Core Rulebook
A neveri is a floating blob of heaving, writhing flesh, 10 feet (3 m) in diameter, which always oozes pus, dark fluids, and the odor of a thousand graves. A neveri constantly extrudes new sections of skin, mouths, eyes, spines, clawed hands, and whipping tendrils, seemingly force-grown from the mass of dead matter that serves as the nucleus of its body. Neveri are rare, apparently spending years at a time either inactive or imprisoned from some earlier epoch. When one becomes active (or escapes), it makes a lair in a hard-to-reach location within a day or two of a large population of living things and sets to work feeding its ravenous appetite.
A neveri is a horror, an entity so malign that its very existence challenges many people’s sense of reality. Those who have survived a neveri interaction say that the creature is unkillable, and that the only way to stop one is by confining it or shunting it into an ultimate region of destruction (or inescapable location), such as the sun.
Motive: Hungers for flesh
Environment: Anywhere
Health: 42
Damage Inflicted: Moderate wound (7 points)
Armor: 2
Movement: Long when flying; immediate when burrowing
Modifications: Speed defense as level 5 due to size; knowledge tasks as level 8
Combat: A neveri can create specialized organs that spray acid, spit enzymes, or generate bursts of radiation or plasma at long range against up to three targets at one time.
One character in immediate range of a neveri must succeed on a Might defense roll each round or be grasped by a mouth, tendril, or clawed hand. A grabbed character is pulled into contact with the neveri's writhing mass of rotting flesh. Each round, the victim sustains 10 points of damage. A character who dies from this damage is consumed, and their body becomes part of the neveri. A neveri can absorb only one victim at a time.
If a neveri has eaten in the last few days, it regains 3 points of health per round, even if its health drops to 0. If it hasn't eaten recently, a neveri still regains 1 point of health per year (or longer). Even if exploded and dispersed into seeming dust, eventually a neveri begins regaining health again.
Interaction: A neveri has a low-level telepathic ability that allows it to sense when living creatures come near and perhaps to pick up bits of the thinking creature's language. It responds to attempts at communication by forming a mouth that issues horrifying threats. Then it attacks.
Use: An eroded metallic sculpture from an unidentified prehistoric people is discovered. It turns out that the sculpture was a prison, and the intense examination of the prison granted the neveri inside enough impetus to break free.
Loot: If sifted for valuables, the mass of regenerating flesh might contain 1d6 cyphers and an artifact or two.
GM Intrusion: A neveri produces a head-sized "childlet" and flings it at a character. If the character fails a Speed defense roll, the childlet adheres and sends mind-controlling rootlets into the victim. Each round the childlet remains attached, the victim must succeed on an Intellect defense roll or willingly come into contact with the neveri if no other victim is currently held in place. Detaching the childlet requires someone in their right mind to rip it free with a Might-based roll.