A book bound in rat hide, stuffed with loose pages

The Beastpedia

Spoilers ahead. This book holds every creature of the Undercroft, the first floor of Amalga: its elites and its bosses, what they were before, where they wait, and how they fight.

The game wants you to meet them in the dark first. If you have not walked the Undercroft yet, you may want to turn back.

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The Beastpedia

The Undercroft · floor one

What the urn holds

There is no real name for this place. The things that live in it call it the urn, and it has been filling for more than three hundred years. People are brought in through a purple circle, one at a time, and wake with their names gone. Creatures are put in too. Then the lid stays shut.

Nothing down here is a guard. Every creature is another thing in the jar, grown on whatever fell before it. They eat, they are eaten, and what is left grows stronger. That is what the urn is for.

Corruption is the smell they all carry: the voice in your head, the one that calls itself your guide. He lends you his cards, and every card lets a little more of him in. You hit harder. You break easier. Every body anyone puts down feeds him a piece of himself back. At a hundred, he decides whether you were strong enough. Most were not.

NOTHING HERE IS HUNTING. EVERYTHING HERE IS BEING FED.

FED TO WHAT?

Cards pinned to a wall on floor one, in a scholar's hand

How to read a page

Every page names one threat, worked out from how long the creature lasts and how hard it hits.

Low
A nuisance. Fight it whole and it will not cost you much.
Medium
It can hurt you. Do not walk into it half dead.
High
Dangerous. Come rested, with something in the bag.
Deadly
It kills candidates. Be ready, or be somewhere else.

Creatures

A small figure with a mushroom cap for a head

Sporeling

Low

The spore room, among the mushroom bodies

Something sat down in the spore room and did not get up. This is what grew out of it: a small, pale walker under a cap, about the height of a child.

How it fights It is as weak as a spider, but it casts. Its spores are spells, and a guard does nothing against a spell. It is the first thing on the floor that asks whether you brought a ward.

It grew out of something that sat down here and did not get up. Do not sit down.

Carries Spore Puff · rarely Ember

A knot of rats, tails tangled together

Rat Swarm

Low

Wherever something has died

Never one. They come as a carpet, and they eat what the others leave. The bones in the kennel were picked clean by them, not by the hounds. Some down here grow dark grey and heavy, and those are not for eating.

How it fights Many small bites, and a frenzy that makes them bite harder for a turn. Kill them before they spread.

Abel's notes · Eat what the others leave.

Kill them before they spread - a swarm that has fed is a bigger swarm.

Many small hungers make one large one.

Carries Gnawing Swarm · rarely The Knot

A thin standing skeleton

Rattling Dead

Low

The bone room, in the east wing

The sorted dead do not stay sorted. Someone laid them out with care, straightened the arms and put the hands together. A slate fallen from its nail says it plainly: EAST ROOMS - DO NOT SWEEP. DO NOT COUNT. LEAVE THEM WHERE THEY LIE. Moving a pile is what wakes it, and nothing tells you which pile.

How it fights Fast and brittle. It comes apart easily, but it is something weak enough to ignore that still goes first.

Abel's notes · Gets up when moved.

Brittle. Break the legs and it is a pile again.

It has been on that floor a long time. Something still told it to get up.

Carries Sharpened Rib · rarely Standing Up Again

A gaunt figure in a long gown, a tag hanging at its neck

Waiting Patient

Low

Barry's waiting room

The ones the Hollow Man never got round to. They are still sitting on the benches outside his ward, waiting their turn, long past the point where waiting meant anything. Once put down, they do not get up again.

How it fights Weak on purpose: a jab, a kick, a lurch. They are something to grow on before you go through the door at the end of the room.

Barry's. He never finished with them. Finish them for him.

Carries Lurch · rarely Settle

A starved hound, ribs showing

Starved Hound

Low

The corridor outside the cell you wake in

Starved, not wild. It had a name once, Duke, and someone on this floor is still looking for him. Whatever the urn did to him, he is guarding a key, and he will not let you past it. Killing him is putting him to rest.

How it fights The urn's first lesson. Watch where it means to bite, guard there, and hit where it is not.

Starved. Like you. It will not forgive you for that.

Carries Hound's Teeth · rarely Famine's Patience

A long-legged pale cellar spider

Cellar Spider

Medium

The larder, and every room with silk in it

Long in the leg and slow to commit. It does not hunt so much as wait, and what it wraps, it does not eat. The cocoons heaped in the corners have shapes inside them, and one of the shapes is curled up the way people sleep. They come and go by a way only spiders can use, and they are carrying all of it somewhere.

How it fights A hard bite on a fragile body, and a venom that gets worse the longer you leave it alive.

Abel's notes · Keeps. Does not eat.

I cut one cocoon open. The man inside was alive. Do not let it get the silk on you.

It has been eating well. Consider what that means, down here.

Carries Spider Silk · rarely Venom

A hooded figure kneeling in prayer, robes stained purple

Congregant

Medium

The chapel under the open-eye banners

People who chose to worship the voice as a god. They kneel on their mats and pray to something that is not in the room, so far gone that nothing they say makes sense any more. Only the worship is left. They will not lift a hand unless you lift one first.

How it fights The first thing on the floor that really casts. Its fire goes round any guard, so bring a ward or bring it down fast.

It is still praying. It has not noticed that nobody is listening. Or it has, and that is the prayer.

Carries Ember · rarely Broken Vows

A huge roach with a pale arm rising from its back, holding a lamp

Brood Angler

Medium

The nests, among broken egg husks

A roach the size of a dog, with a lure growing out of its back. On the end of the lure is a human arm holding a lamp, held out at exactly the height somebody would hold one to see by.

How it fights It barely bites. It lays eggs on you, then waits for them to hatch and heal it. Every turn you spend breaking an egg is a turn you are not killing it, and that is the whole trick.

Abel's notes · Lays, then waits.

Break the eggs, or it outlasts you. I took its cousin's head for my lamp.

Do not walk towards the light. There is a hand holding it and there is nothing behind the hand.

Carries Something Worth Saving · rarely The Bait Itself

A grey man half turned to stone

Graven

Medium

Among the Warden's tombs, over a chest of solid stone

Half a statue. It stands over a chest cut from one block of grey stone, the same grey as itself, with no seam, no lock and no way in. The chest will not open while it is looking at it.

How it fights Its look turns a card in your hand to stone, and it hurts to be looked at. Behind two high guards it scrapes at your arms and legs.

It stood still too long, and the stillness took the hint.

Carries Scrape · rarely Low Guard

A huge grey wolf, head low

Crescent Wolf

Medium

The Warden's gallery, asleep across a door

The wolf is the size of a cart, curled nose to tail across the door. Its ribs rise and fall, slow as a tide. It has not heard you. Yet. You can walk round it. Step inside its circle, and it comes for you.

How it fights It howls, and every howl stays with it. A bite to the nape goes only for the head. A wild maul leaves it open for a turn.

That one has eaten better than you this week.

Carries Wolf's Jaw · rarely Pack Sense

A heavy man in a long coat and cap, holding a shovel

Grave Warden

Medium

Walking its patrol; and a second, in the south kennel

It kept the graves. One walks the long corridor, and the people up here have learned to be wherever it is not looking. Another stands in the south kennel over a man who is still fighting it. Go to him straight away, before any other fight, and he might live.

How it fights It reads what you guarded last and swings where you did not. The shovel goes for the head.

It kept the graves. Then there were more graves than keeper, and it made a decision about which side of the shovel to be on.

Carries Warden's Shovel · rarely Last Rites

A bloated drowned man in rotting clothes

The Half-Drowned

High

Where the cistern leaks into the Undercroft

Not all the way under. Something went into the water on the floor below and came up here through the cracks.

How it fights A cold grip on your body and arms, and a dirge sung at you that no guard stops. It can skin itself in stone on every part at once, and it dampens your spells before you say them.

It went into the water upstairs and came out down here. Most of it did.

Carries Dampen the Word · rarely Cold Grip

A boar with quills and grey fungus growing down its back

Sporeback Boar

High

The doorway out of the spore room, the only way through

Half boar, half the fungus growing through it: pale night eyes, a back of quills and grey caps, and small things living in the bristles that do not like being shaken. The caps grow from whatever it eats, and it eats anything. Everyone who goes deeper goes through it.

How it fights The charge. It spends a whole turn winding up, and you can see exactly where it is going. Guard there and all of it stops. Then hit it while it turns.

Abel's notes · Grows what it is fed.

Guard the charge, then hit it while it turns. The hide makes a good rug.

Watch its head. When that goes down, so do you - unless you are somewhere else.

Carries Tusk Hook · rarely Spines Up

A pale moth with tattered wings

Cellar Moth

High

The moths' nest, around a dead campfire

Drawn to the warm, not the light. Four travellers are still sitting round the fire that was meant to protect them, with moths all over them. A man who lived up here once wrote that he went in there for wood and did not take any.

How it fights Dust in the eyes that blunts the hand you were about to swing with, and a mouth like a straw that drinks as it hits. It settles on the dead to heal, and a pale wing goes up in front of its face. On the floor, it flies from you.

It came for the fire. There has not been one here for a long time.

Carries Wing Dust · rarely Pale Wing

A skeleton in rusted armour, leaning on a sword

Rattling Knight

High

One of the piles in the bone room

Most of the bone room gets up as the Rattling Dead. One pile gets up wearing its plate.

How it fights Slower and much harder to open than the dead around it. Its armour does nothing at all against a spell.

It kept its armour on. It must have thought that would make a difference.

Carries Notched Sword · rarely Standing Up Again

A rat with insect wings and a long drinking mouth

Ratfly

High

Over the locked chest

A mosquito the size of a cat, with a rat's head and a rat's hands. Where a tail should be there is a long mouth, and it drinks through it.

How it fights It engorges, and then everything it lands that turn heals it. It only engorges when it has a hit to follow, so the engorge is your warning. Guard the part it is going for and it drinks nothing. Leave that part open and it heals as fast as you cut.

Mind the back end. That is the end it eats with.

Carries A Taste for It · rarely Tail Needle

A pale skeletal figure crouched on top of a cracked urn

The Kept

High

A sealed urn on the cult's altar

A candidate who did not make it, kept in a jar. The wax over its mouth is fresh, and pressed with a thumb, and the urn is colder than the room. Break the seal and frost runs across the stones. Then a thin grey shape comes up, folded the way a body is folded to fit in a jar, and unfolds.

How it fights Soft to hit and slow to hurt you. Its touch freezes the card at the front of your hand until you land a blow on it, and its cold fingers hit harder for every card it has frozen.

They kept this one. I would not have. It never had the shoulders for it.

Carries Grave Chill · rarely Cold Fingers

Elites

A thin man in a medic's apron, carrying a case

Hollow Man

HighElite

Barry's ward, in the only way on

He was Barry, the town's medic, the best of them. When the thing at the stairs began killing the patrol he came up to save them, and could not. So he started opening the dying to learn why, and then he could not stop wanting to know. Now he knows what is wrong with you before you say a word.

Since he changed, everything on this floor eats differently. One survivor still hides behind a barricade of cots by the ward, warning off anyone who comes near.

How it fights He sees what you lock in before he chooses. Nothing clever fools him. Do the plain thing, hard, where he is not looking.

Abel's notes · Reads you before you move.

It knows which part you will guard. It is fooled by nothing clever - only by doing the plain thing, hard, where it is not looking.

Barry. He wanted to know what was wrong with all of them. Now he knows what is wrong with you before you do.

Carries Borrowed Stillness · rarely Drink the Dark

A coiled iron-scaled serpent with a hammer-shaped head

Tarialisk

HighElite

Nowhere, until you call it

A long iron-scaled snake with a hammerhead's head and one eye between the two sides of it, spikes down its length, and a ball of them for a tail. It has no room. The dark grey rats with iron for skin grow fat on what it sheds, and fry one of those at a campfire and the smell brings it straight to you.

How it fights Its own blow is weak. Its armour does the hurting: barbed scales on the head and body cut you for every blow you land there, and its tail mace grows with every plate it wears. Break the plates, or strike where they are not.

The merchant

See a rat with iron for skin, leave it be. They feed on what the Tarialisk sheds. Cook one and the smell brings it straight to your fire.

It wears its dead. Everything down here does, in the end.

Carries Tail Mace · rarely Barbed Scales

Bosses

A vast spider with a swollen pale body

The Spider Queen

DeadlyBoss

What the larder was feeding

Behind a door that only the Spider Key opens

The room is warm, and every wall of it is eggs. At the back, something the size of a cart lifts itself off them, slowly, so as not to crush any. She is sealed in, but her brood is not, and every silk body in the larder was being carried to her.

A notebook lies half wrapped in silk where it fell. Its owner went on writing after they could no longer get up. The last page reads: SHE IS NOT HUNGRY. SHE IS KEEPING US FOR THEM.

How it fights She plants clutches of eggs in her own body. Any clutch you have not broken within two turns hatches, and what hatches stays with her for the rest of the fight: more strength, more guard, more actions, more cards, or a heal. She is optional, and she asks before she fights.

Every silk body in the larder was being kept for her. Most of them are still being kept.

Carries The Queen's Fang · rarely Venom

A long-limbed pale giant crouched on all fours, a face in its chest

The First Body

DeadlyBoss

What the Undercroft has been growing

In front of the stairs down

The hall is cold, and the far end of it is not empty. Something stands in front of the stairs down, wearing a body that was never made for it, and it has been wearing it for a very long time.

A patrol from the town below came up to break it. A man who lived up here kept a journal: "I held the door. It did not matter. Seven went in. Carl came out." The three armour stands in the sanctuary are what is left of the others.

How it fights It starts weak, and it is honest about where it is going: the hands for an arm, its weight for the body, the big one for the head. Every small hit that lands makes it stronger for the rest of the fight. Guard what you can see coming, and the big one stays small. The voice will offer you his cards here. You do not have to take them.

You cannot beat it with what is in your own hand. You know that. So ask me, little one. You will. They all do, in the end.

Carries Bring It Down · rarely What It Was Holding

There are four more floors under this one. Their pages are not written yet.