You walk into a very impressive building with books, tombs and papers on shelves, counter tops, desks and anywhere else there is room to hold something. As you enter, you see a wizened old Sleeth look up from the papers he was working on and say,
"I have spent many years in this research, and I am trying to build "the" definitive library of creatures existing in this dangerous land. (Gamma World 1st/2nd Editions). If you find creatures during your travels that I do not have in my library, please report this to me at once! I must catalog the denizens of this land!"
"Anyone wishing to report their findings,
PLEASE do so! Each Critter is listed in the following format: Please
use this format when making your reports!" "Report your findings
here."
OFFICIAL NAME (Alternate name) (GW
Supplement- if any) (Author, if homegrown)
No. Appearing:
Description: (the "meat" of the critter) |
"Since I have stated the obligatory request for information, please feel free to obtain what little knowledge I have cataloged so far..."
He points you in the direction of a large room full of filing cabinets, and returns his attention to the papers scattered across his desk, mumbling something about "too much work.."
As you start to walk towards the files, he yells, "AND don't mess up my filing system! Everything is filed alphabetically!"
Zah-Slah, Sleeth historian and researcher
No. Appearing: 2-8
The carnivorous ape is a larger, stronger
and very aggressive mutant relative of the gorilla. This beast has
fair intelligence and is extremely cunning. It hungers particularly
for human flesh (Grens are a favorite item on their menu). The eyesight
of the ape is keen, as is it's hearing and sense of smell (any attempts
to surprise or sneak up on the beast suffer a -2 die roll). It can
also swing limb-from-limb in the trees at a speed of 18.
This intelligent dog man stands just short of 3 meters
tall and always walks on its well-developed hind legs. It has a mental
strength and radiation resistance of 10. All arks have the following mutations:
telekinesis, weather manipulation, and life leech. Arks fear large winged
creatures and carry wicker shields and large clubs as weapons. They consider
human hands to be a great delicacy.
No. Appearing: 1-6
Mental Strength/Resistance: 1d8+1
Armor Class: 9
Movement: 3/16
Hit Dice: 8
Attacks: 1 Bite (2d6)
Mutations: None
This 1.3 meter long mutated insect is often domesticated
by small humanoids and used as a riding mount or beast of burden. Arns
cannot fly with more than 2 kilograms on their backs and must be caught
and trained while young to be of any use. The Arn has large mandibles which
can bite, doing 2 dice of damage.
No. Appearing: 2d6
Mental Strength/Resistance: 13
Armor Class: 10
Movement: 36
Hit Dice: 4d4
Attacks: 1 Bite (1d8) Blood Drain (1d6)
Mutations: Immunity (disease), Paralytic
Poison (17), Directional Sense, Chameleon Powers
XP Value: 270
During the spring mating season, these
mutated robins are one of the most dangerous avian lifeforms known in the
Gamma World, due to their requirement to ingest several pints of mammalian
blood for each egg
produced. Their coloration is normally
dark brown, with a light brown patch on their chest (bright red in the
case of the non-aggressive males). Their chameleon power is usually only
used in combat. The usual tactics used by arrowbeaks is for the males
in a flock to cause a distraction ahead of a group of victims, while the
females dive in and attack from behind. As they use their chameleon power
and glide silently during their attack, they are very difficult to detect
(sonar or infravision usually work). They will attack separate targets,
unless there are fewer
targets than attackers. After a target
has been paralyzed, the attacking arrowbeak will suck blood (1d6 each round)
from the target for 5 rounds, then fly off to roost and deliver an egg.
If an attacker fails, she will generally harrass the party to protect the
successful individuals. Males will not usually participate in combat
except when attacked.
Arrowbeaks have a primitive organization,
with a flock consisting of several mated pairs,with the oldest female as
the leader. Chicks are raised communally, maturing after 2 years. They
are quite peaceful during summer and autumn, even allowing travellers to
camp under their roosts, as long as they are quiet and unobtrusive.
No. Appearing: 5d10
Mental Strength/Resistance: 15
Armor Class: 3 (1 when using speed increase)
Movement: 18 (36)
Hit Dice: 6d4
Attacks: 1 Antlers (1d8) (4d8 if charging)
Mutations: Heightened speed, atmovore,
antlers
XP Value: 525
This quadruped looks like a hybrid cross
between a horse and a lizard. (It is actually a member of the reptile
family.) It has an equestrian shape with scaly black hide.
The three inter-twisting antlers curve forward and are sometimes up to
150 centimeters long. It uses these with great precision when attacking
and if the Ba'crolbai can charge at its opponents for more than five meters,
it will do quadruple damage. The reputation of the Ba'crolbai, however,
lies not in its attack ability as much as in its ability to run relentlessly.
A Ba'crolbai can run, full tilt, for more than 12 hours without overly
exerting itself. This is due to its amazing metabolism, need for
little sleep (three hours at the most), and its atmovoric nature.
The Ba'crolbai has no teeth. Rather its mouth is equipped with sieves
that allow it to capture tiny airborne organisms and constantly feed on
them. Because of this unique metabolism, the average life-span of
a Ba'crolbai is only two years. Once every twenty four hours it can
double its speed for one hour. Because of its speed, it is very,
very hard to hit.
No. Appearing: 3d6
Mental Strength/Resistance: 16
Armor Class: 4
Movement: 12
Hit Dice: 6d4
Attacks: 1 Bite (1d6)
Mutations: Heightened Smell, Diminished
Hearing, Empathy, Manipulative Forepaws
This highly intelligent mutated badgeroid species
inhabits cool temperate zones. They are approximately 1.5 meters tall.
The badders are organized into a society approximately equal to that of
the medieval period in human history. They are basically of evil disposition
and will destroy other intelligent life forms if given the chance. Badders
live in earth burrow complexes, although they will sometimes be found inhabiting
a ruined town of the Ancients. They have manipulative forepaws and walk
erect. Badders are exceptionally quick of movement in combat (18 dexterity),
and they commonly employ simple armor, shields, and all sorts of weapons
(each is only 10% likely to have an Artifact weapon). They can also deliver
a vicious bite for (1d6) of damage. Badders communicate in their own form
of snarling/growling language but can approximate some limited trade speech.
They are hard of hearing, but have a keen sense of smell. Badders have
a mental strength of 16 and possess empathy. If a burrow is discovered,
there will be females equal in number to the males, and young equal to
50% of the females. The burrow will be ruled by a very large male and 1-4
"nobles". (These are the basic "Orcs"
of Gamma World)
No. Appearing: 1-3
Mental Strength/Resistance: 18
Armor Class: 4
Movement: 16
Hit Dice: 26d4
Attacks: 1 Bite (4d10)
Mutations: Total Carapace, Immunity (all
physical attacks), Gas Generation (Int. 16)
XP Value: 3250
Ba'mutan are giant 10-meters long, by 4-meters
high, gentle herbivores that have evolved into extremely large, well-defended
creatures. They resemble a copper colored armadillo with a dragon's
head. Primarily nocturnal, they are almost blind by day, but have
such acute hearing that they suffer no penalties for this condition. Ba'mutan
are nearly invulnerable to most attacks and can emit a gas cloud when they
feel threatened. This gas attack fills up an eight meter radius for
2 rounds. Any character not completely protected from the environment
is affected; the gas does 3d10 damage per turn of exposure and obscures
the vision. Ungoggled or unvisored characters must move out of the
gas-filled space to see clearly.
No. Appearing: 1
Mental Strength/Resistance: 1d4
Armor Class: 3
Movement: 20
Hit Dice: 20
Attacks: none (See below)
Mutations: None
The Barl Nep is a totally black fish that can attain
a length of up to 1 meter. If attacked, it will secrete a radioactive oil
(intensity 18) that covers an area 10 meters in diameter. This radioactive
oil will last up to 10 minutes in calm lake or pond water. If caught and
killed, enough oil to make a 10 minute radioactive oil slick (intensity
12) may be extracted from its body.
This fearsome mutant bear usually lives in
isolated forest regions. It travels on all fours but if need be, it can
stand on its hind legs. While standing up the Barxyn can use weapons of
all types with its front paws at -2 to hit. This creature is very large,
2 and one-half meters at the shoulders and almost 5 meters tall when standing
erect. Although larger it is much sleeker then its unmutated predecessor.
It is a fierce hunter and will attempt to kill almost any creature.
The Barxyn has razor-sharp teeth and claws with which to attack its opponents.
The dark, brown, bark-like Partial Carapace protects the Barxyns head and
shoulder area from most attacks, giving the creature an armor class of
4. Large purple bug-like eyes, project deadly radiation at opponents when
the Barxyn is angered. Evolving over the years, this mutated bear has developed
fur that is multi-colored brown, yellow and green in patches. When hungry,
the Barxyn delight in burning trapped creatures out of their hiding
places with Pyrokinesis powers (hence the
name, Smokie).
No. Appearing: 1d4+1
Mental Strength/Resistance: 16
Armor Class: 5
Movement: 24
Hit Dice: 13d4
Attacks: 2 Claws (2d8) each
Mutations: Ultravision, infravision, sonic
roar (see below)
XP Value: 1550
Ba'sleds have evolved to a completely different
grouping than most other animals, being neither mammal, reptile, bird or
fish. They are bas, a new evolutionary branch characterized by an
extremely hardy
constitution and impressively strong epidermis.
Ba'sleds appear as large, (4 meters) gray, hunched-over bipedal humanoids
with long, apish arms ending in large, wicked, claws. When standing
motionless, they can easily pass for rocks.
A goat shaped head houses two wide set
eyes. Ba'sleds are extremely belligerent towards intelligent life
forms. They can seldom be bargained with or telepathically communicated
with because of their attitude. They can dig through anything but
metal at their normal movement rate, clawing right through stone walls
as if they were so much clay. They often makes traps by digging underground
tunnel mazes, then making pits from the tunnel up to just below ground
level. These pits will not support the full weight of more than one
human sized creature and can drop members of a party of adventurers into
the waiting claws of the Ba'sleds. In addition to the wicked claws,
the Ba'sled also possess a sonic roar (triple strength sonic blast, with
triple damage, and ranges) that they are immune to.
No. Appearing: 1d4+2
Mental Strength/Resistance: 12
Armor Class: 6 (4 while spinning)
Movement: 12 (24 while spinning)
Hit Dice: 7d4
Attacks: 1 or 5 (1 Bite (1d6) or 5 Spin
Bites (3d6 each))
Mutations: None
XP Value: 175
A batslith is a beautifully colored descendent
of the garter snake. The batslith is noted among scholars for its
unusual mode of transportation and attack - spinning. A batslith
can raise its 1 m length up to full length vertically and begin spinning,
pivoting on its tail. After one combat round of this the snake is
spinning so fast to seem to be a miniature, multi-colored tornado.
While spinning, a batslith's normal movement speed doubles and its armor
class increases. A batslith can spin for up to one hour. Not
only is it harder to hit while spinning, but its bite causes triple
the normal damage and it can attack up to five times in a single round.
A batslith has no nest. It usually lives, travels, and attacks in
groups, and has no treasure. Live batsliths are worth a great deal
to certain collectors.
No. Appearing: 1-8
Mental Strength/Resistance: 1d4
Armor Class: 6
Movement: NIA
Hit Dice: 15
The Ber Lep is a large (two meters across) free-floating
aquatic plant which grows (akin to the lily pad) as an enormous sheet on
the surface of the water. A sweet smelling acid exuded by the plant serves
to attract, kill, and then dissolve small animals and insects which land
on it. The Ber Lep is thick enough to support the weight of a human and
the acid is relatively slow acting. If injured, however, the plant will
teleport itself to a point 5-30 meters distant.
No. Appearing: 1-6
Mental Strength/Resistance: 1d10
Armor Class: 6
Movement: 12
Hit Dice: 15
Attacks: Two claws and a bite
Damage: 1-6/1-6/2-24
Mutations: Heightened Strength, Infravision
One glance easily identifies a Bigoon as
a giant mutated Racoon. The Creature is well over two meters tall (old
males being known to reach three or more meters in length, nose to tail).
The Bigoon's teeth are very much enlarged, and it bites for 4d6 of damage.
The creature also has heightened strength to complement its native intelligence
and cunning. Despite its increased size and strength, the Bigoon
has lost none of the manipulative dexterity of its small progenitor.
The hand-sized forepaws of a Bigoon are quite nimble and can be used to
open simple closures and latches. The Bigoon is a nocturnal hunter
and has infravisual capabilities. When hungry, a Bigoon attacks virtually
anything, but the creature is prone to ignore other creatures if well fed,
unless its curiosity is aroused. A well-fed Bigoon has been known
to playfully knock down a passing human in order to tear open a carried
sack. Fortunately, a blow from a Bigoon's forepaw does only 1d6 of damage.
A lone Bigoon is usually a rogue male. If three or more are encountered,
they are likely to be a mother and her immature young. Bigoons are
all capable of climbing trees sturdy enough to hold their weight.
No. Appearing: 1-10
Mental Strength/Resistance: 1d10
Armor Class: 8
Movement: 6/15
Hit Dice: 15
Attacks: (Int. 18 Radiation) see below
Mutations: None
This mutated moth-creature is often over 1 meter
long with a wingspread of 2 meters. The Blaash is fearless and quite carnivorous.
It glows brightly when it attacks, because of the intensity 18 radiation
it emits from its abdomen. This radiation is harmful within a 5 meter radius,
but will not damage the Blaash or others of its kind. Once the Blaash has
killed its prey, it stops and eats voraciously.
No. Appearing: 1d10
Mental Strength/Resistance: 1d10
Armor Class: 8
Movement: 11/24 (land/air)
Hit Dice: 7d4
Attacks: 1 Wing Buffet (2d8)
Mutations: Chameleon Powers, Infravision
XP Value: 105
This creature resembles the Blaashes and
is a distant cousin of the Gamma Moth. It can have a variety of patterns
and colors, all designed to blend in with the surrounding area as the chameleon
power. Fire and heat will draw Blaasut at night. They never
go out during the day, using their infravision at night. Blaasut
present an immediate danger because of their strong wings. Anyone
within six meters of the source of heat or flame
can be attacked by their buffeting wings.
The gravest threat they actually present is that they attract their natural
predator, the Tsorsut. Once the Blaasut have fluttered over an area
for more than two turns, there is a 35% chance that a Tsorsut will arrive,
and that spells danger for both the Blaasut and any characters in the area.
No. Appearing: 1d4-1
Mental Strength/Resistance: 1d4+5
Armor Class: 3
Movement: 3/18
Hit Dice: 5d8
Attacks: Bite (1d4)
Mutations: Electrical Generation
This mutated garden spider stands 1.5 meters tall
at the shoulder. It is unaffected by all Mental attacks except Illusions.
It uses an electrical jolt to stun prey, which it then trusses in a sticky
web. Blackun webs have been known to reach a diameter of 60 meters.
No. Appearing: 1-4
Mental Strength/Resistance: 1d10+5
Armor Class: 9
Movement: 2/10
Hit Dice: 12
This 3 meter long carnivorous winged worm can have
a wing span of up to 10 meters. It may become invisible at will, and when
it swoops down from the sky onto its prey, its first attack upon becoming
visible will be a flash of light that will blind for 1-4 melee turns any
creature who looked at it. Although it can bite, doing 3d6 of damage, its
preferred mode of attack is constriction. When it is coiled around a victim
it does 5d6 of damage per melee turn. The blight is completely resistant
to radiation, beat, and sonic attacks.
No. Appearing: 1d4-2
Mental Strength/Resistance: 1d10+11 (very good!)
Armor Class: 4
Movement: 6/18 (land/air)
Hit Dice: 3d6
Attacks: 1 bite (1d4)
Mutations: None
Special Abilities: Immune to all mental
attacks
This mutated Scarlet Tanager emits Intensity 10 Radiation.
All within 6 meters of it must make a Radiation check each combat round/action
turn. It is totally resistant to all mental attacks. It retains
the startling red plumage of its unmutated cousin, but is much larger,
standing almost one meter tall.
No. Appearing: 1 to many
Mental Strength/Resistance: N/A
Armor Class: varies (per armor worn, usually
10)
Movement: 12/16/24 (if unencumbered)
Hit Dice: 21d8
Attacks: See Description
Mutations: none
Special Abilities: radiates Int. 3-18 (3d6)
radiation
XP value: ?? Up to GM
Description: The blue undead are creatures
that at one time were living people. When caught in the heavy
radiation after the war some people, instead
of dying outright, became what is known as the blue undead.
Because these creatures have almost no intelligence
due to the higher centers of their brains being
destroyed by the radiation, they are totally
immune to mental attack. Because their bodies are supported
almost totally by the radiation they absorbed
they must be almost blown apart before they "die". They are
fairly strong but are extremely radioactive
and can kill with a touch or by being in their close vicinity for a length
of time. Due to their innate radiation they glow blue in the dark. Their
once having been human makes them curious and attracted to people who come
near them. They try to contact passerby (usually with smiles on their face's)
and, due to their lack of intelligence, cannot easily "change their minds"
and go away even while they are being destroyed.
No. Appearing: 2d4+1
Mental Strength/Resistance: 3d6
Armor Class: 6
Movement: 12/900/8
Hit Dice: 10d6
Attacks: 2 claws for 2d4, and gore for 1d10
Mutations: Chameleon
Powers (50%), Energy Reflection: Electro-Magnetic, Heightened Constitution,
Heightened Strength, Immunity: Radiation (13 or Lower), Modified Body Parts
(Enhanced Spine, Legs, and Manipulative Forepaws/ Inherited), New Body
Parts (Modified Tusks, Claws), Size Increase (Inherited), Mental Blast
(Variant/Reduced/See Below)
Size: 1.8 meters
Original Stock: Common Boar
Diet: Omnivore, but strong carnivorous tendencies
Habitat: Arctic Tundra, Plains, Grasslands, Deserts,
Radioactive Wastelands, Abandoned Ruins
XP Value:
480
Description: These bipedal, humanoid boars are one
of the deadliest species on Gamma Terra. Cruel, cunning, and sadistic,
they hunt and scavenge in packs of three or more for sport and survival.
They rarely attack PSH or other mutant animals on sight. They will attack
a large party, but wait until it has been softened first. Their preferred
methods are ambushes, or luring the unwary into snares, pits, and deadfalls.
They achieve a high degree of success by using their chameleon powers to
hide out in the open while using their mental blast mutantation.
Their mental blast mutation is a variant that renders the opponent confused
and bewildered for 1d4+ MS rounds. At this time they will attempt
to lure their prey into a trap and finish him off. They are not cowards
so they check for morale once very two turns. Battle is glorious
but only if they have the advantage. They enjoy hand-to-hand combat,
but are capable and usually possess Tech Level II, III, and IV items, but
very rare for the latter. As well as their pack association, their
ranks can be found it the Iron Society and Zoopremists, but only as guerilla
warriors or terrorists. They are openly hostile to the Peace Brigade
(Racketeers with no sense of Morality or Honor) and Ranks of the Fit (whom
they consider stupid zealots).
No. Appearing: 1d4
Mental Strength/Resistance: 14
Armor Class: 8
Movement: 4
Hit Dice: 6d4
Attacks: 4 Cherries (2d6) see below
Mutations: Berries, explosive seeds, immunity
(fire), manipulative vines/roots, mobility, new senses (siesmic vibrations)
XP Value:
480
The Boomerth looks like one of many fruit
bearing plants in Gamma Terra, with the exception that it can pick and
throw its own explosive cherries. It can throw up to four cherries
per turn. Each cherry causes explosive damage (2d6). The Boomerth
can even manage some limited mobility by shuffling its roots. It
mainly uses this attack and movement as forms of defense. It cannot
be harmed by fire, but many creatures bother it because they wish to consume
its other fruit, purple berries. These berries grow on the Boomerth
all year round, and provide (1d10) points of healing to the creature who
consumes one. There are usually 4d10 berries on each plant each season,
but if they are all picked the plant cannot grow more for two years.
The berries must be eaten immediately or they lose their potency in one
hour. The cherries may be pickled in nitroglycerine to maintain their
explosive potential. Boomerths are not structurally sound plants;
they shake and blow a lot in
the wind. This never sets off a
cherry bomb, but if hit by a sonic attack or a physical blow that causes
more than 15 points of damage in a single round, the plant blows up causing
3d6+15 points of damage to anyone within 5 meters. Boomerths can
sense movement around them through the vibrations in the ground, but not
in the air. Therefore, they never grow under any kind of outcropping
or tree where something can hang down and pick the fruit.
No. Appearing: 1 (2-12 in wild herds)
Mental Strength/Resistance: 12
Armor Class: 7
Movement: 18
Hit Dice: 14
Attacks: 1 Bite, (3d6) and 2 Kicks
(2d6)
Mutations: Precognition, Telepathy
Standing well over 2 meters high at the shoulder,
a Brutorz is powerfully muscled and very broad. These neo-Percherons (mutated
horses) are quite intelligent (with a mental strength of 12) and are particularly
partial to PSH individuals. In addition to their great size, strength,
and intelligence, the Brutorz species is remarkably agile for their bulk
(1000 kilograms), and all have precognition. In combat, these creatures
can deliver stunning kicks - 2 dice of damage (2d6) per fore hoof - or
a vicious bite for 3 dice (3d6) of damage. Well fed and treated with respect,
the Brutorz is quite willing to serve as a mount for humans and humanoids,
but will turn on a cruel master.
No. Appearing: 1-10 (10-100 in nests)
Mental Strength/Resistance: 1d8 (1d10+5
for Telepath)
Armor Class: 5
Movement: 10
Hit Dice: 5-7
Attacks: Two claws and a bite, or weapon and bite
Damage: 1-6/1-6/1-10 or by weapon type and 1-10
Mutations: usually none, but occasionally gas generation
and heightened abilities (see below)
It is rumored that the Buggems appeared
even befor the onset of the shadow years, having been spawned decades earlier
by the radioactive fallout of an atomic bomb test. In appearance,
these malevolent creatures have the synthesized features of a man and a
gargantuan insect. The creatures are bipedal (standing between 150-200
centimeters) and have only two arms. Their bloated abdomen and thorax are
connected to a large head complete with long, fern-like antennae and broad
mandibles. When attacking, Buggems either strike with their two claws and
bite for 1-6, 1-6, 1-10, respectively or they can use a crude weapon such
as an axe, sword, or mace. When using a weapon, the creatures can also
bite.
These termite men live within nests made
up of a myriad of burrowed passages and chambers. Due to the lack of light
in Buggem nests, the creatures have developed heightened senses that allow
the Buggems to see in the dark. Buggem nests are found in almost all climes
and are easily recognizable by the prominent mound of dirt formed over
the opening into their chambers. Like any of their smaller relations,
these termite creatures are primarily fungus eaters, raising their own
food supply deep within their dark burrows in strange fungus gardens.
Although they prefer to remain in their
nests, buggums must occasionally venture outside to get hosts for their
parasitic infants. These hosts are invariably humanoid and always
perish during the eventual hatching of the young.
In a world of far more dangerous creatures,
the
Buggem species survives partially due to two unique mutations that
occur occasionally among their kind. Appearing in one creature out of twenty,
the
Buggems' first mutation is that of gas generation. Several different
types of gas are possible with varying probability of appearance. The types
and associated probability are:
Die Roll | Gas |
1-40 | Opaque gas |
41-80 | Caustic gas |
81-00 | Poison gas |
No. Appearing: 1d4-2
Mental Strength/Resistance:18
Armor Class: 9
Movement: 4/12
Hit Dice: 6
Attacks: 1 Bite (10d6) YES 10d6!
Mutations: None
This intelligent (mental strength 18) flying insect
can attain a length of 2.5 meters. It has huge mandibles that can do 10
dice of damage and, given time, crush even duralloy. It is attracted to
bones, which are its favorite food. It carelessly rips the flesh off living
creatures merely to devour their bones. The Cal Then is completely resistant
to all heat and cold attacks.
No. Appearing: 1d4-2
Mental Strength/Resistance:1d10+8
Armor Class: 7
Movement: 2/18 (land/air)
Hit Dice: 15d8
Attacks: See Description
Mutations: Heightened Intelligence, Telepathy, Mental
Shield, Genius Capability (Economic), Quills.
Carrins are 3-meter tall mutated Vultures weighing
about 50 kilograms. Each Carrin has 1d4 Blood Birds as followers.
They are highly intelligent. Their quills are coated with an Intensity
12 contact poison to which they are immune.
No. Appearing: 1d4
Mental Strength/Resistance: 1d10+11
Armor Class: 9
Movement: 30
Hit Dice: 7
Attacks: Trample (3d10): See below.
Mutations: Increased Metabolism, Force Field Generation.
This long-bodied mammal was once a horse, but the
mutations it has undergone have given it an almost insect-like appearance.
A Centisteed can trot at full speed on its 16 legs carrying two human sized
riders. Although not intelligent by human standards, the Centisteed is
totally immune to all forms of mental attack and possesses force field
generation. While they make desirable mounts, these beasts also require
enormous quantities of fodder because of their increased metabolism. In
a combat situation, the Centisteed is almost more trouble than it is worth,
as one of its riders must devote all of his efforts towards keeping the
Centisteed under control, or it will try to throw the riders and trample
them.
SEE ROBOTS
No. Appearing: 1d6
Mental Strength/Resistance: 8
Armor Class: 8
Movement: N/A
Hit Dice: 4d4
Attacks: 1 Bite (1d10) See below.
Mutations: Carnivorous
jaws
XP Value: 35
This primitive mutated plant is effectively
nothing but a large mouth. It has no senses but touch, no ability to move
its body, and a nervous system no more complicated than a venus flytrap.
It tends to grow in areas with tall grass, with the only sign of its presence
being a slight depression in the soil. Any character stepping in
the mouth of a clap trap is attacked, and only the character's DX modifier
and armor covering the legs will affect
his chances of getting hit. The severe
bruising of the affected limb results in -3 Movement to the character for
1d4 days. If the character fails two successive health rolls, the limb
is broken, causing a reduction of Movement
to 1/3 the original value (1/2 for quadrupeds)
until the limb has healed, requiring 1d4+1 weeks. It requires a challenging
PS check to pry the jaws apart enough to free the trapped character. The
claptrap has only a single
attack - the jaws take several hours to
reset themselves. The claptrap reproduces by sending out roots underground
to a new location at a distance of 2d20 meters, after which the roots detach
themselves and mature into individual plants.
No. Appearing: 1-2
Mental Strength/Resistance: 1d10+2
Armor Class: 3
Movement: 12
Hit Dice: 16
Attacks: 1 Bite (1d4)
This lizard/fish prefers to live as a 2 meter long
fish. It can, however, transform itself into any type of lizard, complete
with any mutations (see Sleeth),
for up to 24 hours. In fish form, the Cren Tosh burrows long wide tunnels
into the banks of rivers and lakes, where it makes its nest. It eats only
plants, but loves to collect and line its nest with shiny objects.
No. Appearing: 1d4
Mental Strength/Resistance: 1d10+8
Armor Class: 3
Movement: 1
Hit Dice: 15d4
Attacks: See description
Mutations: death field generation, molecular disruption,
life leech, mobility, 1-4 manipulative vines, parasitic attachment
There are two varieties of the Crep plant. The water
Crep is pink, and lives completely submerged, in the bottoms of lakes and
rivers. The land Crep is red, and may be found in any area with a reasonable
amount of rainfall. All Crep plants, though unintelligent, have the following
mental mutations, which are used when attacked: death field generation,
molecular disruption, and life leech (which is how it feeds). Additionally,
they have the following vegetable mutations: mobility, 1-4 manipulative
vines, and parasitic attachment. The plant reproduces with large leaf-like
structures that it uses to make parasitic attachments. After attaching,
the structures drain victims' blood (at a rate of 10 hit points per melee
round). Once the victim is dead, these structures drop off the crep, and
burrow into the ground to start a new plant.
No. Appearing: 1d8
Mental Strength/Resistance: 1d10+8
Armor Class: 5
Movement: 12
Hit Dice: 4d6
Attacks: by weapon
Mutations: Empathy, Illusion Generation, Light Generation,
Repulsion Field, Telekinesis, Telepathy.
These highly intelligent 1-meter tall mutated racoons
walk upright and have manipulative paws. They are usually found in
small family groups and will often have Tech Level III equipment (including
Rifles and such), but no armor.
No. Appearing: 1 (patch)
Mental Strength/Resistance: 1d8
Armor Class: 9
Movement: none
Hit Dice: 3 per square meter
Attacks: special (see below)
Damage: special (see below)
Mutations: produces senses-heightening berries
Deathmoss is a lush, soft-looking, moss-like plant
which appears to be no different from other growths of similar plants.
Creatures seem to be naturally attracted to its springy surface and comfortable
bed. This is unfortunate for them, but assures the Deathmoss of food and
propagation. This plant has developed an aromatic sap which is released
when its stems and leaves are bruised by weight. The power of the sap is
equal to intensity 12 poison, and any creature which succumbs to it falls
into a comatose sleep. (Dice of damage results indicate only a proportionate
lowering of resistance to the aromatic power next melee round if the victim
remains within one meter of the bruised plants, or directly above them.)
The Deathmoss has developed boring root tendrils, which penetrate the flesh
of comatose creatures and inject dissolving juices which bring a nutient
sludge to the roots in a short time. Thus fed, the Deathmoss both
grows up to one square meter per feeding and develops berries to attract
new prey. This purple-veined, grey fruit, when eaten, increases all
five senses (sight, hearing, smell, touch and taste) for one hour, but
thereafter causes a 50% loss of normal senses for another hour.
No. Appearing: 2-12
Mental Strength/Resistance: 13
Armor Class: 4
Movement: 12
Hit Dice: 20
Racial Mutations: |
|
Mental: |
Vision Defect (D) Light sensitive | Levitation | |
Infravision | Detect Lie (females only)* | |
Dark Dependency (D) | Suggestion (females only)** |
NEW MUTATIONS (ONLY FOR DROW FEMALES) Converted
from spells in the AD&D Player's Handbook.
NAME: Detect Lie (female Drow only) | |
RANGE: 15 Meters | TYPE: Concious, Mental |
DURATION: 1d4 minutes | USE: Three times per day |
NUMBER: Self | DAMAGE: None |
NAME: Suggestion (female Drow only) | |
RANGE: 15 Meters | TYPE: Concious, Mental |
DURATION: 6 Turns | USE: Once per day |
NUMBER: One creature, human, mutant, etc. | DAMAGE: ? See effects |
No. Appearing: 1d8
Mental Strength/Resistance: 13
Armor Class: 6
Movement: 24/1800/36
Hit Dice: 8d12
Attacks: 1 claw (6d8), 1 bite (3d6)
Mutations: Fear Generation, Heightened Precision,
Heightened Sense, Limited Time Suspension,
Oversized Body Parts, Phobia, Regeneration
XP Value:
These huge, winged creatures are the mutated
descendants of the American Bald Eagle. The e'glee live on the craggy slopes
of the highest mountains. Having a wingspan of close to 8 meters
(oversized Body Parts), leathery dark brown wings, and well developed back
and wing muscles, these mutants when adult, are able to carry a single
passenger while flying at normal speed. E'glee still bear the traditional
mark of the bald eagle, white head feathers. E'glee are sometimes used
as a steed by other mutants and humans, but this is only in rare instances
because the e'glee is very wary of other creatures. When meeting a creature
that it does not trust, the e'glee first lets out a tremendous screech
and uses its powers (Fear Generation) to ward off the unwanted visitor
or enemy.
With their giant taloned claws (6d8 damage),
and curved beak (3d6 damage), these mutants are deadly
hunters and killers. They have Heightened
Vision (large, bulging, black eyes) allowing them to spot prey or enemies
at great distances. Heightened Precision lets them do additional damage
(2d6) to opponents in combat. Their usual targets for food are fish and
small game, but in times of famine they have been known to hunt Humanoids
or PSH. The e'glee are intelligent understanding Trade language, but they
are unable to speak it themselves. The e'glee is deathly afraid of fire
(Pyrophobia), smoke, and steam. Seeing or coming close to any fire, larger
than a bonfire, sends them into an uncontrollable panic. The e'glee heal
damage by regeneration.
No. Appearing: 1-2
Mental Strength/Resistance: 1d4
Armor Class: 9
Movement: 8
Hit Dice: 3
Attacks: 1 Bite (see below)
This innocuous looking fish, which can be up to 1
meter long, lives in swift flowing mountain streams. It has an awesome
defense mechanism. Any creature it manages to bite has a chance of being
turned to granite-like rock. (Treat as a poison attack of intensity 12.
A "D" result turns the victim to stone.)
No. Appearing: 1-6
Mental Strength/Resistance: 1d4
Armor Class: 6
Movement: 9
Hit Dice: 12
Attacks: See description
Mutations: None
The Ert Telden is a fish just over 1 meter long,
which lives in backwaters, marshes and swamps. It has a unique self-destructive
defense mechanism. When removed from water, it starts to burn with such
intense heat that all creatures within 30 meters of the fish sustain 5
dice (d6) of heat damage on the first melee turn. On the second melee turn
out of water, the Ert Telden explodes in flames, doing 10 dice of damage
to all beings in range. It is sometimes captured and used as a weapon by
certain tribes, who keep the Ert Telden in holding pools inside their walled
village, and fling them over the walls with catapults at would-be attackers.
No. Appearing: 1d4
Mental Strength/Resistance: 10
Armor Class: 7
Movement: N/A
Hit Dice: 2d4
Attacks: 1 Gas (see below)
Mutations: Gas generation, poison and
blinding
XP Value: 120
A completely immobile, unintelligent plant,
eyebane is remarkable only for it's strength and the cloud of gas it emits
when disturbed. When properly cured, eyebane makes a flexible, fire-resistant
rope, able to support 300 kg. When touched, eyebane emits a 3 m diameter
cloud of gas which causes blinding and acts as Intensity 9 debilitative
poison if inhaled. The eyebane vine reproduces by wind carried pollen
and seeds. It is completely dormant in winter, and is sometimes dug up
and replanted to serve as a defense by creatures which are immune to the
gas' effects.
No. Appearing: 1d10
Mental Strength/Resistance: 1d10+2
Armor Class: 7
Movement: 12 (water)13 (land)18 (flying)
Hit Dice: 10d6
Attacks: 1 Tailslap (6d6)
Mutations: Shapechange
The fen is an intelligent, man-sized fish, which
walks about on 2 stubby fins when on land. It has both lungs and gills
and may remain out of water for up to 24 hours. Its translucent skin makes
the fen invisible when under water. Fens collect and use all manner of
weapons and may also use their tail as a club which does 6 dice (d6) of
damage if it hits. They are completely resistant to radiation, have a poison
resistance of 18, reflect heat and light (laser) attacks for 5 melee rounds
before taking damage, and can shapechange into a large bird and fly away
if the going gets rough.
No. Appearing: 1-2
Mental Strength/Resistance: 1d10+2
Armor Class: 8
Movement: 9 (water)15 (flying)
Hit Dice: 8d6
Attacks: see below
Mutations: Shapechange, Spines
The Fleshin is a 2 meter long fish that inhabits
large lakes. It swims at high speed along the surface until it launches
itself into the air, where its broad pectoral fins enable it to glide on
wind currents for hours on end. It feeds on water birds and other small
animals, but has been known to attack humans when hunting is bad. Its dorsal
fin is covered with intensity 15 poison spines. If seriously threatened,
it will shapechange and fight as a Sleeth and only as a Sleeth (with all
that creature's powers).
No. Appearing: 1-2
Mental Strength/Resistance: 1d4+5
Armor Class: 4
Movement: 6 (land) 18 (water)
Hit Dice: 5d8
Attacks: 1 Bite (1d6), 1 Tailslap (1d8)
Mutations: None
These mutated alligators are only about 1 to 2 meters
long from nose to tail. They have a pair of 1-meter long tentacles
attached to their foreheads which paralyze on contact (Treat as a mental
attack). Gators are immune to radiation. They may use their
bite and tailslap at the same time. Though solitary in nature, in
the Spring, they congregate in groups of 10 to 60 to spawn.
No. Appearing: 1-8
Mental Strength/Resistance: 1d10+11
Armor Class: 4
Movement: 12
Hit Dice: 20
Attacks: by weapon
Mutations: None
Grens appear to be completely normal Pure Strain
Humans ... except for their deep green skin, which provides excellent camoflage
in the deep forests where they live. They are intelligent and live secluded
lives in harmony with nature. They inhabit only deep forests, where they
cannot be seen or sensed by any creature until they reveal themselves.
They will not use ancient technology and stubbornly refuse to learn any
of the knowledge of the Ancients. They use Tech Level I weapons and equipment
(Spears, bows, etc.) and wear no armor.Most tribes shun outsiders, although
in some instances (30%), Grens may cooperate with Pure Strain Humans if
approached in a non-hostile manner. Gren communities of 1d4 score
inhabitants, are usually guarded by 1d4 domesticated Blackuns, Gators,
Kai Lin or Obbs for every 10 Grens. Grens often keep Ert Teldens
as catapult ammunition. Grens encountered outside their communities
will not be accompanied by any of these guardians.
No. Appearing: 1-3
Mental Strength/Resistance: 1d10+8
Armor Class: 7
Movement: 36 (air)
Hit Dice: 8d4
Attacks: 1 Bite (1d4)
Mutations: Fear Generation, Levitation, Repulsion
Field
Hawkoids are mutated Sparrow Hawks growing to a 1.5
meter height and having a 1-meter wingspan. They have many human
elements, including legs that end in hands instead of talons. They
are also very intelligent and use Tech Level I tools of all types, (spears,
knives, etc.) including specially-adapted armor. Hawkoids are both
fearless and carnivorous.
No. Appearing: 5d6
Mental Strength/Resistance: 1d8+1
Armor Class: 9
Movement: 12 (water)
Hit Dice: 4d4
Attacks: 1 Bite (6d4)
Mutations:
These relatively small (.5 meters long) fish are
every bit as vicious as the piranha, with a bite that inflicts 6 dice of
damage per melee turn. Their scales are covered with a thin film of intensity
18 contact poison. The appetite of a Herkel knows no bounds, and they will
eat anything they can get into their jaws. When aroused by blood
in the water, they have a 30% chance of going into a "feeding frenzy" during
which they will bite anything and everything near their jaws to include
each other.
No. Appearing: 1-3
Mental Strength/Resistance: 1d10+8
Armor Class: 3
Movement: 10
Hit Dice: 20d4
Attacks: 1 Squirt (15d6)
Mutations: None
This is a 3.5 meter long, carnivorous mutated beetle,
protected by a thick wing case (the Herp is flightless) which reflects
sonic attacks. To kill its prey, it squirts a stream of powerful acid up
to 30 meters. This does 15 dice (15d6) of damage if it hits and will eat
through 1 cm of duralloy per minute. The Herp is a diligent and skillful
hunter, able to track its prey (small animals) in all kinds of weather.
No. Appearing: 1-10
Mental Strength/Resistance: 1d6+10
Armor Class: 3
Movement: 12
Hit Dice: 18d4
Attacks: 1 Bite (1d6)
Mutations: Mass Mind, Sonic Blast, Telepathy +1
Random Mental Mutation
This 3-meter long half-man-half-snake inhabits the
more arid regions of GAMMA WORLD, often settling near an oasis or
well. All Hissers are telepathic, with a mental strength of 12 and mass
mind, sonic attack ability, and one other (random) mental mutation. Their
scaly skin is completely resistant to laser and sonic attacks. Their society
is matriarchal, one female leading a group of 70 or so males and young.
She, like a queen bee, lays all the eggs for each settlement, and all of
them hatch as males. When a community grows to about 70 individuals, the
matriarch will hatch another female. In a few years, the colony will divide
and the new matriarch will lead an assortment of male Hissers off to find
a new place to live. Although intelligent, Hissers do not have any written
or spoken language, as all information is exchanged telepathically. They
utilize selected items of Ancient technology, which they uncover in search
expeditions among the ruins of the Ancients.
No. Appearing: 1-20
Mental Strength/Resistance: 1d10+11
Armor Class: 9
Movement: 18
Hit Dice: 15d6
Attacks: See below
Mutations: Mass Mind, Telepathy, transmute metal
objects into rubber (see below)
Hoops are actually 2.6 meters tall, mutated rabbitoid creatures that stand erect on their hind legs, and are able to leap over objects as high as 8 meters. They are intelligent (mental strength 3-18), telepathic, and have mass mind. A mutation peculiar to the hoops is their ability to transmute metal objects into rubber. The hoop must touch the metal object to be transmuted. All metal within 1 meter of that point turns into rubber (must all be in contact). The referee must determine what effect the change to rubber will have on various metal objects, such as armor, pistols, robots, etc. Hoops have manipulative forepaws. They appreciate the power of Ancient weapons, and seek to obtain and use them. Each Hoop has a 30% chance of having a random artifact.
The Legend of Harley Dave
By Barclay "BJ" Johnson
...They worship a strange deity known as "Harley Dave".
Thumper religion is sort of an animistic one giving
a spiritual quality to engines. Sort of an odd mix of Shinto
and Pep Boys, one of their bibles is "Zen and the
Art of Motorcycle Repair", especially among the Thumpers of
Calee and Nevada. There's sort of a quasi-cryptic
alliance among the motorbunnies who call themselves the
Sons of Harly David. They really take the spirit
of the engine seriously. I could see a chosen member taking on
the persona of Harly Dave, in sort of a mask ritual,
for a period of time (Kind of like the Lord of Misrule in some
European folk festivals, or the spirit characters
in a lot of African or Balinese dance rituals.) This individual
would go on what's known as "The Long Ride", crossing
the country on a motorbike, stopping only to preside
over thumper festivals. These journeys usually start
in Southern Calee or Texico and end in Wash or Montanna,
or vice versa.
If encountered by players, "Harly Dave" will appear
as a single large hoop on a top condition motorcycle
(preferably one of those big touring bikes, or a
chopper with a supercharged engine) save that the muffler will
be removed for maximum noise. He will be totally
covered in dark leather bike gear and mask, festooned with
the symbols of Harly David's Sons, and well armed
with high tech weapons. The chosen one cannot speak until
he reaches the end of his ride, so conversation
will be futile. He will either be riding alone, or surrounded by a
pack of motorbunnies, who believe that breathing
his exhaust fumes is good luck. It's a good idea to just let him
pass, 'cos harming a "Harly Dave" will gain you
the enmity of every thumper in the Southwest. Sharing food or
drink with one is a great way to get into the motorbunnies'
good graces. There can be more than one of these
masked performers on the road at any given time.
After the ride is over and the "Harly Dave" has made his
journey, they assume their normal identity among
the hoops once more, save that they are higher in status for
having completed their adventure.
No. Appearing: 1 (1-20 in the wild)
Mental Strength/Resistance: 1d10+2
Armor Class: 9
Movement: 12 (hop at 24)
Hit Dice: 3d12
Attacks: None.
Mutations: Cameleon Powers, Horns or Antlers
Resembling giant, weird-looking hares, hoppers are
commonly used as riding beasts, as each is able to carry 100kg burdens
with little or no effort. Riding a hopper, however, is no easy task. They
require a special saddle and harness, for, while their usual gait is a
not-too-jerky series of hippity-hops, their full run consists of great
leaps, interspersed with rapid hops. Any rider who is not properly fastened
to the saddle will surely be dismounted. Those riding a hopper for the
first time are 75% likely to sustain 1-6 dice of damage (and be thrown
from the hopper's back). These creatures are rather stupid (hoops regard
them as we do chimpanzees), but their speed and chameleon powers enable
them to survive. An unburdened hopper can easily make 12 meter leaps, and
clear objects 8 meters high.
No. Appearing: 1-3
Mental Strength/Resistance: 3d6
Armor Class: 5
Movement: 6
Hit Dice: 18d4
Attacks: See below
Mutations: Dissolving Juices, Mobility, Quills
and Spines.
This is a strange black plant which, when viewed
from a distance, looks like a lumpy porcupine with extremely long quills.
The "quills" are actually 1 meter long spear-like stems which it flings
at any being that approaches within 30 meters. There are (5d6) of these
and they are tipped with intensity 9 poison in addition to doing 2d6 of
damage if they hit. The spear-stems are attached to the plant by strong
vines. These retrieve any spears that misses its target, and drags impaled
prey back to the base of the plant where dissolving juices break the victim's
body down into food (1d6 damage per action turn). The Horl Choo has a limited
form of mobility, which it only uses to move to better hunting grounds.
No. Appearing: 1-2
Mental Strength/Resistance: 1d10+2
Armor Class: 6
Movement: 0
Hit Dice: 12d6
Attacks: 2 Seeds
(2d8)
Mutations: Infravision, Antibiotic Fruit, Rocket
Seeds (new-see below)
XP Value: 175
This relative of the pine tree has a unique
method of seed propagation - organically fueled solid rockets. It can use
these seeds for defense or for increasing the range of the species. These
seeds are only active during the late summer and early fall. After the
first frost, the Horl Ep fires off all its remaining seeds at a high angle,
causing the northern woods to be quite a hazardous place for a week or
so. The horl ep will generally attack any warm-blooded, man-sized
or larger creature that comes within 20 meters. If more than one such creature
is
available, it will switch targets every
2 rounds until either all targets have fled, or 1/2 of its seeds have been
expended, reserving the remaining seeds for defense. The wounds caused
by the horl ep seeds will heal at twice normal speed, and if the fertile
tip breaks off in a wound (40% chance), it will heal at 4 times normal
speed (it will also be the first of the wounds to heal). In the latter
case, 2 weeks after the wound heals over, the seed will start to grow,
doing 1d4 damage and -1 to CN daily until the character dies (at 0 HP or
0 CN), after which a sapling will sprout from the body. There have
been some attempts to cultivate this tree, but the dangers involved have
prevented any successes.
* New Mutation *
NAME: Rocket Seeds | |
RANGE: 200 meters (20 meters combat) | TYPE: Physical, Plant Concious |
DURATION: one growing season | USE: one attack to each target, per action round |
NUMBER:4d6 seeds per season | DAMAGE: 3d6 |
No. Appearing: 1
Mental Strength/Resistance: 12
Armor Class: 2
Movement: 20
Hit Dice: 23d4
Attacks: 5 Bites (2d6)
Mutations: Dual brain, Five Heads/Brains,
Gas Generation (burning), night vision, nocturnal [D], poison (Int. 17),
radiating eyes (Int. 15), regeneration, sonic blast, Mental blast, mental
reflection
Special Abilities: Immune to radiation
and sonic attacks
XP Value: 11000
Hydras are giant, 10 meter-long, mutated serpents which greatly resemble the hydra of the legends of the ancients. Their long slender bodies each sport five heads. Each head is mounted on a 2 meter-long neck and is a different color. The body is generally a basic green or brown, but the heads are green, blue, red, black, and white. Hydras are very aggressive hunters and deadly in combat.
Each of the hydra's heads has control of a particular attack form:
The green head controls the gas generation mutationA specific head may be targeted by the hydra's opponent, but he receives a -4 penalty to hit, and each head can withstand 15 points of damage. Generally, when in close combat, only three heads can attack a man-sized creature at once. However, all heads can be used to combat multiple opponents. The hydra's mental reflection mutation is an unconscious collaboration of all the heads. For each head destroyed, the hydra loses not only that head's attack ability, but also 3 points from mental strength.
The blue head controls the mental blast mutation
The red head controls the radiating eyes mutation
The black head is poisonous (intensity 17)
The white head controls the sonic blast mutation
No. Appearing: 1d4
Mental Strength/Resistance: 1d10+11
Armor Class: 5
Movement: 6/72 (charge)
Hit Dice: 8d4
Attacks: 2 claws (1d4 each), 1 Bite (1d6)
Mutations: Attration odor, Fear Generation, Fear
Impulse (set off by intelligent plants with 4+ intelligence), Levitation,
Poison Susceptibility, Precognition, Telekinesis, Telepathy
These mutated Jaguars prowl the vast grasslands of
what was once the midwest. They use their front paws to manipulate
objects, but don't normally carry equipment. Jagets have substantial
mental powers and will often be found as followers or hirelings of other
species.
No. Appearing: 1-4
Mental Strength/Resistance: 5
Armor Class: 6
Movement: 10
Hit Dice: 12
Attacks:
Mutations: Attraction Odor, Electrical Generation,
Radiation Eyes
This deceptively reptilian-looking creature is actually
a 3 to 4 meter long plant. It runs along the ground on two strong stalks
that end in thorny pads (resembling clawed feet), trailing its long root
structures behind like a tail. It is covered with radiation resistant green
bark which resembles scales. Although the Kai Lin is a scavenger, it is
not above attracting and killing fresh food. Kai Lin wander about in small
groups in search of carrion, which they assimilate by entwining their tail
roots around the dead animal. It has a limited intelligence (mental strength
5).
No. Appearing: 1-2
Mental Strength/Resistance: 1d10+8
Armor Class: 1
Movement: 24
Hit Dice: 10d12
Attacks: 1 Bite (6d8) 1 Tailslap (5d6)
Mutations: Absorption (heat), Intuition, Mental
Shield, Molecular Disruption, Reflection, Sonic Blast (Triple Strength),
Will Force
This 18 meter TALL (not long!), mutated forest iguana
is one of the most fearsome creatures in the Gamma World. (Think
Dinosaur BIG).
No. Appearing: 1-6
Mental Strength/Resistance:
Armor Class: 4
Movement: 15 (sustained movement, 20 for short bursts
of speed)
Hit Dice: 9
Attacks: Two claws and a bite, or weapon
Damage: 1-6/1-6/1-6, or by weapon type
Mutations: Heightened speed and balance, imitation
of thought and sound
Katkins are a mutated form of the common house cat,
standing about one meter tall when walking erect (which they often do).
Coloration can range from white- to orange-striped, but grey-striped and
brown or black solid colors are the most common. These intelligent creatures
have not lost their fangs or their claws, although the claws of their manipulative
forepaws are not proportionately as long as the rear ones. Katkins
are rather shy and reclusive, using their heightened speed and balance
to live arboreal lives, ranging amidst the upper branches of woodlands
to hunt and explore. One or more Katkins will construct a well-concealed
hut of woven vines and branches high up in the largest of trees, dwelling
there during the summer months. Katkins have both sound and thought
imitation capabilities; so, in addition to their normal body weaponry (two
claw attacks and bite per turn doing 1-6 points of damage each), they have
dangerous imitative abilities as well. Katkins have been known to
possess and use small technological devices (pistol, vibro daggers, etc.).
Employment of normal weapons suited to their size and strength is fairly
common around the creatures' home.
No. Appearing: 1d4
Mental Strength/Resistance: 16
Armor Class: 3
Movement: 6/12/36 (land/water/air)
Hit Dice: 7d6
Attacks: 1 Bite (1d4)
Mutations: Cryokinesis, Devolution, Force Field
Generation, Life Leech, Mental Blast, Reflection, Telekinesis, Telekinetic
Arm, Telekinetic Flight
This 1-meter long, small white mutated amphibian
lives in small bodies of water. It is highly intelligent (intelligence
18, mental strength 16), possessing the following mental mutations: telekinetic
flight, telekinesis, telekinetic arm, force field generation, life leech,
de-evolution, mental blast, cryokinesis, and reflection. It may utilize
any 2 of these mutations per melee turn. The ruthless Keeshin is a solitary
creature, who spends most of its life gathering devices of the Ancients.
It is very greedy and will readily kill to obtain what it wants. It stores
its treasures in an underwater stone dwelling, which it builds telekinetically
and keeps filled with a pocket of fresh air. Keeshins
can stay submerged for up to an hour. They die if they are out of
water for more than 24 hours.
No. Appearing: 1d4
Mental Strength/Resistance: 1d4
Armor Class: 2
Movement: N/A
Hit Dice: 20d6
The Kep is a hideous carnivorous plant, which prefers
sandy soil, grows completely underground, and permits no other plants to
grow above it. Just beneath the surface, it builds an elaborate net of
squeeze roots (some 30 meters in diameter) with pressure sensitive filaments.
When a creature walks over this area, the network of squeeze roots springs
out of the ground to ensnare it. The squeeze roots do 5 dice (5d6) of constrictive
damage each melee/action turn which gradually grow into and digests all
creatures unfortunate enough to get caught. If a Kep takes damage equal
to more than half of its total hit points, it will release its captives
and retreat below ground. If its prey ceases to struggle, the roots secrete
dissolving juices which break it down into food for the Kep. After each
meal, the plant produces one mobile seed. It tunnels to the surface and
scurries 60 meters away, then burrows and sends out it's own roots.
SEE ROBOTS
No. Appearing: 1
Mental Strength/Resistance: 1d8
Armor Class: 4 (head) 7 (body)
Movement: 9 (water)
Hit Dice: 20d4
Attacks: one ram with horn
Damage: 4d6
Mutations: chameleon powers
Letharp are huge, bottom-feeding fish which range
in size from four to seven meters in length. Letharp have silvery-white
underbellies and solid or mottled backs which range from blue-brown to
yellow to brilliant orange. Mottling is usually white, grey or yellow.
Coloration is seldom unchanging for very long, since Letharp have cameleon
powers. Their heads are covered with a bony plate around which are
many enlarged and thickened scales. Projecting upwards and forwards
from this plate is a horn-like bone growth whose length varies (according
to the size of the Letharp) from one meter to nearly two meters.
Normally sluggish and peaceful, sudden movements or passing shadows throw
a Letharp into a state of alarmed frenzy which results in the creature
swimming in a blind rush (double normal movement for up to 100 meters)
towards the possible threat, either to frighten the intruder away, or to
kill by ramming with its horn. Because of this unpredictable behavior,
boats are often smashed or holed by frightened Letharp. Knowledgeable
mariners are reported to paint the bottoms of their boats a bright yellow-orange,
for this color tends to repel or possibly reassure the would-be attacker.
No. Appearing: 1d20
Mental Strength/Resistance: 1d10+8
Armor Class: 6
Movement: 3/18 (land/air)
Hit Dice: 6d4
Attacks: See below
Damage: 4d6
Mutations: Anti-Life Leech, Dual Brain, Empathy,
Force Field Generation, Illusion Generation, Light Generation, Mass Mind,
Physical Reflection, Shorter, Telepathy, Total Healing, Wings, + 1 random
Mental Mutation each.
The grace and beauty of these 20 cm tall humanoids
hides an incredible toughness! They live only in jungles and forests
where they build mazes of brambles to hide and protect their dwellings.
They often possess artifacts of great sophistication, though their ability
to use them is limited due to their size. Non-artifact equipment
will invariably be Tech I or II (no rifles/firearms). Lil are nocturnal
in nature and their bodies give off light sufficient to illuminate a 90-centimeter
area around them. They are much like fireflys in that this effdect
is involuntary and only happens when the Lil are in darkness or very deep
shadow. In addition to species mutations, each Lil will have 1 random
mental mutation. Unlike most species which possess anti-life leech,
the Lil are not albinos.
Loo purs are cunning, carnivorous, mutant wolves
that inhabit great portions of the northern U.S. and Canada. These six-legged
(Multiple Body Parts) creatures are silvery grey in color and have glowing
red eyes. A fierce predator made more deadly by its Chameleon Powers, loo
purs travel in packs when hunting food in the forests and plains. When
close to prey, these mutants let out a terrifing howl (Sonic Attack) and
then strike with lightning speed. Individual mutant wolves within a pack,
will on occasion, use their power of Temporal Fugue to make an
entire loo pur pack seem larger and more menacing
to opponents. Lone loo purs often use this mutation to
make prey believe that more then one of them
is present. standing 1 and one-half meters tall at the shoulders, this
mutant wolf is able to carry a single rider of less then 50 kilograms with
out any loss of speed. Obtaing a loo pur for a mount would require some
form of mental force as they are extremely intelligent, speak Trade language,
and can even use some artifacts of the Ancients (limited by their physical
constraints and their mutational defect -- see below).
All of these mutated wolves are afraid of electrical
power, robots, etc., (Energy Sensitivity Defect) and will avoid such items
at all costs.
No. Appearing: 1d4
Mental Strength/Resistance: 13
Armor Class: 9
Movement: 12/12 (land/air)
Hit Dice: 13d4
Attacks: 1 Bite (1d3) 1 Club (1d6)
Mutations: Heightened Constitution (13
CN), New Body Parts (Extra Eyes), Multiple Limbs (Extra Arms), Air Sail,
Stunning Force, Fear Generation
Special Abilities: Bipedal; manipulate
tools & objects; Climbing attempts are two difficulty levels easier
than normal; can swing from grip to grip at speed of 8; base speed of 12
even if walking upright; prehensile tail.
XP Value: 1400
A Makeen appears as a large American Spider
Monkey, with three major exceptions. Instead of two eyes, Makeens
have four. The two additional eyes are located just above each ear,
giving them excellent vision. They also have two additional arms,
one arm at the top of the hip on each side. Between the arms on each
side stretches a skin membrane, used by a Makeen to glide when jumping
across large spans between trees.
Makeens attack with two crude clubs or,
if weaponless, by biting. They will use their Fear Generation when
first encountered, trying to avoid conflict. They activate this power
by screaming loudly at the target. They won't use Stunning Force
until a morale check is needed. If it fails, all of the Makeens present
will use their Stunning
Force mutation and then try to flee.
A Makeen activates the Stunning Force with a very high pitched scream.
Note that neither the Fear Generation or Stunning Force is a sonic attack,
so protection against sonics have no effect. These are mental attacks.
Makeens have an arboreal society, never coming to the ground unless necessary.
They build sleeping areas in trees with branches, leaves and twigs.
A large band can number up to 30, including young and females. The
young have no combat ability, but females are just a capable as the males.
Makeens will defend their home territory and young with a morale of 18
for flight, but the standard 13 for the use of their Stunning Force mutation.
Thus, a Makeen can use its Stunning Force ability without fleeing when
defending its home.
No. Appearing: 1
Mental Strength/Resistance: 11
Armor Class: 7
Movement: N/A
Hit Dice: 4d4
Attacks: None-see below
Mutations: Fruit, Chameleon Power, Poisonous
Thorns (Int. 18), Mental Paralysis
XP Value: 270
Mal Tonas appears as a fuzzy patch that
covers about a 1 meter square area. Its color varies because of its
Chameleon Power, adapting to whatever the surrounding colors are.
Anywhere from six to ten spores are on a Mal Tonas at any given time.
Each spore is about the size of a small pea, and very light and fragile.
If swallowed, a spore acts as a pain killer. (See pg. 32 of the 4th
edition rules.) The name Courage Moss has been given to Mal Tonas,
since many tribes use the moss as a test of bravery. When a youngster
is ready to become an adult, a Mal Tonas must be searched out. When
found, the youngster must pluck a spore and present it to the elders of
his tribe. While a Mal Tonas doesn't actively attack other creatures,
its defensives are hazardous to those who try to take its spores.
Because of the fragile nature of the spores, each must be pulled
delicately, or it will crack and the pain
killer effect fade within minutes. This must be done by hand, as
other methods cause the spore to crack 95% of the time.
Pulling a spore can be dangerous.
Each spore is surrounded by spines that contain a destructive poison.
When picking a spore, a hazard check is made, as the spines are unavoidable.
When a spore is pulled, a paralysis attack is made on all within a five
meter radius. If the creature that is removing the spore is affected,
the hazard check is made at +5, since
the creature can not actively try to avoid all of the spines.
Mal Tonas reproduce by popping their spores,
which are very light weight. They can be carried up to two kilometers
by the wind. Only one in every twenty spores survive to produce a
new Mal Tonas as most rupture when they land. Mal Tonas tend to be
found on Narl Eps or Haunted Fruit Trees.
No. Appearing: 1-2
Mental Strength/Resistance: 1d10+2
Armor Class: 3
Movement: 12/12 (land/air)
Hit Dice: 10d8
Attacks: 1 Bite (5d6) 2 Claws (3d6 each)
Mutations: Speed Increase
These mutated Preying Mantises stand 3 meters at
the shoulder and are voracious carnivores. They will not attack or
keep fighting a party that is clearly stronger, however. Mantas can
be recruited with offers of food, but cannot be hired.
No. Appearing: 1d4
Mental Strength/Resistance:12
Armor Class: 6
Movement: 6/24 (land/water)
Hit Dice: 7d12
Attacks: 1 Squeeze (6d6)
Mutations: Heightened Strength
The Menari is an impressive 10 meter long intelligent
water snake. It has 10 very usable arms equipped with human-shaped hands.
It has heightened strength (17) and a mental strength of 12. Its favorite
food is birds, and it goes into a mad frenzy when any are near. The Menari
is relatively friendly towards humanoids and Pure Strain Humans and, if
shown how, will use ancient devices and weapons. They
don't normally carry equipment.
No. Appearing: 1d4
Mental Strength/Resistance: 1d4
Armor Class: 3
Movement: N/A
Hit Dice: 20d12
This enormous white mutated tree grows over 50 meters
tall. It lives in bodies of water, projecting its pale green leafy top
and its squeeze vines extend 30 meters out from the tree and float on the
surface of the water. The squeeze vines are used in defense, and, during
spring, are covered with seed pods, which it flings to the winds when ripe.
When these pods are cracked open (usually a sharp blow will do), 2-12 (2d6)
seeds fly out, along with a sonic blast that will do 3 dice (3d6) of damage
to all beings within 10 meters.
No. Appearing: 1d4
Mental Strength/Resistance: 12
Armor Class: 10
Movement: 1/15 (land/air)
Hit Dice: 12d4
Attacks: See below
Mutations: Radiation Eyes
The Obb is an intelligent (mental strength 12) mutated
fungus which resembles a 1 meter long bat. Nearly immobile on the ground,
it is as swift and deadly as a hawk when in the air. It swoops down from
the sky using its one large black eye to deliver a blast of intensity 16
radiation. It then strikes stunning blows with its two clawed appendages
doing 3 dice (3d6) of damage with each. Once its prey is killed, the Obb
devours half of the body and plants its spores in what remains. In just
one day 1-6 (d6) young Obbs will emerge and fly off. The Obb is completely
resistant to radiation, and all laser, light, and heat attacks. It has
been known to associate peacefully and even team up with other intelligent
beings, but only the referee knows exactly when or why. The Obb has an
intelligence of its own, and its logic is totally unrelated to anything
generally known to man.
No. Appearing: 1-3
Mental Strength/Resistance: 1d10+11
Armor Class: 7
Movement: 15
Hit Dice: 15d6
Attacks: See below
Mutations: Telepathy, Will Force, Telekinesis
+ 1 Random Mental Mutation per head
These two-headed, 2.5 meter tall, humanoid mutants
have four arms and two heads... each 2 arms are under the control of a
separate brain. They are all telepathic, with telekinesis, and Will Force
available in both brains. They have all the benefits of dual brain and
often use their superior powers in this regard to make many of their own
- specially adapted equipment to fit their unique anatomy. Oriens are usually
friendly, and will barter to obtain technological devices.
No. Appearing: 2d12
Mental Strength/Resistance: 12
Armor Class: 7
Movement: 12
Burrow: 1
Hit Dice: HD:
4d4 HP (12)
Attacks: Bite: 2D6
Mutations: Skeletal Enhancement, Multiple
Limbs (legs)
XP Value: 120
Description: This small (.5 m. at the shoulder),
mutated rodent is a multi-legged creature the size of a small dog. It is
Hairless with a huge head and large protruding teeth. Most have 6
legs but some (25%) have 8, and a few (5%) have 10. The creature’s leathery
hide is pale yellow in color. Osquip leather is soft and water-resistant.
An Osquip hide will command from 1 to 6 domars depending on its condition.
Osquips are nocturnal animals, very territorial
and will launch a brutal biting attack. On occasions a pack of Osquips
will go on a hunting rampage. They leave their underground dens and
travel about attacking and devouring any living thing they encounter.
Hiding indoors is no protection from them as they can gnaw through anything
short of steel or duralloy. They are not afraid of fire and will run through
it if in a feeding frenzy. Due to their skeletal enhancement, they take
only ½ damage from blunt trauma type attacks. Osquips cannot swim
and will drown if forced into water. Osquips build carefully hidden
burrows. Their enhanced teeth are sharp enough to cut stone. They occasionally
collect shiny objects for their nests from the rubble of ancient ruins.
No. Appearing: 1d4
Mental Strength/Resistance: 1d4
Armor Class: 6 (body) 5 (antennae)
Movement: 6/16 (land/air)
Hit Dice: 10d8 plus 18 hit points per antenna (see
below)
The Parn is a 3 meter long mutated beetle. its back
is covered with 4-24 (4d6) 1.3 meter long barbed spines, which it uses
defensively. These it may shoot, 2 per melee round, up to a distance of
50 meters and each will do (2d6) of damage if it hits. Although not particularly
intelligent, the Parn is a ruthless carnivore, and it kills its prey with
4 sharp sword-like structures at the ends of its 3 meter long antennae.
Each of these does 3 dice of damage (d6) if they hit, and the Parn uses
them so effectively that the armor class of any opponents) is adversely
affected by 3 classes when in close combat with the parn. Each antenna
has an armor class of 5 and will take 18 points of damage (this is in addition
to the basic 10d8 hit dice of the creature) before it is severed. Players
may strike at the antennae (trying to destroy them) or the Parn itself.
The players must announce which target they are striking. If no announcement
is made as to which target they are attacking, the damage will be applied
to the body. The Parn never retreats and fights tenaciously to the
death.
No. Appearing: 1d10
Mental Strength/Resistance: 1d4
Armor Class: 4
Movement: NIA
Hit Dice: 8d4
Attacks: see below
Mutations: see below
This mutated palm-like bush is topped with a large
(1 meter tall) flower-like structure. If disturbed, the flower will begin
to glow all shades of the rainbow and on the next melee round emit radiation
of random intensity (3d6) that affects all beings within a 15 meter radius.
Each melee round, it changes color and emits radiation of a different intensity
(again random). If the Perth is damaged, it will glow 1 to 4 colors at
once (d4), emitting that many blasts of radiation of different intensifies.
The petals of the flower-structure can be sun-dried and crumbled into a
powder, which, when ingested, will heal one lost hit point for each gram
of powder consumed. One flower will yield 20 grams of powder and the drying
process requires 3 full days of sunlight. If dried more rapidly by artificial
means, the powder will be only half as effective.
No. Appearing: 1 (1-8 in wild)
Mental Strength/Resistance:
Armor Class: 4
Movement: 18
Hit Dice: 2
Attacks: 1 Tailslap (1d6)
Mutations: None
These oddly mutated plants have a horizontal trunk
and movable branches, adapted to rapid locomotion. A large clump of roots,
and keen visual and olfactory appendages at the base of its trunk vaguely
resembles a shaggy horse's head. It feeds on nutrimental matter, which
its tendrils thrust into the trunk cavity where it is absorbed by thousands
of tiny rootlets. The Pineto takes on moisture much like an animal, by
dipping its "head" (root clump) into a stream or pond. Pinetos move about
quickly in order to avoid predators. When captured, the Pineto can be ridden
or used as a beast of burden (carrying up to 800kg on their backs). Control
is by means of a sharp goad which is jammed into the Pineto, just behind
the root clump. Using this device, the creature can be made to move, run,
turn, and stop at a rider's command. Note, however, that the Pineto is
covered with a dense growth of sharp needles, and the tall (tree top) lashes
for 1d6 damage (to armor class 8 or less) on command. Riders without saddles,
or other proper protection, also take 1 point of damage per melee round
while astride the Pineto.
No. Appearing: 2-20
Mental Strength/Resistance:
Armor Class: 6
Movement: 6/18
Hit Dice: 6d6
Attack: Bite 1d10 & Special (see below)
Mutations: Chameleon
power
Description: The plague beetle is a giant
scarab. It is 1 meter long and has almost perfect chameleon abilities (in
fact, it can not turn it off). It is a scavenger that uses disease
to kill its food (like a Komodo dragon). They are not violent, and
will only use the disease when their food supply is in major decline.
Plague beetles run from violence, only
attacking if defending food. If they encounter weak or massed animals,
they emit the bacteria they kill with. It is released via spiracles in
a cloud 15 meters in diameter. This cloud leaves a residue that lasts 4-5
days. Those in the cloud must make a Con check (at -2 steps). CF means
death in 2-5 days, F means death in
5-10 days, O means death in 3-4 weeks, G means comatose starting in 2-5
days and lasting 2-3 months, A means no affects. CF-O start with the victim
going comatose in 3-8 hours. Each beetle can emit this cloud twice per
day. White Hands can cure this disease fairly easily- all they need is
access to "standard" medicines (GM decides).
Plague beetles live in small egalitarian
groups. When they attack a town, each beetle picks a suitable target- inns,
taverns, granaries, town halls, and other places where people or food is
concentrated. Then each uses the bacteria to wipe out most of the town.
After the survivors flee, the beetles feast. They then go back to scavenging
in the wilds, if possible.
GMs are urged to use this critter sparingly,
as you can depopulate large areas with these!
No. Appearing: 1 (2-12 in wild packs)
Mental Strength/Resistance: 1d10+2
Armor Class: 5 (8 if ridden)
Movement: 15
Hit Dice: 4d12
Attacks: 1 Bite (2d6)
Mutations: See below
Podogs are fairly clever, very large, mutated mongrels.
They understand simple commands and are large enough to ride and strong
enough to carry most humans at a good pace all day. They are not friendly
in their wild state. Podogs are carnivorous pack hunters, and only the
young can be trained to serve as steeds. It a Podog is attacked, it will
bite and slash with its teeth causing 2 dice (d6) of damage. All podogs
are totally immune to any form of poison. Prized Podogs have dual brains
and communicate with their masters via telepathy (such creatures are one
in a hundred and are rarely for sale). When excited, a Podog bays out a
cry which perfectly imitates that of its prey/opponent, throwing it into
confusion and giving the Podog the initiative to attack or flee. Packs
of Podogs will normally consist of a mated pair and one or two of their
full and partially grown litters.
No. Appearing: 2d12
Mental Strength/Resistance: 10
Armor Class: 6
Movement: 12
Hit Dice: 12d6
Attack: 2 claws at 1d6 each, or by weapon
(battle axe or two-handed sword)
Special Abilities: Immune to poison, Berserk
(see below)
Little is known of these great white 7 foot tall
shaggy bipeds. Some say they once formed a warlike, cannibal race.
Their aggressiveness is unquestionable. Any party invites certain
attack 75% of the time. Quaggoths are usually (70%) unarmed, in which
case they fight with 2 claws at 1d6 each. 30% of Quaggoth groups
encountered will be armed with either battle axes or two-handed swords.
A particular Quaggoth group will always either be unarmed except
for a leader, or armed. There will never be a mixture of armed and
unarmed Quaggoths in the same group.
With every 12 Quaggoths, there will be one leader
with 15 HD; AC 4. The leader will always be armed with a battle axe
or two-handed sword.
Quaggoths are totally immune to any poison.
If a Quaggoth is reduced to a number of hit points
between zero and -5, it will continue to fight in a berserk fashion at
+2 to hit and +2 to damage. When it reaches -6 or more hit points,
it dies.
Quaggoth are often found serving Dark Gren (Drow).
Numbers: 1d6+1
Morale: 2d8
Hit Dice: 5d20
Armor: 3
Size: from 1.3 Meters to 2.00 Meters in Height
Land Speed: 12/900/18
MS: Host: 4d4
Spore: 3d12 Symbiont: 4d8
IN: Host: 3d6+1
Spore: 3d8 Symbiont: 6d6
DX: Host: 3d6+1
Spore: 1 Symbiont:
3d6
CH: Host: 3d6
Spore: 1 Symbiont:
3d6
CN: Host: 3d6
Spore: 3d4 Symbiont: 4d10
PS: Host: 3d6+1
Spore: 1 Symbiont:
3d8
Attacks: No Special Attacks
Original Stock: Human/Spore Fungus
Mutations: None
Host: Variable, Usually 1d4+2 Mutations, but
no defects
Spore: Levitation, Magnetic Control, Mental
reflection, Symbiotic Attachment (Greatly Altered: See Below)
Symbiont: Hands of Power (Lasers), Heightened
Strength, Heightened Constitution, Immunity: Radiation, Sealed Systems
(See Below), Levitation, Magnetic Control, Mental Reflection
Habitat: Host (anywhere), Spore (Open Areas
usually exposed to Sunlight),
Symbiont (Fortified Cities or Underground
Bunkers)
Diet: Omnivore
Description: Quinlets are an enigma in mutation.
Quinlets first gestate in life as an asexual, spongy, fungal, crystalline-like
formation that feeds off sunlight, decaying animal/vegetable
matter, water, and loose minerals
it can accumulate from the wind. Within two
years, it reaches a state where it blooms to spread its spores on the wind,
usually 1d4 spore clouds are expelled from one sponge. At this point,
the spores levitation mutation kicks in and anchors the spore cloud in
a specific area upon which it will attach itself to a specific host and
use its symbiotic attachment mutation. If it can not attach itself
to a living organism, it will use its magnetic control to bond itself to
the nearest metallic structure and wait for such an opportunity.
Once it has a selected host, usually a humanoid or mutant animal (bipeds
are preferred), it will use its symbiotic attachment mutation and bond
with
its host. This form of symbiosis is permanent
and can not be deactivated with mutations or medically removed. It
is a viral spore and it bonds at the cellular level. At this point,
its host will share a duel personality
and intelligence with its spore symbiont, and it
will gain several added mutations as a bonus. Spore will gain mobility
with its host. However, there are drawbacks. All quinlet symbionts
are telepathically linked and share a common bond with its parent sponge,
a bond that can be described as family. Quinlets families will support,
protect, and defend themselves as well as other families if they are located
near a treskan mind-spider (More one this latter). Second with
2d4 months the personalities will merge and become a single entity.
Some will become erratic (15%) and attack friends and relatives, while
in some case the symbiont becomes autistic and
withdraws from reality (05%). With another
1d4+1 month, the host begins to crystallize and eventual metamorph into
a new crystal sponge to repeat its reproduction process. Quinlets
get their nick name from the obvious side-effect of symbiotic bonding:
its host's eyes become a deep red color blocking its pupils, irises, and
other features. Quinlets in addition to their mutations make formidable
opponents. They are known to possess Tech Level III and Tech Level
IV weaponry as well as combat armor. They will not join secret societies
or brotherhoods.
It not known what stock the Quinlet spore is, but
it is believed to first appear shortly before the Dark Years and it is
believed to be extra-terrestial.
No. Appearing: 1 (5d6 in wild herds)
Mental Strength/Resistance: 1d4
Armor Class: 9
Movement: 9 (24 in charge)
Hit Dice: 20d8
Attacks: 1 Gore (3d6)
Mutations: Carapace (partial), Horns or
Antlers
These rather slow but powerful oxen sport a partial
carapace, surmounted by a forward pointing frill of 8 long horns. Any opponent
gored by these weapons will suffer 1 die of damage (d6) per horn - typically,
a man-sized opponent can be struck by 1-3 horns. They will have a tendency
to charge when frightened, especially if encountered in the wild. A charging
Rakox does double damage. Although stupid and very skittish, their tough
hide, endurance, and great strength (able to carry up to 1000 kg) make
them the most desirable beasts of burden and draft animals in Gamma Terra.
No. Appearing: 1- (1d10) meter patch
Mental Strength/Resistance: 6
Armor Class: 9
Movement: N/A
Hit Dice: 1d6 per square meter
Attacks: 1 per leg (slice for 2d6)
Mutations: Razor-edged
Leaves, immunity to heat
XP Value: 65
This type of mutated grass is visually
indistinguishable from normal grass. The only obvious sign of its presence
is a slight odor of carrion. When the center of a patch is stepped
upon, the blades will thrash around rapidly. Sharp enough to cut bare skin
on contact, the blades perform an attack on each leg standing in the patch.
A fallen character suffers 2 attacks for each meter of height in the patch.
Razorgrass grows in patches up to 10 meters in diameter. It is frequently
found around water holes in dry regions.
Sand Spiders are a race of large, sentient
tarantulas who roam the deserts of the southwest. They stand approximately
6' tall, with a head and torso rising above a spider-like thorax.
Their lower four limbs are used for locomotion, while their upper limbs
have grasping ends and can manipulate simple tools with ease. Their
heads are those of giant spiders, and their mandibles produce a foul, green
venom which can keep a target paralyzed for extended periods. Short
wiry hair, usually reddish-brown, covers their entire bodies which are
usually a light brown color. Sand spiders live in a series of loose
nomadic tribes, wandering across the desert in search of food.
Their padded lower limbs allow them to move accross the shifting sand with
ease, and they can bury themselves for hours without having to come up
for air. They hunt various Mutie Desert Beasts, using pit traps and
snares like trapdoor spiders. They often use spears and other sharp
objects made of salvaged metals; they coat such weapons with their paralyzing
poison, making it easier to bring down their prey. Once it has been
subdued, they can then drain it of its vital juices at their leisure.
While Mutie Desert Beasts form the bulk of their diet, humans are considered
a delicacy, and they occasionally pursue lone travelers for a tasty meal.
Despite this gruesome addition to their cuisine, they rarely trouble humans
in large groups. Several desert communities have even formed alliances
with the strange creatures. Sand-Spiders can be useful in disposing
of local monsters, and often acquire useful equipment from their victims.
Humanoid towns sometimes trade with them, or "hire" roaming bands to kill
troublesome monsters in the area. The less savory towns/villages
also trade prisoners for the spiders to use in their feasts. Travelers
spending the night in lonely townships had best take care. Sand Spiders
have developed a culture of sorts, based on a figure they call the "Egg
Sac Mother." They often pray for her guidance in their strange hissing
tongue, and set aside certain days of the year in supplication to her.
No. Appearing: 1-6
Mental Strength/Resistance:
Armor Class: 9
Movement: 9
Hit Dice: 9
Attacks: one touch
Damage: as per intensity 13 radiation
Mutations: Immunity to laser, radiation, stun, poison,
heat and cold-based attacks, PLUS life leech and directional sense.
Very little is known about this strange and twisted species of mutated beings. They are thought to be sexless, and so do not reproduce biologically, propagating their kind by the destruction of other life-forms instead. The corpse of any human or humanoid creature killed by a screamer slowly metamorphoses itself into a screamer the nightfall following its death. The only way to prevent this, is to completely destroy the body before the change is effected. From mere wounds inflicted by screamers, however, one recovers in a normal manner.
Screamers appear as emaciated and schrunken humanoids with yellowish-grey skin. They are usually clad in the rotting remains of what was once normal clothing. The haeds of screamers are virtually hairless and their faces have dissappeared, mutated and melted into a glistening, featureless mask of sickly-colored flesh. Only a formless, cavernous, toothless mouth is still discernable. From this mouth come the unnerving moans, howls and schrieks that give the creature its name. Though unable to communicate verbally and seemingly not capable of rational thought as we understand it, screamers seem to have a highly developed, instinctive sence of balance and direction. Radiation causes screamers to emit a bluish-green glow, the brightness of which varies according to the level of screaming maintained by the creature.
All screamers are totally immune to laser, radiation,
stun, poison, heat, and cold-based attacks. They possess the abilities
of directional sense and life leech, the latter with a range of 20 meters
(mental strength 12). In addition, the touch of a screamer gives
a sudden dose of intensity 13 radiation to its victim.
No. Appearing: 1d6
Mental Strength/Resistance: 1d6+8
Armor Class: 5
Movement: 10 (burrowing)
Hit Dice: 17d6
Attacks: 1 Bite (9d6)
Mutations: None.
The Sep is actually a mutated version of the shark
that has adapted to life on land. A powerful organ in its head (somewhat
resembling a brain) enables the sep to force even packed sand out of its
way telekinetically, as it plows along beneath the surface of deserts in
search of prey. The sap is able to detect creatures up to 50 meters away.
When it springs unexpectedly from the ground and attacks, its massive jaws
(in an adult) bite for 9 dice (d6) of damage. It quickly burrows back under
the sand after striking and maneuvers underground for one or two melee
rounds before making its next attack from a different direction. Once killed,
prey is dragged beneath the sand and eaten.
No. Appearing: 1d4
Mental Strength/Resistance: 15
Armor Class: 6
Movement: 12
Hit Dice: 10d6
Attacks: 2 claws (1d4) + Intensity 8 poison,
upon successful attack.
Mutations: Death Field Generation, Density
Control (others), Heightened Strength, Life Leech, Light Manipulation,
Mental Blast, Carapace (partial)
Serfs are mutated humanoids with heightened strength,
a partial carapace, and poison claws (intensity 8) instead of fingernails.
They are very intelligent (mental strength 15) and possess the following
mental mutations: light wave manipulation, density control (others), life
leech, death field generation, mental blast, and telepathy. Serfs are semi-nomadic
and organize themselves into quasi-military "brigades", dressing in old
military or police uniforms recovered from the Tombs of the Ancients. The
"general" of each brigade holds his power by means of an ancient weapon,
although serfs prefer to fight only with their mental mutations, and any
given one is 90% likely to do so.
No. Appearing: 3d6
Mental Strength/Resistance:1d8+1
Armor Class: 8
Movement: 3
Hit Dice: 18d6
Attacks: See below
Mutations: Aromatic Powers, Modified Vines
and Roots (manipulative and squeeze vines)
This deep green carnivorous aquatic plant can reach
a length of up to 30 meters. It is semi-intelligent and the top of its
stalk projects as much as 3 meters above the water, while its mobile roots
allow it to walk slowly about the bottom. At the top of the stalk is a
large eye, shaded by several leaves. The eye directs the use of its 11-20
manipulation vines. The Seroon Lou will attack just about anything, grasping
rocks and clubs with its vines and bludgeoning it's victims to death. It
drags its prey to the bottom to be assimilated by its roots. The Seroon
Lou often hides among the more peaceful Narl Ep, and, except for its darker
color, looks much the same.
No. Appearing: 1d4
Mental Strength/Resistance:16
Armor Class: 9
Movement: 8
Hit Dice: 15d4
Attacks: 1 Fist (1d8) + see below
Mutations: Heightened physical strength,
immunity (mental attacks), body change, baldness, bony skull ridge, diminished
hearing
Shog are a race of humanoids generally
considered quite ugly by human standards. Shog have great difficulty in
distinguishing between the sounds of the English language, communicating
among themselves using a complex sign language. Their inability to learn
spoken languages quickly often results in their being considered stupid,
a viewpoint reinforced by their great strength and slow movements. In actuality,
shog are quite intelligent, and possess a great deal of knowledge about
the abilities and characteristics of the various mutated animals living
in their environment. They frequently possess Tech IV artifacts.
Shog are not very precise with ranged weapons, preferring to close with
enemies and attack with melee weapons or their fists. While slow on their
feet, once one has a grip on an opponent,
it is very hard to break free (Tough PS check). A favored tactic is to
grab an opponent and swing him into another (1d6 for both opponents, separate
attack rolls), which can be performed with opponents of up to 130 kg mass.
If another opponent is not available, walls, trees, etc. are often battered
instead. Usually found living in small villages, Shog are also known
to occasionally live with Grens. When Shog and Grens live together, the
Shog follow the customs of Grens with regards to use of armor and ancient
technology. Shog are also frequently hired as servants or laborers, especially
by those with secrets to keep!
No. Appearing: 1d8
Mental Strength/Resistance:15
Armor Class: 4 (8)
Movement: 13
Hit Dice: 7d6
Attacks: 1 weapon
at +1 to hit
Mutations: Males : Empathy, Telepathy,
Heightened M.S., Night-Vision
Females: Total Healing, Will Force, Mass Mind, Night-Vision
Physical Mutations: + Females
also have Transfusion
Special Abilities:
1-Animal Affinity (Domesticated animals
will always take an immediate liking to them and will do their best to
please them. This ability also gives the Simvan the ability to ride any
horse (wild or tame) or any other nonpredatory animal. Wild animals,
with the exception of felines, will react to the Simvan as if he was a
fellow woodland creature and allow him to walk among them without fear.
This ability enables the Simvan to operate in the wild without causing
animals to react to their presence; birds do not fly away, animals do not
run etc.. Even watchdogs will not sound a bark of alarm at their presence.
2-Uncanny Ability to "tame" Monstrous Beasts for use as mounts: no doubt an extension of their Animal Affinity ability, The Simvan have earned the title Monster Riders because of this.
Description: The Simvan are a race
of mutant humanoid primates, with a deserved reputation for Cannibalism!
They are nomadic warriors who travel in clans or tribes that number as
few as 1d4x100 to 4d6x100 members. Their culture is not unlike most
nomadic societies; the men are the builders, hunters and protectors,
while the women are the homemakers who bear and raise children, prepare
food, make clothes, etc. The women are also the traditional healers,
possessing healing mutations that the males lack. Both the males
and females are aggressive, quick tempered and violent, although acts of
violence within the same tribe and between family members rarely draws
blood. Among their own, the Simvan are amazingly gentle, patient,
kind, considerate and always cheerful and laughing. However, they
are aggressive, belligerent, demeaning, arrogant and deadly dangerous toward
other humanoids. It must be understood that the Simvan see only themselves
as true people, one with the land; all others are generally seen as fools
or food. The Simvan are meat eaters with a definite preference for
human and humanoid flesh.
The men are capable and merciless hunters
and warriors. The warriors see combat as a means of proving their own courage,
and making life worth living. As cannibals, the ultimate triumph
and honor is to vanquish and eat
(or be eaten by) a valiant and worthy
opponent.
The Simvan are known as "Monster Riders"
because they have an uncanny ability to tame Monsters and use them as mounts
and beasts of burden. The beasts selected are frequently creatures
believed to be untameable and almost always carnivouous. Tribe members
will also have wolves, bears, and mountain lions as pets and guard animals.
Although cannibals, the Simvan do not
necessarily attack and eat anybody they happen to encounter. They
frequently trade with humans and other humanoids, offering animal furs,
horses, as well as their services as scout, hunter, bodyguard etc.
They usually barter for hi-tech weapons which they love to use.
No. Appearing: 1d6+1
Mental Strength/Resistance: 2d8+2
Armor Class: 7
Movement: 4/600/18 (air speed),
12/900/18 (land speed)
Hit Dice: 6d6
Attacks: 1 bite (2d4)
Mutations: Beguiling, Doubled Pain,
Empathy, Heightened Balance, Physical Reflection, Stunning Force, Teleport
Objects, Total Healing, Weather Manipulation
XP Value:
Skwil are dog-sized mutant squirrels
that inhabit most of the Gamma World's wilderness. This shy creature is
easily recognised by its curly,
light brown, grey and black spotted fur, and its large zebra-striped prehensile
tail. These mutated squirrels are so shy that they use their Empathy powers
to detect the approach of other beings and can only be surprised on a roll
of 1. If they feel sufficiently threatened by the approaching creature,
they will use any number of protective mutations (Beguiling, Physical Reflection,
Stunning Force, Teleport Objects, or Weather Manipulation) to ward off
the intruder. These mutants are quite acrobatic (Heightened Balance) and
live most of their lives in the branches of trees.
Skwil are mildly intelligent and
can speak in simple phrases when using Trade language. They love collecting
shiny items and stealing things from other creatures (Teleport Objects).
These mutated squirrels are able to use small weapons and items of the
Ancients with their front paws. Their main sources of food are berries,
nuts, and fruit found in the fertile wilderness. Skwil often, because of
immediate dangers or because of their incredible laziness, teleport food
from neighboring trees or bushes into their paws. Although these mutants
are very sensitive to pain (Doubled Pain), they overcome this debilitating
defect by employing their powerful mutation, Total Healing.
No. Appearing: 1d10
Mental Strength/Resistance: 17
Armor Class: 5
Movement: 12
Hit Dice: 18d8
Attacks: See below
Mutations: Plant Control, Precognition,
Telepathy, Total Healing
Special Abilities: can negate
any force field within 30 meters, completely resistant to illusions and
have a poison resistance of 18.
The Sleeth is a 3 meter tall mutated lizard. It is
very intelligent (intelligence and mental strength 17) with the following
mental mutations: telepathy, precognition, and the special ability to negate
any force field within 30 meters. They are completely resistant to illusions
and have a poison resistance of 18. In any given group of 10, one will
have an additional good mutation (choose randomly). Sleeths are a quiet,
peaceful race, living in small communities, villages or scholarly monasteries.
They befriend all manner of mutants and humans (90%) and delight in discussions
of philosophy and religion. They can use all kinds of weapons.
No. Appearing: 1d4
Mental Strength/Resistance: 1d4
Armor Class: 8
Movement: 9
Hit Dice: 10d4
Attacks: See below
Mutations: Chameleon Powers, Intuition.
This is a flightless, mutated mosquito with chameleon
powers. It often attains a length of over 1.3 meters and inhabits swamps,
marshes, grasslands, and forests, where its powers of concealment enable
it to ambush prey. It has a 2 meter long coiled proboscis, which it inserts
(preferably into a sleeping victim) causing an immediate die (d6) of damage,
and, in the same melee round, injects intensity 18 paralytic poison. On
the next melee round, the soul bash begins sucking blood at a rate of 12
hit points per melee turn. The exoskeleton of the soul bash, when boiled
down in a large cauldron, will yield 15 doses of 10cc each of syrupy antidote
to intensity 18 poison. 10 cc is the required dose for humans.
No. Appearing: 1d8
Mental Strength/Resistance: 1d10+5
Armor Class: 4
Movement: 12
Hit Dice: 9d4
Attacks: 1 Bite (3d6) 2 Claws (2d4 each)
Mutations: Sonic Blast
These mutated Norway rats are 5 times the
size of their non-mutated cousins, growing to a length of over a meter.
They hunt in packs and are very fond of the flesh of Pure Strain Humans.
No. Appearing: 1d20 (5d8 at a nest)
Morale: 1d8+3 (Queen is immobile and thus
morale isn't a real factor)
Armor Class: 8
Land Speed: 9/600/12
Hit Dice: 1d4 (Queen has 4d6)
MS: 1d8+8
IN: 1d4+2
DX: 1d10+6 CH:
1d4
CN: 1d6
PS: 1d10+8
Attacks: 1 bite (1d4 damage)
Mutations: Pyrokinesis (Queen also has
Empathy)
The insects stop moving when using the
pyrokinesis. In places where there is alot of fire, heat and a good supply
of wood ash or better yet charcoal, then the Thermites are peaceful and
may even move to defend a home where they have taken up residence. (ie:
in the fireplace or stove.) For obvious reasons they are susceptible to
cold atacks and take +1 damage per die of an attack. (ie: reverse Heat
Reaction defect.)
No. Appearing: 1d4
Mental Strength/Resistance: 1d10+8
Armor Class: 5
Movement: Telekinetic Flight (see
below)
Hit Dice: 9d8
Attacks: 1 Bite (3d6)
Mutations: Telekinetic Flight, Cryokinesis,
Sonic Blast
Special Abilities: Its
feathers reflect heat and laser attacks, and it is able to detect and avoid
areas of radiation.
This 3 meter long mutated barracuda is covered with
brightly colored feathers instead of scales. Consequently, it mates and
hatches its young in water, but spends most of the rest of its life living
in trees. It is able to breathe both in water and air and travels by means
of telekinetic flight. It is not particularly intelligent, but is a dangerous
predator, using both cryogenesis and its sonic attack ability simultaneously
to kill its prey. If these two methods of attack fail, it can bite for
(3d6) of damage, but will usually retreat to find an easier kill.
No. Appearing: 1d4+2
Mental Strength/Resistance: 3d4
Armor Class: 8
Movement: 8/900/18 (land speed), 4/600/12
(water
speed)
Hit Dice: 4d8
Attacks: 1 bite (2d6+10)
Mutations: Mental Control of Body, Oversized
Body
Parts, Teleportation, Thought Imitation, Vision
Defect, Water Dependancy
XP Value: ??
These mutant descendants of the beaver and
otter have oily gray or dark brown skin. These creatures stand
one meter tall at the front shoulders and
are considerably taller then their ancestors. They have longer front legs
then rear ones, and their bodies are broader in front, thinner in the rear
(bulldog-shaped). Toothers have beaverlike heads with small closely set
eyes. (Vision Defect -- Tunnel Vision) and large trap-like jaws. These
creatures have developed extremely large saber-toothed front teeth (Oversized
Body Parts) measuring 30 cm in length and causing 2d6+10 points of damage.
This fearsome attack is coupled with woodcutting abilities.
These creatures live most of their lives in
water regions building dams and complex living quarters. The
tunnels in their dams are built only wide
enough to allow their bodies to move through. This is done to prevent attacks
from the larger enemies inhabiting the water regions. Toothers hate technology
and the devices of the Ancients, responding amicably only to those creatures
that possess and display natural abilities and live within nature. These
mutants pride themselves on being able to withstand pain (Mental Control
of Body) and to use the powers of other creatures against themselves (Thought
Imitation). Every Toother must remain close to water throughout its
lifetime, because without water (Water Dependancy) the oils in its skin
will dry up and the mutant would eventually die. Because of its Vision
Defect and the need to remain close to water, the Toother is a
vulnerable target for predators, but its Teleportation
ability allows freedom of movement without the potential dangers of moving
through wild lands. Toothers memorize the dam complexes of other Toothers
and when they need to travel from one complex to another they simply teleport
themselves. Toothers will generally avoid contact with other beings unless
those beings demonstrate friendliness and great natural abilities.
No. Appearing: 1d8
Mental Strength/Resistance: 2d6+2
Armor Class: 5
Movement: 16/1200/36 (air speed)
Hit Dice: 7d6
Attacks: 1 bite (2d8), 1 bite (2d6+ level
2d4+5 poison
Mutations: Beguiling, Life Leech, Multiple
Body Parts,
Radar/Sonar, Skin Structure Change
XP Value: ??
Perhaps the most hideous of all the Gamma World
creatures, The Vath are twisted mutant descendants of the vampire bat.
They are much deadlier then their ancestors and a meter in size. The most
striking feature this mutant possesses is its two heads (Multiple Body
Parts). Each of the Vath's heads is connected to it's body by a long, thin,
muscular neck, 15 centimeters in length. Both heads and faces are similarly
shaped (just like a vampire bats face)., but one head is colored bright
crimson and the other a ruddy brown. The bright red face has poisoned fangs
(inflicting 2d6 damage and causing 2d4+5 intensity poison damage) while
the other has hollowed fangs for sucking blood (2d8 points of damage).
This bat continually seeks out the blood of other creatures in order to
gain its essential nourishment. The body and wings of the mutated bat are
colored by a golden brown speckled with black. Like other bats, Vath travel
and maneuver through the use of sonar. When encountering opponents, these
creatures prefer using their Beguiling. Only in desperate situations will
the Vath
use their Life Leeching mutation. The hard,
rubbery skin of the Vath slows its air speed by 25% when the
weather gets cold (Skin Structure Change).
These creatures make their homes in caves and other dark places, although
unlike their ancestors they travel about during the day as well as the
night.
No. Appearing: 1-2
Mental Strength/Resistance: 1d10+11
Armor Class: 6
Movement: 12
Hit Dice: 13d4
Attacks: see below
Mutations: Heightened Brain Talent, Heightened
Intelligence, Mental Shield, mental Control of Body, Genius Capability
(Scientific), Telepathy, Telekinesis, Will Force.
These 1-meter tall humanoids are covered
in thick, silky blond fur. They are solitary by nature and tend to
live in inaccessible forests and mountains. Wardents have a compulsive
hunger for food, knowledge and odd experiences and will readily join in
an adventure which promises any two of these compulsions. They carry
a mixture of arms & equipment, including 1d4 artifacts. Contrary
to popular legend, there is no evidence that Wardents ever mated with Sleeths.
(Although you will see them together often at scholarly monasteries).
No. Appearing: 1d8
Mental Strength/Resistance: 1d4
Armor Class: 7
Movement: 12
Hit Dice: 5d6
Attacks: 1 Bite (1d6) and two feelers (1d6
each)
Mutations: none
These one-to two-meter long fish are a deep brown
color with a dull yellow underbelly. Weirbuled seemingly have some form
of intelligence, for they are known to cleverly attack only helpless or
unsuspecting humans. These creatures have stubby teeth in their gaping
mouths which enable them to bite for 1-6 of damage. Their real weapons
however, are the three pairs of tentacle-like feelers which sprout from
either side of their jaw. The longest pair (40-80cm) is coated with
an acidic mucous which causes 1-6 of damage when a feller wounds an opponent.
The other two pairs of tentacle-like appendages are semi-manipulative,
and, in conjunction with strong pectoral fins and the creature's tail,
can be used for locomotion, including climbing into vessels with low gunwales.
Weirbuled have been known to capture small boats by climbing or jumping
within, followed by the slaying and eating of the occupants. It is
reported that truely giant Weirbuleds of three or more meters length have
been seen, and such creatures would undoubtedly have more virulent acids.
These reports have not been confirmed, although claims of sighting these
large creatures persist.
No. Appearing: 3d4
Mental Strength/Resistance: 1d10+5
Armor Class: 9
Movement: N/A
Hit Dice: 13d6
Attacks: see mutations
Mutations: Modified Vines and Roots (poison
and tangle vines), Sonic Blast
The win seen is a creeping tangle of vines whose
runners can spread over a very large area (up to 20 meters in diameter).
It is difficult to tell where one plant ends and the next one begins, as
all plants in a colony are connected to one another. The Yellow Win
Seen aquatic variety floats freely around the surface of lakes and
ponds, emits a sonic attack whenever it is touched, and is covered with
intensity 14 contact poison. The Green land Win Seen has the above
defenses plus an attraction odor that encourages carnivores to live nearby
(referee should pick a few likely ones). Although not intelligent, the
land variety exhibits a crude form of magnet control, forcing all ferrous
objects (of up to 50 kg wt) within SW meters of the plant to the ground
for up to 25 melee turns. The plant must be damaged before it will utilize
this power. A single Win Seen chopped, and cooked down in a large pot for
several days, will yield about 100cc (10 doses) of antidote for intensity
14 poison, with 10ccs being the required dose for a human.
No. Appearing: 1
Mental Strength/Resistance: N/A
Armor Class: 9
Movement: 1
Hit Dice: 3d4
Attacks: 1 schock for (1d4) or (2d4) if
touched with metal gloves, objects, etc.
Mutations: None
Special Powers: Electric shock
XP Value: 35
Xanqas are a type of mutated mildew which
adapt to the color and texture of any surface upon which it grows.
Xanqas feed on freshly killed organic
substances and will attack any animals or characters that approach within
one meter. Once an animal is within range, the xanqas will release
a slight chemical electrical charge causing 1d4 damage. If anyone
touches a xanqas with metal gloves or a metal weapon, the charge damage
is doubled. Armor does not protect against this charge. However,
the charge can be blocked by force fields. This discharge is automatic
if the plant is touched. Water thrown on the xanqas will stun it
for 1d8+2 combat rounds. Little else is known about this strange
mutated mildew.
No. Appearing: 1d4
Mental Strength/Resistance: 1d10+2
Armor Class: 6
Movement: 4/15
(land/air)
Hit Dice: 10d12
Attacks: 1 Bite (3d6)
Mutations: None
Special Abilities: Can shoot
a laser beam through its eyes that does (5d6) of damage out to 25 meters.
This flying creature, of indeterminate origin, has
a wing span of 9 meters and stands 3 meters tall. It is a slow-witted but
friendly beast which ambles around the ground on 2 long hairy legs, but
is a magnificent sight in the air with its beautiful orange fur-lined wings
outstretched. At the end of each wing is a well shaped hand. Atop its long
neck rests a lion-like head with large eyes and large mandibles. In combat,
the Yexil can bite for 3 dice of damage, or shoot a laser beam through
its eyes that does (5d6) of damage out to 25 meters. Its body is also covered
with orange (and black) fur which is resistant to very little (but is resistant
to cold attacks). The Yexil is omnivorous, but its most favorite foods
(it is a gourmet) are manufactured clothing - cotton, synthetics, leather,
etc. The snappier the outfit, the better it tastes. The Yexil will often
trade what it considers worthless items of technology (such as pistols,
bombs, or grenades) for good clothes to eat.
No. Appearing: 1-2
Mental Strength/Resistance: 1d10+2
Armor Class: 7
Movement: Teleportation (up to 60 meters)
Hit Dice: 4d4
Attacks: 1 squirt of Intensity 16 paralytic
poison with a range of 6 meters + see below
Mutations: Teleportation
The Zarn is a dangerous little orange parasitic beetle
that, when full grown, attains a length of only 10 centimeters, but is
one of the most feared denizens of Gamma World. It will attack any living
creature, regardless of size. On one melee turn it spits intensity 16 paralytic
contact poison, up to a maximum range of 6 meters. On the next melee turn,
although only semi-intelligent, it teleports to a different location (maximum
range 60 meters). After teleporting, it will spit poison again, continuing
this routine until a victim has been paralyzed. Note: the spittle is so
toxic that the saving throw for poison must be made each melee turn for
each area of spittle that is not washed off the victim's skin. Once its
victim is paralyzed, the zarn bores through the skull and lays 1d12+4 eggs
in its brain causing an additional (2d6) damage. Paralysis lasts 1d4 hours.
The eggs will hatch in 48 hours, consume the brain (killing the host),
and emerge on the fifth day as little zarn. Zarn eggs may only be removed
surgically.
No. Appearing: 5d20
Mental Strength/Resistance: 12
Armor Class: 10
Movement: None (teleporting seeds)
Hit Dice: 1d4
Each Zeethh is a sturdy blade of mutated purple grass which grows to a height of 1.5 meters. Its tassels (which grow continuously all summer long) are filled with 1-6 spiked seeds. Each melee round that warm blooded creatures are within 20 meters of Zeethh, the plants will attempt to teleport one-quarter of their seeds into those creatures. Here's how to handle large scale zeethh combat:
1. Multiply the number of zeethh present by 3 ...
this yields the total number of seeds available.
2. One fourth of the original total of seeds will
be teleported each melee turn.
3. The number of seeds to be teleported is divided
by the number of targets (warm-blooded creatures within 20 meters). The
quotient is the number of seeds, which attack each target.
4. Treat the zeethh as having a mental strength
of 12. Roll a mental attack (see the MENTAL ATTACK MATRIX) for each seed.
Seeds which do not get into a body simply vaporize. Each seed teleported
into a body does (2d6) of damage to its new host. While inside a creature,
these seeds secrete a dissolving juice that does an additional point of
damage per day per seed for up to 7 days. If by then the creature is not
dead, the seeds die. All damage caused by these seeds will not heal until
the seeds die or are removed surgically (see Rejuv Chamber under ARTIFACTS
& EQUIPMENT). If a host (full of viable seeds) dies, the seeds inside
it will sprout in less than an hour, and grow large enough to have a tassel
in three days. All adult zeethh replace teleported seeds at a rate of one
per day.