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Aarakocra
Medium humanoid (aarakocra), neutral good
Aspects
- Winged Enemy of Elemental Evil
- Seeker of the Seven Shards
Skills
Fair (+2) at: Aerobatics (Athletics)
Average (+1) at: Javelin (Shoot), Talons (Fight)
Stress
1 ( ) 2 ( )
Consequences
None
Stunts
- Dive Bomb: If an aarakocra moves to the zone directly below them by flying as part of the same exchange they Attacks with Talons, they gain a +2 on that Attack.
- Summoning Circle: Once per session, 5 Aarakocra within the same zone can fly in a circle to Create an Advantage with Aerobatics against a Fair (+2) difficulty. All free invokes gained by this are immediately spent summoning an Air Elemental at the beginning of the next exchange. Any free invokes granted to enemies through Success at a Cost are retained. The Air Elemental is friendly to the Aarakocra and obeys their spoken commands until any of its summoners die, or until the end of the session, whichever comes first.
Aaracokra Mob
If you want to avoid using 5 nameless NPCS, simply add 3 to each of the Aarakocra's skills, double the available stress, and add the following stunt
Mob Mentality: This group of aarakocra is immune to spells and mental effects affecting a single target
Breaking the Action Economy
Typical Fate Core guidance says not to grant characters more than one action per turn. Here, in the style of 5e, I am deliberately breaking that guidance in two ways. First, with Legendary actions. Legendary actions provide additional action economy so that this is a viable threat for a multi person party to face. A team of as few as 4 adventurers with peak skills two lower than the aboleth's could handily take it down. This helps balance the action economy a bit in our creature's favor. Secondly Lair Actions. Lair actions here have been written in the style of a Hazard that assists the main creature. These are either through synergy, like "Psychic Resonance" from the Aboleth's Lair stat block, or full on additional actions like "Water With a Mind of its Own." This is less egregious in terms of breaking the rules, as sometimes it is best to break up one big character into smaller characters.
Aboleth
Large aberration, lawful evil
Aspects
- Tentacled Horror of the Deep
- Amphibious Enemy of the Gods
- Telepath With Eternal Memories
- Always Watching
Skills
Fantastic (+6) at: Rapport
Superb (+5) at: Notice, Investigate, Will
Great (+4) at: Tentacles (Fight),
Fair (+2) at: Everything Else
Stress
Physical 1 ( ) 2 ( ) 3 ( )
Mental 1 ( ) 2 ( ) 3 ( )
Consequences
Mild (2):
Mild, Mental Only (2):
Moderate:
Stunts
Telepath: You may establish a telepathic link with any creature you can see.
Psychic Warfare: You may use Rapport to attack any creature you establish a telepathic connection with. Additionally, if a creature communicates telepathically with you, you learns the creature's greatest desires.
Master of Puppets: Gain a +2 to Attack with Rapport when attempting to control a creature.
Additionally, once per day, while Attacking a creature with Rapport, if you would inflict Stress, instead inflict the Moderate Consequence: "Dance Puppet." While this aspect is active, the creature with it is controlled by you and treats you as their master. Whenever your puppet receives stress, it may automatically attempt to Overcome this aspect with Will. You may Defend against this with Will.
If the target already has no Moderate Consequence available, instead inflict a Severe Consequence. If there is no Severe Consequence available, the target gains the Extreme Consequence: "The Waters Call to Me." and does not get attempts to overcome this effect when recieving Stress. If there is no consequence slot available, then the puppet is Taken Out for your enemies and becomes an agent of yours until the end of the scenario. At which point attempts may be made to free them from your control.
Legendary Actions
At the end of each exchange, you may choose to take one of these additional actions
All Seeing Eye: Overcome with Notice to detect a creature hidden from you. If you had previously formed a telepathic link with this creature, you may use Rapport instead.
Tentacle Swipe: Attack with Tentacles
Psychic Drain: Inflict 2 stress to a creature you have under your control. Recover 2 Mental Stress, or a Mental consequence. Recovering a mental consequence may only occur once per session. If this Stress would Take Out your puppet, they fall to the ground or sink as their brain melts. Conceding before this effect occurs means you drop to the floor unconscious or sink on the brink of death. Sufficient intervention must occur to prevent death by drowning or brain melting.
Conceding as an Aboleth
Conceding as an aboleth is more likely to occur than for it to fight to the death. Despite their pride, aboleth's are crafty individuals. Once someone has been obtained as a puppet, and things are looking like they're going south, discarding their dying prey and fleeing the scene is one tactic. Alternatively, the aboleth could take a hostage with it. Consider requiring the party to gear up and rescue their enthralled companion. As usual, when a character is under control, make sure to provide engagement and interaction. During the initial fight, let them control their own turns on behalf of the aboleth. This is more entertaining than being forced to sit in silence for the rest of the session.
Running the Rescue
After escaping with a hostage, or even during the initial conflict, consider providing snapshots into the captured character's mind. Playing through memories and utilizing diferent skills, as they attempt to regain control can be more cinematic and engaging than rolling 4 attempts to Overcome with Will and calling it a day. Alternatively, the party may request the aid of an NPC who the player momentarily controls for the rescue attempt.
Aboleth's Lair
Gargantuan Obstacle (Hazard)
Aspects
- Murky Depths
- Diseased Hollow
Skills
Good (+3) at: Will, Roaring Tides
Fair (+2) at: Disease
Stress
None
Consequences
None
Lair Actions
These occur once each per round either at the beginning of an exchange (Water With a Mind of its Own) or reactively to specific situations (Psychic Resonance and Filthy Water).
Psychic Resonance: Whenever an aboleth Attacks psychically, attack all creatures within the same zone with Will except for the original target.
Filthy Water: Whenever a creature other than an aboleth takes physical stress while within the water of its lair, the lair immediately attempts to Create an Advantage with Disease vs difficulty Fair (+2) to create the Aspect: "Dehydrating Disease." While this aspect is active, a creature outside of the water, or otherwise drying up, takes 1 stress for every 10 minutes it spends out of water. This aspect must be Overcome with healing magic or restorative potions with a result of at least Great (+4) or higher.Water With a Mind of its Own: The water attempts to pull a creature located up to 2 zones away from an aboleth, by Overcoming with Roaring Tides. On a Tie or Success, the creature is pulled 1 zone closer. On a Success with Style, the creature is pulled to the same zone as the Aboleth. This water acts as active defense at all times when swimming in an aboleth's lair.
Angel, Deva
medium celestial, lawful good
Aspects
Shard of the Divine
Immortal Bane of Evil
Skills
Great (+4) at: Holy Weapons (Fight)
Good (+3) at: Will, Notice, Rapport
Average (+1) at: Everything Else
Stress
Physical 1 ( ) 2 ( )
Mental 1 ( ) 2 ( )
Consequences
Mild (2):
Mild (2), Magical Only:
Stunts
Angelic Weapons: Your weapons are magical. Your weapon attacks with holy weapons against creatures you know to be evil have Weapon:2. The additional stress inflicted by your holy weapon's weapon rating is mental stress.
Hunter of Evil: You automatically know the alignment of creatures within the same zone as you, unless they have magic concealing their alignment. Additionally, you gain a +2 to Fight while wielding a holy weapon against a creature that has committed an evil act within your view.
Healing Touch: You may attempt to Overcome a Moderate Consequence or lower with Will to begin its recovery. This consequence must be a physical ailment. Afflictions like diseases, blindness, and curses are instantly removed on a success with style.
Angel, Planetar
large celestial, lawful good
Aspects
Shard of the Divine
Immortal Bane of Evil
Skills
Fantastic (+6) at: Holy Weapons (Fight)
Superb (+5) at: Will, Notice, Rapport
Fair (+2) at: Everything Else
Stress
Physical 1 ( ) 2 ( ) 3 ( )
Mental 1 ( ) 2 ( ) 3 ( )
Consequences
Mild (2):
Mild (2), Magical Only:
Stunts
Angelic Weapons: Your weapons are magical. Your weapon attacks with holy weapons against creatures you know to be evil have Weapon:4. The additional stress inflicted by your holy weapon's weapon rating is mental stress.
Hunter of Evil: You automatically know the alignment of creatures within the same zone as you, unless they have magic concealing their alignment. When you attempt to Overcome with Will to determine a creature's true alignment, if that alignment is not Good, you may immediately Attack them with Holy Weapons. Additionally, you gain a +2 to Fight while wielding a holy weapon against a creature that has committed an evil act within your view.
Healing Touch: You may attempt to Overcome a Moderate Consequence or lower with Will to begin its recovery. This consequence must be a physical ailment. Afflictions like diseases, blindness, and curses are instantly removed on a success with style. Once per day, you may automatically remove a moderate or lower consequence caused by an affliction.
Divine Flame: Once per session, you may Attack all creatures within a zone adjacent to you with Will without splitting shifts between them. This attack deals Mental Stress.
Animated Objects
Animated Armor
medium construct, unaligned
Aspects
Unstoppable Crashing Construct
Skills
Good (+3) at: Physique
Fair (+2) at: Fight, Impersonating Armor (Stealth)
Stress
Physical 1 ( ) 2 ( )
Consequences
Mild (2), Physical Only:
Stunts
Antimagic Susceptibility: You are immediately Taken Out if you step into an antimagic field. Attempts made to dispel your magic by Overcoming will take you out if successful.
False Appearance: While unmoving, you are indistinguishable from a suit of armor.
Running Slam: Gain a +2 to Physique when attempting to overcome physical barriers preventing you from moving zones. Additionally, moving one zone in the same exchange allows you to attack with Physique instead of Fight as you charge into your opposition.
Limited Blindsight: You know the locations of all creatures within your zone and zones adjacent to you. Beyond this radius you cannot see at all.
Overcome or Attack
Typically, actions that contribute to Taking Out the opposition are always written as attacks. However, the option here has been left open so that if in your specific magic sytstem, dispelling magic is an Overcome action, an animated object will be susceptible to it. Otherwise, a simple attack against an animated object's Mediocre (+0) Will should suffice. Most characters focusing on magic should be able to take out an animated object in a single attack roll because of their low stress.
Flying Sword
small construct, unaligned
Aspects
Flying Slashing Sword
Skills
Good (+3) at: Swordplay (Fight)
Fair (+2) at: Physique, Stealth
Stress
Physical 1 ( ) 2 ( )
Consequences
None
Stunts
Antimagic Susceptibility: You are immediately Taken Out if you step into an antimagic field. Attempts made to dispel your magic by Overcoming will take you out if successful.
False Appearance: While unmoving, you are indistinguishable from a suit of sword.
Limited Blindsight: You know the locations of all creatures within your zone and zones adjacent to you. Beyond this radius you cannot see at all.
Using the Smothering Rug
Beacuse the Rug of Smothering is a fairly simple problem to solve, remove the rug without damaging the person inside, it may be best to place the Rug within the context of a bigger problem. Maybe a vital skill is needed from the person trapped, or the room is quickly flooding from a wizard's trap. Such setups quickly increase the lethality of the rug, but drastically increase its dramatic potential.
Rug of Smothering
large construct, unaligned
Aspects
Flying Animated Rug
Dusty and Suffocating
Skills
Great (+4) at: Smothering (Physique)
Great (+3) at: Athletics, Stealth
Stress
Physical 1 ( ) 2 ( )
Consequences
Mild (2), Physical Only:
Stunts
Antimagic Susceptibility: You are immediately Taken Out if you step into an antimagic field. Attempts made to dispel your magic by Overcoming will take you out if successful.
False Appearance: While unmoving, you are indistinguishable from a normal rug.
Limited Blindsight: You know the locations of all creatures within your zone and zones adjacent to you. Beyond this radius you cannot see at all.
Smothering Embrace: At the beginning of each exchange, if you are currently smothering something, that target is dealt 1 stress. Additionally, you have a +2 to Defend against Overcome rolls to escape your grasp made by the creature or object you have grappled. You may also Attack with Smothering while you have a creature or object in your embrace.
Damage Transfer: While you are currently smothering something, if you take stress, split that stress in half, and inflict it to yourself and the target of your smothering.
Ankheg
large monstrosity, unaligned
Aspects
Lurker in the Earth
Bane of Field and Forest
Earthen Architect
Skills
Great (+4) at: Fight, Physique
Great (+3) at: Athletics, Shoot, Stealth
Average (+1) at: Everything Else
Stress
Physical 1 ( ) 2 ( ) 3 ( )
Mental 1 ( ) 2 ( )
Consequences
Mild (2):
Moderate (4):
Stunts
Tremorsense: You know the locations of all creatures within your zone and zones adjacent to you as long as they are touching the ground or something on the ground.
Grasping Claws: When Attacking with Fight, if you at least succeed, you may immediately attempt to Create an Advantage with Physique to attempt to grab the target of your attack with your claws.
Acid Spray: Once per scene, you may Attack all creatures within your zone with Shoot without splitting shifts between them. After this has been expended, you may pay a Fate point to do it again.
Chitinous Armor: You have Armor:3 against physically based attacks.
Furious Burrower: You do not need to Overcome obstacles made primarily of wood or dirt. Breaking through solid stone, metal, or climbing however might provide some difficulty.
Classes of Ankheg
This version of the ankheg presents the most average kind. A more colonial take on them might include different classes like Soldiers, Sprayers, Queens, or Swarms. Add additional stunts or alternate skills as necessary to better suit your needs