No. Enc.: 1 (1) Alignment: Chaotic Movement: 120' (40') Armor Class: 3 Hit Dice: 14 Attacks: 2 or 1 (1 stab, 1 drill, or 1 punch, 1 kick, or 1 weapon) Damage: 2d8 / 2d10, or 2d6 / 3d6, or by weapon +1d6 Save: L14 Morale: 10 Hoard Class: VII XP: 6,000
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Ahhh, Giligand...my most powerful monster yet!!! Ten times stronger than all that came before, and a master of martial arts!!! And your elbow-drill bores through rock and steel!!! None can stand against you!!!
If only you weren't so foolish, and obsessed with ritualized dancing before and after your battles. I must purge such artistry from your programming, so only your bloodlust rages supreme!!!
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Mutant Future Version
Giligands are freakish, 10' tall humanoids with massive, mouthless heads sporting bulbous, glowing eyes and greasy, limp hair. Metallic spurs jut from their elbows: one a slashing blade, and the other whirring drill. Despite their gawky, lanky builds, they are 10 times stronger than the average man.
Giligands are masters of all forms of melee combat, gaining +4 To Hit and +1d6 overall damage. If a giligand's drill attack succeeds with a natural To Hit roll of 16-20 against a foe with a shield, the target must make a Saving Throw Versus Stun. Failure indicates the shield is pierced, shredded, and rendered useless, suitable only for scrap. And when a giligand is killed, its body—even if decapitated!—fights on for another 1d4 rounds.
Despite their malevolent natures, gilaginds adhere to strict codes of battle. They never gain Initiative, spending the beginning of every fight bowing, saluting, and/or dancing to honor their foes. And after vanquishing their enemies, gilaginds perform interpretive dance for 1 full turn in celebration.
Ahhh, Zeron...truly, my greatest monster!!! With savage horns and bony armor, your might is unsurpassed!!! And your burrowing and construction abilities were essential in establishing my secret, subterranean invasion-base!!! From this impenetrable, cutting-edge fortress, I orchestrate my campaigns for the total subjugation of Earth. And I owe it all to you, loyal Zeron!!!
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Mutant Future Version
Zerons are dinosaur-sized, reptilian quadrupeds with horned snouts and distinctive five-pointed frills. They sometimes rear up on their hind legs in combat, trundling about bipedally at half-speed.
Zerons excavate massive tunnel complexes beneath the earth. And, bizarrely, a single zeron can turn a hollowed-out cavern into an elaborate, fully functional, technology-filled stronghold within 4d6 hours. How the creatures accomplish such engineering marvels is unknown (especially considering their bulk and lack of manipulative digits), but zerons seemingly possess keen grasps of architecture, construction, plumbing, wiring, and electronics. Perhaps nanobots are involved....
A zeron's Hoard Classes represent the value of its closest construction project and artifacts contained therein.
No. Enc.: 0 (1d4) Alignment: Chaotic Movement: 90' (30') —Swim: 45' (15') Armor Class: 6 Hit Dice: 15 Attacks: See Below Damage: See Below Save: L10 Morale: 10 Hoard Class: XIV XP: 11,400
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Ahhh, Hedron!!! My first creation!!! What a glorious beast you were!!!
How enthusiastically you lumbered from the seas, laying waste to the coastline with your elephantine bulk and flailing tendrils!!! How magnificently you sprayed corrosive mist and choking smog, and belched forth the same!!! How your eyes blazed with hatred for humanity!!!
You are the pride of my army of abominations, and the template for all other monsters that followed!!!
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Mutant Future Version
Hedrons are mossy, noisome, pachyderm-sized monstrosities with slug-like bodies dragged by two stumpy legs. They congregate near rivers and lakes, contaminating water and wildlife alike. Acrid clouds swirl over their herds. Hardy beasts, hedrons are immune to all toxins, pollutants, diseases, and radiation.
Hedrons relish in destruction, Trampling with abandon and lashing out with seven 20' long tentacles. Each round, determine on the chart below how a hedron attacks:
Roll 1d6
Attack
1
Tramples (+4 To Hit) for 4d8 damage.
2
Lashes out with 1d6+1 tentacles that do 1d10 damage each to all targets in a 20' radius. On any To Hit roll of 17-18, target(s) grabbed and thrown 50' away, taking 3d6 impact damage unless making a successfulSaving Throw Versus Stun. On any To Hit roll of 19-20, target(s) grabbed and dragged into maw for free bite attack doing 2d12 damage.
3
Emits clouds of choking, obscuring gas in a 40' radius, as per Irritant Gas Grenades [from p. 119 of the Mutant Future Core Rules.]
4
Shoots jets of dissolving vapor from tentacles, affecting all targets in a 40' radius. Does Class 5 poison damage to living creatures and objects. [Mutant Lord should determine exact effects on PC's possessions.]
5
Exhales cone of acid 50' long and 30' wide at the end, which does Class 8 poison damage to living creatures and objects. [Mutant Lord should determine exact effects on PC's possessions.] Usable only 3 times per day.
6
Spits globs of deadly Class 14 toxic goo at 1d4 targets.
Hedrons are utterly resistant to any and all effects of the above.
Human simpletons, life as you know it is at an end.
Your petty avarice and willful ignorance have despoiled this once-beautiful planet, turning it into a wasteland of pollution and garbage. You squander and taint everything that gives you life: your air; your soil; your seas. Your self-destructive species is a blight on the galaxy.
It is high time to answer for such shameful neglect and carelessness...and you will answer to me, Dr. Gori, space-ape scientist from the Planet E...and future sovereign of the human race!!! I shall use your own folly against you, turning your filth and refuse into monsters that feed on the very same. From your corruption they arise...and on your corpses they feast!!!! Your doom is assured!!! MWAH-HAH-HAH-HAH-HAH-HAH-HAH-HAH!!!
I have captured your beloved Justin S. Davis and seized control of this primitive medium you call a 'blog' to crush your spirits during Earth's traditional holiday season. You wanted a "mutant future", so you'll have one...a horrifying future ushered in by my mighty menagerie of mutated monstrosities!!!
So, tremble, insignificant worms. TREMBLE!!!
And whatever you do, DO NOT click on the video below. It is juvenile, pathetic propaganda intended to boost your morale. As if such a cyborg savior actually exists. Ignorant gnats!!!
NOTHING CAN SAVE YOU NOW...NOTHING.
SO DECREES DR. GORI!!!
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Dr. Gori Sinister Scientist and Dread Despot
NPC Character Type: Mutant Space-Ape Alignment: Chaotic
Dr. Gori, rogue ex-president and supreme scientist from the tranquil Planet E (which lies 40,000 light-years from Earth, in the Geisty solar system), is one of the most brilliant and diabolical minds in the galaxy.
Dr. Gori was elected to power by his fellow apemen, who failed to realize he was a mutant intent on using his technological genius to conquer all the civilized worlds. He was tried and sentenced to personality-reprogramming, but escaped thanks to a conniving army officer named Karas, and the two fled via flying saucer. The dread duo found Earth after a magnetic storm drove them off course...and Gori found its beauty and nature entrancing.
There was only one problem: upon closer inspection, Earth was awash in pollution and contamination, and crawling with vermin...and that vermin was humankind. And Dr. Gori knew just how to eradicate them: with an army of abominations, all fashioned by his own hand! So he unleashed his refuse-spawned monstrosities, and laid waste to the cities of men!
The consummate "mad scientist", Dr. Gori is a master of every villainous discipline: genetics, physics, xenobiology, robotics, mechanics, weather control, virology, electronics, volcanology, chemistry, cloning, revivification, cybernetics, weaponsmithing, etc. And he is prone to grandiose monologues and emphatic gesticulations.
Dr. Gori is not a front-line combatant. He schemes from his secret lairs (which are buried deep within the earth, or underwater...or buried deep within the earth AND underwater), unleashing monsters and bioweapons. And when venturing out, he always surveys from the safety of an advanced—and heavily armed and armored—airborne vehicle.
Dr. Gori relies on his trusted lackey, Karas. Karas is a brutal (and somewhat bumbling) space-apeman with super-strength, amazing fighting prowess, a fondness for attractive humanoid females, and an affectation for less-than-effective disguises. And when requiring extra muscle, Gori kidnaps humans and transforms them into apemen loyal only to him.
The twisted vath (both singular and plural) are 3' long beasts with 10' wingspans and 2 hideous heads. The left head sports wicked, hollow fangs for sucking blood, while the right head possesses bulging red eyes and slavering, venomous jaws (with Poison Class determined at random). In combat, vath always begin by Beguiling their prey [see below].
A vath's hard, rubbery skin is particularly susceptible to the cold, meaning it takes +1 extra damage per die from cryonic attacks, and slows to airspeeds of 60' (20') when the temperature drops below 50 degrees Fahrenheit.
Vath congregate in caves, abandoned sewers, and ruins, and are fully active by day and by night.
Mutations: Beguiling, Dual-Headed, Enhanced Vision (Night Vision), Epidermal Susceptibility (Cold) [D], Increased Sense (Hearing), Toxic Weapon (Venom), Vampiric Field
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New Mutation
Beguiling (Mental): Makes all characters within a 90' radius use the least powerful of their weapons and/or mutations when attacking the mutant possessing it. Every 6 combat rounds, each affected individual makes an Ability Check Versus INT; success means the influence is broken, and the target cannot be affected by this mutation again for a full 24 hours.
Not-The-Designer's Notes: The Vath first appeared in 1983's The Cleansing War Of Garik Blackhand, by Michael Price and Garry Spiegle. Illustration provided by Jim Holloway.
Not-The-Designer's Notes Addendum: The Beguiling mutation first appeared in 1983 in the 2nd edition of Gamma World by James M. Ward, Gary Jaquet, and David James Ritchie.
Not-The-Designer's Notes Addendum-To-The-Addendum: Like most original Gamma World beasties, the vath's damage output is ridiculously high in Mutant Future / Labyrinth Lord terms. But I'm fine with it, because the critters are supposed to be terrifying.