consume living flesh.
J ack-o’-Lanterns are mobile
pumpkin-shaped
monsters that make their lairs
plant
in pumpkin patches. They use
these natural patches to hide
their presence; disguised as normal
pumpkins until living prey draws
near. These plants ambush their
targets and strangle them to death;
using the bodies of living creatures
to fertilize their fields and create
more jack-o’-lanterns.
Jack-o’-lanterns possess a
magical candle within their
heads. By using this candle,
they are able to project a fiery
breath weapon. Additionally,
when a jack-o’-lantern is slain,
this candle explodes, causing
damage to anything nearby.
6
Halloween Horrors
Scarecrow (PL 4) DEFENSE
Strength 3, Stamina --, Agility 1, Dexterity 0 Dodge 2, Parry 4, Toughness 4
Fighting 3, Intellect --, Awareness 2, Presence 2 Fortitude Immune, Will 3
POWERS POWER POINTS
Body of Straw: Immunity 35 (Cold Damage, Fortitude Abilities 2 + Advantages 0 + Defenses 3 + Powers 59 +
Effects); Protection 4 - 39 points Skills 6 = 70 Total
Construct Senses: Senses 2 (Darkvision) - 2 points COMPLICATIONS
Fearsome Presence: Reaction Burst Area Affliction 3 Disability: Scarecrows cannot speak.
(Impaired, Disabled); Resisted and Overcome by Will;
Vulnerability: A scarecrow is Toughness Impaired vs.
Cumulative, Limited to Two Degrees - 15 points
fire damage.
S
Freeze: Enhanced Deception 12 (Limited to appearing
carecrows are animated constructs created from the
to be a normal scarecrow) - 3 points standard scarecrows that inhabit farming fields. They
SKILLS serve as guardians of their creator; standing completely
still until danger threatens the area. Only when intruders
Close Combat (Unarmed) 2 (+5), Deception 0 (+2, +14 are within striking distance, do the scarecrows
scarecrow disguise), move to attack.
Intimidation 6 Much like their
(+8), Perception namesake, scarecrows
2 (+4), Stealth file are imbued with the
2 (+3) power to instill fear
in their opponents.
OFFENSE
This is their primary
Initiative +1 weapon; demoralizing
ple
Fearsome others and forcing them
to flee rather than stand
Presence Area
and fight. Scarecrows
m
(Close, Affliction 3)
allow their enemies to run. They
Unarmed +5 (Close, do not pursue until command to do so
Sa
Damage 3) by their master.