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Last Update: 17 Jan 2002

THE CRITTER LIBRARY!

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:
Mental Strength/Resistance:
Armor Class:
Movement: 3/16 (land/air) or land/air/water, etc.
Hit Dice: 4d6 (listed as d4, d6, d8, etc.
Attacks: 1 Bite (2d6)  (number and type of attacks (damage))
Mutations: (if any)
Special Abilities: (if any) optional
XP value: optional, but nice to have

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



ANDROIDS:
Thinker Worker Warrior
No. 
Appearing:
1-6 1-6 1-6
Armor 
Class:
6 5 4
Move: 12 12 15
Hit Dice: 50 Hit Points 40 Hit Points 75 Hit Points
 
Androids look like Pure Strain Humans. All have the basic attributes: mental strength, intelligence, dexterity, charisma, constitution, and physical strength ... all to be determined by the referee randomly except for the following: The thinker has an 18 mental strength and intelligence, the worker has an 18 physical strength and constitution, and the warrior has an 18 in all categories save mental strength. Androids consider humans to be a threat to their existence, travel heavily armed, and will always fight to the death.


APE, CARNIVOROUS: (No alternate name)  "Brutorz Bill" <brutorzbill@aol.com>

No. Appearing: 2-8

Mental Strength/Resistance: 14
Armor Class: 8
Movement: Walk 8, Run 24, Sprint 40 +(see below)
Hit Dice: 8d6
Attacks: Claws (Rending)  1d6/1d6 (If both claws hit add 1d8 additional wounds due to rending)

                Bite  1d4
Mutations: None

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.



ARKS: (Hound Folk)
 
No. Appearing: 1-4
Mental Strength/Resistance: 5d4
Armor Class: 4
Movement: 15
Hit Dice: 8d6

Mutations: None

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.



ARN: (Dragon Bug)

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.



Arrowbeaks: (No alternate name)  By Bob Crichton RCrichton@att.net

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.



BA'CROLBAI (Endlessly Running Beasts) (GW6 Alpha Factor) By Chris Van Deelan  chrisv@nucleus.com

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.





BADDER: (Digger Folk)

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)



BA'MUTAN: (Rock That Gases) (GW6 Alpha Factor) By Chris Van Deelan chrisv@nucleus.com

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.



BARL NEP: (Deathfish)

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.



BARXYN (Smokie) (GW3: The Cleansing War Of Garik Blackhand) (katkin_kalvin@yahoo.com)
 No. Appearing: 1d4
 Mental Strength/Resistance: 2d6+2
 Armor Class: 4
 Movement: 6/600/12
 Hit Dice: 16d8
 Attacks: 2 claws (6d6), 1 bite (5d8)
 Mutations: Carapace (Partial), Directional Sense, Narcolepsy, Pyrokinesis, Radiation Eye
 XP Value:

 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).



BA'SLEDS: (Rock That Burrows) (GW6 Alpha Factor) By Chris Van Deelan chrisv@nucleus.com

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.



BATSLITHS: (Spinning Snakes) By Chris Van Deelen chrisv@nucleus.com

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.



BERL EP: (Sweetpads)

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.



BIGOON: (From GW1 Legion of Gold)

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.



BLAASHES: (Gamma Moths)

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.



BLAASUTS: (Giant Moths) (GW6 Alpha Factor) By Chris Van Deelan chrisv@nucleus.com

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.



BLACKUNS: (Attercops)

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.



BLIGHT: (Cloud Worms)

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.



BLOOD BIRDS: (Red Deaths)

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.



BLUE UNDEAD: (Glows) (Converted from "The Morrow Project" RPG) John Raner      katkin_kalvin@yahoo.com

 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.



BOARZ: (Twuhorrns): Jeffrey Williams devilboy@anv.net (converted to 1st/2nd ed. by me)

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).



BOOMERTHS: (Bang Bushes) (GW6 Alpha Factor) By Chris Van Deelan chrisv@nucleus.com

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.



BRUTORZ: (Big Walkers)

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.



BUGGEMS: (from GW1 Legion of Gold)

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
Each mutated Buggem is able to generate only one type of gas, and may use this ability only three times per day. Each generation fills a five meter by five meter area and lasts for five minutes or less depending upon the strength of the prevailing winds (if any).
Opaque gas forms a billowing, harmless cloud, thick, white and impenetrable to normal vision.
Caustic gas is an acidic vapor that burns all within its area of effect for 1-6 points of damage per round. In addition, all individuals affected fight and defend at a penalty of -3.
Poison gas is a colorless, odorless cloud of lethal vapor (intensity 3-18, roll for each Buggem with this ability). All Buggems are immune to any of the gases' effects.
The second mutation is telepathy, which is more rare, occuring in only 1% of the species.  The abnormality causes the termite man's size and strength to decrease, but, in return the creature gains greater dexterity, heightened intelligence, and telepathic ability. These telepaths are able to communicate with any member of their hive regardless of distance or physical obstruction. They direct all important actions taken in their nest, allowing a degree of intelligence to enter into their lesser brother's actions. In addition, these biological freaks use archaic weaponry such as lasers, blasters, and death ray projectors whenever such advanced weapons are available.



CAL THEN: (Winged Rippers)

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.



CARRINS: (Dark Emperors)

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.



CENTISTEED: (Fast Trotters)

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.



CENTURION: (GW1 Legion of Gold)

SEE ROBOTS



CLAPTRAPS: (No alternate name) By Bob Crichton RCrichton@att.net

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.



CREN TOSH: (Lizard Fish)

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.



CREP PLANT: (No alternate name)

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.



DABBERS: (Brown Beggars)

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.



DEATHMOSS: (From GW1 Legion of Gold)

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.



DROW: (Dark Gren) (Converted from TSR's AD&D Fiend Folio)

No. Appearing: 2-12
Mental Strength/Resistance: 13
Armor Class: 4
Movement: 12
Hit Dice: 20
Racial Mutations:
Physical:
Mental:
Vision Defect (D) Light sensitive Levitation
Infravision Detect Lie (females only)*
Dark Dependency (D) Suggestion (females only)**
Ages ago after the great death, when Grenfolk were new to the world, their number was torn with discord.  Those Gren of better disposition drove from them those which were selfish and cruel.  However, constant warfare between the two divisions of Gren-kind continued, with the goodly ones ever victorious, until those of a dark nature were forced to withdraw from the lands under the sky and seek safety in the realm of the underworld.  (They took refuge in a slightly radioactive underground site)  Here, the Dark Gren --The Drow-- found both refuge and comfort.  Over the years, they have grown strong again and have developed racial mutations  (Due to the slight radioactivity).  They no longer desire a life in the upper world, being content with the gloomy underworld they have made their own.  Yet they have never forgave, nor forgot their bitter enmity with the Gren that dwell in the bright world.  The Drow still persist in consorting with other creatures and mutants in order to work out their schemes and inflict revenge  upon those that inhabit the world above.  In Drow society, only the females hold positions of power.
Because the Drow have lived so long underground, they dislike bright light (Torch/candle light does not affect them). (Electrical light or regular sunlight will affect them).  They will not venture forth into daylight except on the cloudiest, gloomiest days.  If bright light exists, they will (75% chance) retire from the scene, unless such a retreat would imperil one of their number, would otherwise be harmful to their desired ends or would expose some important feature/item to the intruders.
Dark Grens appear to be completely normal Pure Strain Humans ... except for their deep grey skin and white hair! They are intelligent and live secluded lives underground. They only inhabit deep caverns, where they cannot be seen or sensed by any creature until they reveal themselves. The only thing that the Dark Gren and the "Light" Gren still have in common, is that they refuse to use ancient technology, and stubbornly refuse to learn any of the knowledge of the Ancients.

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
EFFECTS:  When the mutant uses this power, she is immediately able to determine if truth is being spoken.
 
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
EFFECTS: When using this mutation, the female Drow influences the actions of the chosen recipient by uttering a few words---phrases, or a sentence or two---suggesting a course of action favorable to the mutant using the power.  The creature to be influenced must, of course, be able to understand the the suggestion.  The suggestion must be worded in such a manner as to make the action sound reasonable; a request for a creature to stab itself with a sword, or blow it's brains out, or some other obviously harmful act will automatically negate this power. (No saving throw necessary).  However, a suggestion that a pool of radioactive sludge was actually pure water, and that a quick dip would be really refreshing, is another matter!  In any case, a successful saving throw negates the mental attack.  Note that a VERY reasonable suggestion would cause the saving throw to be made with a penalty of -2.



E'GLEE: (Baldees) (GW3: The Cleansing War of Garik Blackhand) (katkin_kalvin@yahoo.com)

 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.



ERTS: (Stonefish)

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.)



ERT TELDEN: (Firefish)

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.



EYEBANES: (No alternate name) By Bob Crichton RCrichton@att.net

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.



FENS: (Man-Fish)

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.



FLESHINS: (Flying Fish)

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).



GATORS: (Green Hissers)

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.



GRENS: (Green Men)

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.



HAWKOIDS: (No alternate name)

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.



HERKELS: (Devil Fish)

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.



HERPS: (Tiger Beetles)

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.



HISSERS: (Man Snakes)

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.



HOOPS: (Floppsies or Thumpers)

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

Well the Hoops...

...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.



HOPPERS: (Jackalopes)

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.



HORL CHOOS: (Porcupine Plants)

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.



HORL EPS: (Arrow Trees) By Bob Crichton RCrichton@att.net

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
EFFECTS: This highly evolved version of Explosive Seeds results in the growth of organic solid fuel rocket motors to propel seeds a great distance from the parent tree. The base range for these seeds is 200 meters, and they do 3d6 damage. Each plant will grow 4d6 rocket seeds per season.   This mutation has only recently been developed, and has only been reported in areas to the south of Lake Ont.



HYDRAS: (No alternate name) By Kerry Jordan  jordan@CS.MsState.Edu

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 mutation
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
A 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.
Hydras are extremely unsociable creatures.  They only come together during mating season.  After being fertilized by the male, the female, who is usually 4 meters or greater in length than the male and has 3 additional hit dice, kills and eats the male.  After the meal, the female travels in search of a radiated region in which to lay her eggs.  During this period, the female eats only when necessary and tends to ignore other creatures.  When a nest has finally been prepared, the female lays (2d6) eggs, covers them with dirt or sand, and then leaves them to their fate.  The eggs hatch 3-4 days later and the young hydras dig themselves out.


JAGETS: (Savannah Cats)

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.



KAI LINS: (Lizard Bushes)

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).



KAMODOS: (Thunder Lizard)

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).



KATKINS: (GW1 Legion of Gold)

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.



KEESHIN: (Water Wierds)

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.



KEP PLANTS: (Sand Devils)

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.



LEGIONNAIRE: (GW1 Legion of Gold)

SEE ROBOTS



LETHARPS: (No alternate name) (GW1 Legion of Gold)

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.



LIL: (Wee Ones)

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 PUR: (Gray Shadows) (GW3: The Cleansing War of Garik Blackhand) (katkin_kalvin@yahoo.com)
 No. Appearing: 3d6
 Mental Strength/Resistance: 2d6
 Armor Class: 7
 Movement: 16/1200/24
 Hit Dice: 6d6
 Attacks: 1 claw (1d12), 1 bite (2d6)
 Mutations: Chameleon Powers, Energy Sensitivity,
 Multiple Body Parts, Sonic Attack, Temporal Fugue
 XP Value:

 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.



MAKEENS:  (Skreechers)  By Robert G. Flack  flack-rg@salem.ge.com

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.



MAL TONAS: (Courage Moss)  By Robert G. Flack   flack-rg@salem.ge.com

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.



MANTAS: (Green Renders)

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.



MENARLS: (Slime Devils)

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.



NARL EPS: (Ghost Trees)

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.



OBBS: (Flying Eyes)

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.



ORLENS: (No alternate name)

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.



OSQUIP (Overbiters): (Converted from AD&D) Tim Galioto <bluehome@bellsouth.net>

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.



PARNS: (Sword Beetles)

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.



PERTHS: (Gamma Bushes)

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.



PINETOS: (Horse Cacti)

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.



PLAGUE BEETLE: (No alternate Name) (Author Unknown)

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!



PODOGS: (No alternate name)

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.



QUAGGOTH: (Converted from TSR's AD&D Fiend Folio)

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).



Quinlets: (Red Eyes): Jeffrey Williams devilboy@anv.net

 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.



RAKOXEN: (No alternate name)

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.



RAZORGRASS: (No alternate name)  By Bob Crichton  RCrichton@att.net

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 SPIDER: (No alternate name)  Converted from Deadlands:Hell on Earth accessory; Monsters,
                                                                           Muties & Misfits. by Pinnacle Games. Conversion by Brutorz Bill
                                                                        Brutorz@aol.com
 No. Appearing: 3d6
Mental Strength/Resistance: 12
Armor Class: 6
Movement: 12
Hit Dice: 5d6
Attacks: 1
Mutations: Paralytic Poison (Int. 16)
Special Abilities:
XP Value: 270

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.



SCREAMERS: (GW1 Legion of Gold)

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.



SEPS: (Land Sharks)

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.



SERFS: (Thought Masters)

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.



SEROON LOUS: (No alternate name)

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.



SHOG: (No alternate name) By Bob Crichton  RCrichton@att.net

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!



SIMVAN: (Monster Riders)  Converted from Rifts:Lone Star World Book 13 by Palladium Books.
                                                        Conversion by Brutorz Bill  Brutorz@aol.com

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.



SKWIL (Rok' Ees) (GW:3 The Cleansing War of Garik Blackhand) (katkin_kalvin@yahoo.com)

 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.



SLEETHS: (Seer Lizards)

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.



SOUL BESH: (Skeeters)

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.



SQUEEKERS: (King Rats)

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.



Telbesh: (Thermite) Omega 2064 <omega2064@hotmail.com>

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.)



TERLS: (Tree Fish)

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.



TOOTHER: (Bucker) (GW:3 The Cleansing War of Garik Blackhand) (katkin_kalvin@yahoo.com)

 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.



VATH: (Lee' Ghosi) (GW:3 The Cleansing War of Garik Blackhand) (katkin_kalvin@yahoo.com)

 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.



WARDENTS: (Devo Beasts)

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).



WEIRBULED: (No alternate name) (GW1 Legion of Gold)

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.



WIN SEEN: (Tanglers)

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.



XANQAS: (Shocking Mildew)  By Chris Van Deelen  chrisv@nucleus.com

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.



YEXILS: (Orange Scarfers)

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.



ZARNS: (Borer Beetles)

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.



ZEETHH: (Gamma Grass)

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.



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