Found in the wild. I'm a sucker for cutaway pics.
They make dandy pre-fab dungeon maps!
A Bestiary for Mutant Futures, Crawlin' Classics, Gamma Worlds, and Assorted Post-Apocalyptic Wastelands.
Showing posts with label Mutant Future. Show all posts
Showing posts with label Mutant Future. Show all posts
Monday, April 27, 2026
Thursday, July 26, 2018
"E" is for "Eelwolf"
EelwolfNo. Enc.: 2d6 (3d6)
Alignment: Neutral
Movement: 180' (60')
—Swim: 120' (40')
Armor Class: 7 (See Below)
Hit Dice: 4
Attacks: 1
Damage: 1d10
Save: L4
Morale: 9
Hoard Class: None
XP: 355
Equally at home on land or in water, the predatory eelwolves are encountered in forests, jungles, and swamps. Their gurgling, rasping howls echo across the wasteland nightscape.
Eelwolves' agile canine builds, combined with sinuous musculature and sleek, slimy skin, grant the creatures an AC of 4 in melee (while being AC 7 at range). Their diverse coloration also tends to match their environs, granting them Surprise on 1-4 on 1d6 and +1 to Initiative. When pursuing prey, and eelwolf can compress and wriggle through an opening one-fourth its size.
Eelwolf hides can be made into leather armor (AC 7) that grants a +1 to DEX and an immunity to electrical-based attacks.
Eelwolves' agile canine builds, combined with sinuous musculature and sleek, slimy skin, grant the creatures an AC of 4 in melee (while being AC 7 at range). Their diverse coloration also tends to match their environs, granting them Surprise on 1-4 on 1d6 and +1 to Initiative. When pursuing prey, and eelwolf can compress and wriggle through an opening one-fourth its size.
Eelwolf hides can be made into leather armor (AC 7) that grants a +1 to DEX and an immunity to electrical-based attacks.
Labels:
Aquatic,
Carnivore,
Mutant Future,
Scavenger
Saturday, March 24, 2018
"P" is for "Prongalope"
Prongalope
No. Enc.: 1d6+2 (2d10)
Alignment: Neutral
Movement: 210' (70')
Armor Class: 5
Hit Dice: 5
Attacks: 2 or 1 (x2 weapon, or 1 gore)
Damage: by weapon x2, or 1d6
Save: L5
Morale: 9
Hoard Class: VII
XP: 1,100
No. Enc.: 1d6+2 (2d10)Alignment: Neutral
Movement: 210' (70')
Armor Class: 5
Hit Dice: 5
Attacks: 2 or 1 (x2 weapon, or 1 gore)
Damage: by weapon x2, or 1d6
Save: L5
Morale: 9
Hoard Class: VII
XP: 1,100
Prongalopes are man-sized, nomadic giraffoids with horns that coruscate with green electricity. They travel the wastelands in tigh-knit clans, living off the lands and bartering for what they can't scavenge...and if negotiations fail, prongalopes are not above taking what they need..
Fast and frenetic, prongalopes strike twice per round with the same weapon, melee and ranged alike. Their natural agility gives them a base AC 5, which can be improved by shields and tech.
Prongalopes settle tribal rivalries with elaborate dance contests, and their mutations are ideally suited to this purpose.. Once a year, the beings gather by the thousands to resolve debts, disputes, divorces, and all manners of conflicts via the art of "serving". Prongalopes will gladly "step to" PCs and "take them to the prairies" in place of combat.
Fast and frenetic, prongalopes strike twice per round with the same weapon, melee and ranged alike. Their natural agility gives them a base AC 5, which can be improved by shields and tech.
Prongalopes settle tribal rivalries with elaborate dance contests, and their mutations are ideally suited to this purpose.. Once a year, the beings gather by the thousands to resolve debts, disputes, divorces, and all manners of conflicts via the art of "serving". Prongalopes will gladly "step to" PCs and "take them to the prairies" in place of combat.
Monday, August 29, 2016
Apeocalypse, Wow!
The esteemed Trey Causey, Official Friend Of The Field Guide, is running a nifty 1970s ape-thang.
Here is my character, created as a Pure Human with the Mutant Future rules (with added skills via Stars Without Number; I think we're also maybe using the default D&D ability mods?). Stats were generated via "4d6, drop the lowest, place, and ignore the +3 Pure Human attribute bonuses", so don't begrudge me his rockin' scores.
Two-Fisted Space-Psychiatrist
Character Type: Mission Specialist
Alignment: Heroic Impulsive
Level: 1
Hit Points: 78
Armor Class: Whatever A Spacesuit Is (7?)
Movement: Towards The Action
Abilities
STR: 14 (+1)
DEX: 11 (-)
CON: 15 (+1)
INT: 17 (+2)
WIL: 15 (+1)
CHA: 15 (+1)
Skills
) Perception
) Profession (Psychiatry)
) Science!
) Tech (Medic)
Modifiers
) To Hit / Damage (Melee) / Forcing Doors: +1
) To Hit (Missile): -
) AC: -
) Technology Rolls: +10%
) Reaction Adjustment: -1
Saving Throws
Energy Attacks: 15
Poison / Death: 12
Stun Attacks: 14
Radiation: 13
Mutations: None
Attacks/Weapons
) Fists (1d3+1)
Equipment
) All-Purpose "Space Gear" (looted from our stasis-satellite)
) Pipe and Tobacco
XP: None Yet (but plenty earned at The Med School Of Hard Knocks)
Description
Dr. Conrad "Rip" Ripper believes in handling problems head-on, whether they're deeply-rooted neuroses, mouthy drunks, or jaguars / robots / Commies / aliens / ape-men that need barrels thrown at their heads.
And while he may first lay you flat, Rip will gladly discuss your feelings, life choices, and maternal figures that led you to such an unfortunately necessary comeuppance. See, he truly wants to help you, even if it requires a prescription-strength sock to the jaw. This sometimes gets him into trouble when patients don't want his vigorous brand of therapy.
Rip is never without his trusty pipe [he unofficially has skill levels in "Smoking"], DSM-II (7th printing, 1974 edition), and journal in which to inscribe his insightful musings.
And while he may first lay you flat, Rip will gladly discuss your feelings, life choices, and maternal figures that led you to such an unfortunately necessary comeuppance. See, he truly wants to help you, even if it requires a prescription-strength sock to the jaw. This sometimes gets him into trouble when patients don't want his vigorous brand of therapy.
Rip is never without his trusty pipe [he unofficially has skill levels in "Smoking"], DSM-II (7th printing, 1974 edition), and journal in which to inscribe his insightful musings.
Wednesday, December 2, 2015
"S" is for "Splicesaur — "Styracula"
Splicesaur — Styracula
No. Enc.: 0 (1d4)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 2
Hit Dice: 13
Attacks: 1 (gore or crush)
Damage: 2d8 + special, or 3d6
Save: L7
Morale: 11
Hoard Class: VII
XP: 7,800
No. Enc.: 0 (1d4)Alignment: Neutral
Movement: 120' (40')
Armor Class: 2
Hit Dice: 13
Attacks: 1 (gore or crush)
Damage: 2d8 + special, or 3d6
Save: L7
Morale: 11
Hoard Class: VII
XP: 7,800
Styraculas are freakish hybrids of ceratopsians and bats. Throbbing veins and arteries criss-cross their bodies, and stunted, expressive chiropteric wings adorn their brows. The enormous beasts communicate in screeches and squeaks.
Styraculas feed on the blood, which they drain from victims via hollow snout horns. Anyone gored suffers an immediate 2d8 damage and becomes impaled and incapable of movement, and suffers an automatic 1d10 leeching damage per round. Impaled victims can't escape on their own, and it requires two allies performing successful Ability Checks Vs STR to rip them free (which inflicts an additional 1d6 damage). Styraculas can both Charge and Trample.
As a styracula feeds, the blood pumps visibly through the creature's frill.
—
Styraculas feed on the blood, which they drain from victims via hollow snout horns. Anyone gored suffers an immediate 2d8 damage and becomes impaled and incapable of movement, and suffers an automatic 1d10 leeching damage per round. Impaled victims can't escape on their own, and it requires two allies performing successful Ability Checks Vs STR to rip them free (which inflicts an additional 1d6 damage). Styraculas can both Charge and Trample.
As a styracula feeds, the blood pumps visibly through the creature's frill.
—
Labels:
Carnivore,
Mutant Future,
Other-Vore,
Reptile,
Splicesaur
Wednesday, November 11, 2015
"I" Is For "Isothrope"
This entry is based on a monster model kit I painted up all post-apocalyptic. And there wasn't a decent pic of the box art on The Interwebs, so consider my personal scan a gift for the masses!
No. Enc.: 1 (1d4)
Alignment: Chaotic
Movement: 150' (50')
Armor Class: 4
Hit Dice: 11
Attacks: 3 (2 claws, 1 bite)
Damage: 1d8 / 1d8 / 2d6+4
Save: L6
Morale: 11
Hoard Class: VII
XP: 10,800
By day, isothropes are feral Pure Human derelicts who haunt the wastelands... but beneath the Mutant Future's shattered full moon, they transform into corrupted creatures akin to those of Ancient mythology.
Isothropes glow a scintillating neon, and their eyes burn with blue radioactive rage. Their blackened, cracked skin sloughs off in sheets. Tainted blood seeps from every orifice. Isothropes are always clad in the tattered remnants of radiation suits.
Isothropes are immune to radiation, toxins, and disease, and all weapons inflict only half damage [to simulate their hyperactive healing]. The creatures spread their infectious metamorphic condition as per the lycanthropy disease [Labyrinth Lord Core Rules, p. 86].
Isothropes glow a scintillating neon, and their eyes burn with blue radioactive rage. Their blackened, cracked skin sloughs off in sheets. Tainted blood seeps from every orifice. Isothropes are always clad in the tattered remnants of radiation suits.
Isothropes are immune to radiation, toxins, and disease, and all weapons inflict only half damage [to simulate their hyperactive healing]. The creatures spread their infectious metamorphic condition as per the lycanthropy disease [Labyrinth Lord Core Rules, p. 86].
Labels:
Carnivore,
Mammal,
Mutant Future,
Planet Motherfucker
Saturday, October 31, 2015
"What's Nuked, Scooby-Doomsday?" — Ghastlynaut
Ghastlynaut ("Space Kook")
No. Enc.: 1 (1)Alignment: Chaotic
Movement: 75' (25')
Armor Class: 2
Hit Dice: 13
Attacks: 2 (2 fists)
Damage: 2d6 / 2d6
Save: L13
Morale: 11
Hoard Class: XV
XP: 7,800
Ghastlynauts are 8'-tall, armored, skull-faced horrors from beyond the stars. Their bone-chilling cackles are the soundtracks of nightmares, and their helms flash hellish red in syncopation with their wails.
The beings feed on fear, and channel it back through debilitating psychic assaults [Mind Thrust]. Though plodding and ponderous, ghastlynauts stalk inexorably and unerringly towards their quarry, and emit both a pulsing glow and low-frequency hum while doing so (meaning they never Surprise when on the prowl). That said, hiding does no good, for they always find you...and you'll always know they're coming!!!
Ghastlynauts can take control of electricity-based machinery, vehicles, and artifacts and operate them from afar, no matter the condition of the contraption. Control extends to only one device at a time, and said gadget must remain within a half-mile radius to function. Ghastlynauts also surround themselves in combat with 3d6 illusory duplicates that mask their true location on the battlefield. All opponents with visual senses (including robots) are susceptible to the effect.
Ghastlynauts travel in dilapidated "haunted saucers" that are essentially rocket-powered spookhouses.
The beings feed on fear, and channel it back through debilitating psychic assaults [Mind Thrust]. Though plodding and ponderous, ghastlynauts stalk inexorably and unerringly towards their quarry, and emit both a pulsing glow and low-frequency hum while doing so (meaning they never Surprise when on the prowl). That said, hiding does no good, for they always find you...and you'll always know they're coming!!!
Ghastlynauts can take control of electricity-based machinery, vehicles, and artifacts and operate them from afar, no matter the condition of the contraption. Control extends to only one device at a time, and said gadget must remain within a half-mile radius to function. Ghastlynauts also surround themselves in combat with 3d6 illusory duplicates that mask their true location on the battlefield. All opponents with visual senses (including robots) are susceptible to the effect.
Ghastlynauts travel in dilapidated "haunted saucers" that are essentially rocket-powered spookhouses.
Mutations: Enhanced Vision (Night), Fear Generation, Know Direction, Mind Thrust, Unique Mutations ("Holographic Replication", "Overriding"), Unique Sense ("Stalker-Sense")
—
Inspired by Scooby-Doo, Where Are You! episode #15, "Spooky Space Kook" (1969).
And for the Savage Worlds version, click here!
And for the Savage Worlds version, click here!
Friday, October 30, 2015
"What's Nuked, Scooby-Doomsday?" — Cutler

No. Enc.: 1 (1d4)
Alignment: Chaotic
Movement: 90' (30')
—Swim: 90' (30')
Armor Class: 5
Hit Dice: 10
Attacks: 2 (2 fists)
Damage: 1d8 / 1d8
Save: L8
Morale: 10
Hoard Class: X +1d4 waterlogged-n-rusted gizmos
XP: 4,500
Congregating near "graveyards" of sunken ships and beached hulks, cutlers are the centuries-dead corpses of Ancient aquanauts reanimated by colonies of intelligent algae. Their quasi-living husks pulse with unholy radioactivity; accordingly, they only Surprise on a roll of 1 on 1d6.
Cutlers feed on the fluids of their victims, which they leech through weedy, vampiric tendrils. Vine-entangled targets suffer the standard automatic 2d6 constriction damage per round, plus an additional 2d6 draining damage. A cutler with prey in its coils may still pummel other targets without penalty. Victims can only be freed by killing the cutler itself.
Cutlers can be communicated with via telepathy, but their dark thoughts are peppered with salty expletives from both human vernacular and the secret language of plants.
Cutlers feed on the fluids of their victims, which they leech through weedy, vampiric tendrils. Vine-entangled targets suffer the standard automatic 2d6 constriction damage per round, plus an additional 2d6 draining damage. A cutler with prey in its coils may still pummel other targets without penalty. Victims can only be freed by killing the cutler itself.
Cutlers can be communicated with via telepathy, but their dark thoughts are peppered with salty expletives from both human vernacular and the secret language of plants.
Mutations: Fear Generation, Full Senses (Sonar), Prehensile Tendrils (Constricting) (Modified), Radioactive Emissions, Reflective Cellular Structure (Fire / Heat, Radiation)
—
[Inspired by Scooby-Doo, Where Are You! episode #2, "A Clue For Scooby-Doo" (1969)]
Labels:
Mutant Future,
Other-Vore,
Plant,
Sentient,
Undead,
What's Nuked Scooby-Doomsday?
Thursday, October 29, 2015
"What's Nuked, Scooby-Doomsday?" — Wendighost
Wendighost
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 120' (40')
—Fly: 210' (70')
Armor Class: 3
Hit Dice: 12
Attacks: 2 or 1 (2 claws, or 1 weapon)
Damage: 1d10 / 1d10, or by weapon
Save: L12
Morale: 9
Hoard Class: XXII
XP: 7,600
Highly intelligent, wendighosts are proficient with Ancient tools and artifacts. And they are straight-up the most malicious and bloodthirsty beasts in the Scooby-Doomsiverse, as they've been known to hurl crushing barrels, lob explosives, pitch enemies off cliffs, and even tie kidnapped victims to lumber-mangling buzzsaws!
Seriously. They're brutal.
No. Enc.: 1 (1)Alignment: Chaotic
Movement: 120' (40')
—Fly: 210' (70')
Armor Class: 3
Hit Dice: 12
Attacks: 2 or 1 (2 claws, or 1 weapon)
Damage: 1d10 / 1d10, or by weapon
Save: L12
Morale: 9
Hoard Class: XXII
XP: 7,600
Wendighosts are burly, 8' tall, satan-browed bipeds that terrorize mountainous forests and polar climes. Shaggy white fur makes them almost invisible in the snows, so they Surprise on 1-4 on 1d6 in such environs.
If a wendighost successfully strikes with both claws in the same round, it crushes with a powerful hug for another 2d8 damage.
Highly intelligent, wendighosts are proficient with Ancient tools and artifacts. And they are straight-up the most malicious and bloodthirsty beasts in the Scooby-Doomsiverse, as they've been known to hurl crushing barrels, lob explosives, pitch enemies off cliffs, and even tie kidnapped victims to lumber-mangling buzzsaws!
Seriously. They're brutal.
Mutations: Enhanced Vision (Night), Fear Generation, Increased Balance, Increased Willpower, Psionic Flight, Reflective Epidermis (Cold)
—
[Inspired by Scooby-Doo, Where Are You! episode #17, "That's Snow Ghost" (1970)]
Labels:
Mammal,
Mutant Future,
Omnivore,
Sentient,
What's Nuked Scooby-Doomsday?
Subscribe to:
Posts (Atom)










































