In addition to today's newest mutant, a few notes:
1) It's making the rounds, but Mutant Future gets a revised edition at year-end. This blog wouldn't exist without Mr. Proctor and the Goblinoid crew, and I'll happily give them more money.
2) I've gone back and added additional pics to many of the previous entries. Take a gander! (I'm particularly happy with the loaded-for-bear Meen'go. Firepower-wielding, five-limbed flamingos are exactly why I fell in love with Gamma World in 1983.)
3) I've also added "Reaction" buttons. (I'd like to say it's for the noble purpose of figuring out what my audience likes, but it's really just to appease my vanity. I'm not made of stone.)
4) I'm thinking of statting up some of these critters for Gamma World 4e (or 7e, for us purists). Just something to keep in mind.
A Bestiary for Mutant Futures, Crawlin' Classics, Gamma Worlds, and Assorted Post-Apocalyptic Wastelands.
Saturday, December 4, 2010
Field Guide Updates
Labels:
Designer's Notes,
Gamma World,
Mutant Future
"S" is for "Stiltfin"
Alignment: Neutral
Movement: 150' (50')
—Swim: 90' (30')
Armor Class: 6
Hit Dice: 3
Attacks: 1 (bite, or kick, or gore, or trample)
Damage: 1d4 or 1d6 or 2d4 or 3d4
Save: L2
Morale: 8
Hoard Class: None
XP: 80
Movement: 150' (50')
—Swim: 90' (30')
Armor Class: 6
Hit Dice: 3
Attacks: 1 (bite, or kick, or gore, or trample)
Damage: 1d4 or 1d6 or 2d4 or 3d4
Save: L2
Morale: 8
Hoard Class: None
XP: 80
Stiltfins are freshwater fish that reach lengths of 6'-9' long, and measure 3'-5' from pelvic fins to spines. They are encountered in lakes, rivers, and even underground caverns.
While primarily aquatic, stiltfins can travel over land by elongating their fins (so as to attain total heights of 12'-15') for use as makeshift legs. This allows them to not only reach fruits and leaves in tall treetops, but also chase down live prey.
During rainy seasons, large schools of stiltfins (containing from 1d00-3d00 members) migrate across the plains to spawn in isolated lagoons. Such throngs of the graceful fish are a wondrous sight indeed, but they can leave swaths of devastation in their wake, stripping vegetation bare and devouring wildlife. And settlements dread few things more than a stiltfin stampede (whose members naturally use the Trample maneuver).
While primarily aquatic, stiltfins can travel over land by elongating their fins (so as to attain total heights of 12'-15') for use as makeshift legs. This allows them to not only reach fruits and leaves in tall treetops, but also chase down live prey.
During rainy seasons, large schools of stiltfins (containing from 1d00-3d00 members) migrate across the plains to spawn in isolated lagoons. Such throngs of the graceful fish are a wondrous sight indeed, but they can leave swaths of devastation in their wake, stripping vegetation bare and devouring wildlife. And settlements dread few things more than a stiltfin stampede (whose members naturally use the Trample maneuver).
Friday, December 3, 2010
"B" is for "Beebra"
Beebra ("Zeebee")
No. Enc.: 1d4 (3d12)
No. Enc.: 1d4 (3d12)
Alignment: Neutral
Movement: 150' (50')
—Fly: 240' (80')
Armor Class: 6
Hit Dice: 3+2
Attacks: 1 (kick or sting)
Damage: 1d6, or 1d8 + poison
Save: L2
Morale: 7 (or 12)
Hoard Class: None
XP: 100
Beebras, standing 5' tall at the shoulder and weighing about 1,000 pounds, typically construct their skyscraper-esque hives in savannahs, forests, and jungles, but they also nest in abandoned ruins. Skittish animals, they tend to avoid combat, but will furiously defend a hive (Morale 12 when attacked). A beebra's stinger injects a Class 11 paralytic poison.
Young grubling beebras can be captured to be trained as mounts. And the honeyed secretions of adult beebras have medicinal properties, healing 1d6 hit points per cup ingested.
Mutations: Toxic Weapon (Venom)
Movement: 150' (50')
—Fly: 240' (80')
Armor Class: 6
Hit Dice: 3+2
Attacks: 1 (kick or sting)
Damage: 1d6, or 1d8 + poison
Save: L2
Morale: 7 (or 12)
Hoard Class: None
XP: 100
Beebras, standing 5' tall at the shoulder and weighing about 1,000 pounds, typically construct their skyscraper-esque hives in savannahs, forests, and jungles, but they also nest in abandoned ruins. Skittish animals, they tend to avoid combat, but will furiously defend a hive (Morale 12 when attacked). A beebra's stinger injects a Class 11 paralytic poison.
Young grubling beebras can be captured to be trained as mounts. And the honeyed secretions of adult beebras have medicinal properties, healing 1d6 hit points per cup ingested.
Mutations: Toxic Weapon (Venom)
Labels:
Bug,
Herbivore,
Mammal,
Mount,
Mutant Future
Thursday, December 2, 2010
"C" is for "Chromodo"
Alignment: Neutral
Movement: 150' (50')
Armor Class: 4
Hit Dice: 7
Attacks: 3 or 1 (2 claws, 1 bite, or 1 tail-slap)
Damage: 1d10 / 1d10 / 2d10 or 2d6
Save: L5
Morale: 9
Hoard Class: XI, XII, XIII
XP: 2,190
Movement: 150' (50')
Armor Class: 4
Hit Dice: 7
Attacks: 3 or 1 (2 claws, 1 bite, or 1 tail-slap)
Damage: 1d10 / 1d10 / 2d10 or 2d6
Save: L5
Morale: 9
Hoard Class: XI, XII, XIII
XP: 2,190
Chromodos are large, stocky lizards reaching lengths of 12'-16' long and weighing over a ton. They are quicker and more agile than they look, and can scale all but the smoothest vertical surfaces. They inhabit hot and dry environs, favoring deserts, wastelands, and savannahs.
While able to digest meat, chromodos primarily feed off of metal, and they can hone in on even the slightest amounts within five miles of their location. In combat, they always attack Android PCs first, followed by the person(s) wearing and/or carrying the most metal objects.
Such a diet makes their scales shiny, dense, and impervious (meaning chromodos only take 1/4 damage from standard melee weapons and conventional firearms), and causes ore-like growths and nodules to erupt from their hides (representing their "treasure"). Because their bodies are comprised of so much metal, chromodos avoid water, and suffer 1d8 damage per round when doused or immersed due to "oxidation poisoning".
While primarily solitary, breeding pairs will nest in junkyards, abandoned installations, and vehicle graveyards. The strange alloys comprising the shells of chromodo eggs can be melted down and forged into bladed weapons of such fine quality that they grant +2 to hit and +2 to damage.
Mutations: Epidermal Susceptibility (Water) [D], Natural Armor (Extreme), Reflective Epidermis (Radiation), Unique Sense (Metal Detection)
While able to digest meat, chromodos primarily feed off of metal, and they can hone in on even the slightest amounts within five miles of their location. In combat, they always attack Android PCs first, followed by the person(s) wearing and/or carrying the most metal objects.
Such a diet makes their scales shiny, dense, and impervious (meaning chromodos only take 1/4 damage from standard melee weapons and conventional firearms), and causes ore-like growths and nodules to erupt from their hides (representing their "treasure"). Because their bodies are comprised of so much metal, chromodos avoid water, and suffer 1d8 damage per round when doused or immersed due to "oxidation poisoning".
While primarily solitary, breeding pairs will nest in junkyards, abandoned installations, and vehicle graveyards. The strange alloys comprising the shells of chromodo eggs can be melted down and forged into bladed weapons of such fine quality that they grant +2 to hit and +2 to damage.
Mutations: Epidermal Susceptibility (Water) [D], Natural Armor (Extreme), Reflective Epidermis (Radiation), Unique Sense (Metal Detection)
Labels:
Carnivore,
Mutant Future,
Other-Vore,
Reptile,
Scavenger
Wednesday, December 1, 2010
"F" is for "Fizzfiend"
No. Enc.: 1 (1d4)
Alignment: Neutral
Movement: 90' (30')
Armor Class: 0
Hit Dice: 12
Attacks: 2 or 1 (2 fists, or immersion)
Damage: 1d8 / 1d8, or 2d8 + special
Save: L6
Morale: 10
Hoard Class: XIV + 1d4 foodstuffs
XP: 6,800
The Ancients greedily guzzled high-caloric beverages infused with various electrolytes, stimulants, vitamins, anti-oxidants, and, ultimately, even nanites. The strange radiations of the Mutant Future altered the remaining stockpiles of these liquids, giving rise to the malevolent fizzfiends.
Fizzfiends are aqeuous creatures found in comestible stockpiles (often trapped in cans and bottles seemingly too small to contain them), or storage tanks and vats in ruined bottling plants. While they are ordinarily 7'-9' tall and 3'-5' wide, they have full control over their size and shape, being able to stretch, compress, elongate, and flow as need be. They appear in a wide variety of unholy colors not found in nature, and reek of bizarre fruits and extracts.
They feed off the bio-electical energies of their prey. In combat, a fizzfiend will either pummel with its fists, discharge a shocking jolt, or engulf the target so as to "drown" it with surging liquids. Whenever this attack is used, the victim must make a Saving Throw Versus Poison to avoid permanently gaining the Quickness Physical Mutation, but at a severe cost: acquisition of a corresponding Frailty Drawback that manifests as jittering, debilitating insomnia. For every day afflicted, the target suffers 1d10 damage, -1 to attack rolls, -1 to Saving Throws, and -10% to Technology Rolls; these effects are cumulative. Even if somehow still alive at the end of 7 days, the victim perishes from sheer exhaustion. Shamans and healers know of no cure for this condition.
Due to the complex chemical stew comprising their forms, fizzfiends' physical attacks do double damage against Plant-based foes. They are immune to normal weapons and resistant to mental attacks, but vulnerable to temperature- and energy-based attacks and armaments.
Antzees are often drawn to fizzfiend lairs.
Mutations: Density Alteration, Energy Ray (Electricity), Energy-Retaining Cell Structure, Mental Barrier, Toxic Weapon ("Insomnia Infusion")
Movement: 90' (30')
Armor Class: 0
Hit Dice: 12
Attacks: 2 or 1 (2 fists, or immersion)
Damage: 1d8 / 1d8, or 2d8 + special
Save: L6
Morale: 10
Hoard Class: XIV + 1d4 foodstuffs
XP: 6,800
The Ancients greedily guzzled high-caloric beverages infused with various electrolytes, stimulants, vitamins, anti-oxidants, and, ultimately, even nanites. The strange radiations of the Mutant Future altered the remaining stockpiles of these liquids, giving rise to the malevolent fizzfiends.
Fizzfiends are aqeuous creatures found in comestible stockpiles (often trapped in cans and bottles seemingly too small to contain them), or storage tanks and vats in ruined bottling plants. While they are ordinarily 7'-9' tall and 3'-5' wide, they have full control over their size and shape, being able to stretch, compress, elongate, and flow as need be. They appear in a wide variety of unholy colors not found in nature, and reek of bizarre fruits and extracts.
They feed off the bio-electical energies of their prey. In combat, a fizzfiend will either pummel with its fists, discharge a shocking jolt, or engulf the target so as to "drown" it with surging liquids. Whenever this attack is used, the victim must make a Saving Throw Versus Poison to avoid permanently gaining the Quickness Physical Mutation, but at a severe cost: acquisition of a corresponding Frailty Drawback that manifests as jittering, debilitating insomnia. For every day afflicted, the target suffers 1d10 damage, -1 to attack rolls, -1 to Saving Throws, and -10% to Technology Rolls; these effects are cumulative. Even if somehow still alive at the end of 7 days, the victim perishes from sheer exhaustion. Shamans and healers know of no cure for this condition.
Due to the complex chemical stew comprising their forms, fizzfiends' physical attacks do double damage against Plant-based foes. They are immune to normal weapons and resistant to mental attacks, but vulnerable to temperature- and energy-based attacks and armaments.
Antzees are often drawn to fizzfiend lairs.
Mutations: Density Alteration, Energy Ray (Electricity), Energy-Retaining Cell Structure, Mental Barrier, Toxic Weapon ("Insomnia Infusion")
Tuesday, November 30, 2010
"M" is for "Mawauro"
No. Enc.: 0 (1)
Alignment: Neutral
Movement: 90' (30')
Armor Class: 6
Hit Dice: 16
Attacks: 2 or 1 (2 bludgeons, or 1 bite)
Damage: 3d4 / 3d4, or 3d10
Save: L9
Morale: 10
Hoard Class: VI, VII, XVI
XP: 7,800
Mawauros are ambulatory, carnivorous cacti of gigantic size (20'-25' tall), rugged endurance, and rapacious appetite. They stalk the deserts and badlands in a never-ending search for food, hunting by sight and with uncanny hearing.
Due to their spiky exteriors, attacking a mawauro bare-handed results in 1d6 damage on a successful hit.
Mawauros successfully excecute the Swallow maneuver on rolls of 16-20, and consumed victims take 1d12 damage per round until they die at the end of 6 rounds (or cut their way out beforehand). And thanks to their highly specialized metabolisms, mawuaros don't excrete, so the belongings of consumed victims acculmulate in their body cavities.
In some tribal cultures, surviving an encounter with a mawauro is a rite of passage into adulthood.
Movement: 90' (30')
Armor Class: 6
Hit Dice: 16
Attacks: 2 or 1 (2 bludgeons, or 1 bite)
Damage: 3d4 / 3d4, or 3d10
Save: L9
Morale: 10
Hoard Class: VI, VII, XVI
XP: 7,800
Mawauros are ambulatory, carnivorous cacti of gigantic size (20'-25' tall), rugged endurance, and rapacious appetite. They stalk the deserts and badlands in a never-ending search for food, hunting by sight and with uncanny hearing.
Due to their spiky exteriors, attacking a mawauro bare-handed results in 1d6 damage on a successful hit.
Mawauros successfully excecute the Swallow maneuver on rolls of 16-20, and consumed victims take 1d12 damage per round until they die at the end of 6 rounds (or cut their way out beforehand). And thanks to their highly specialized metabolisms, mawuaros don't excrete, so the belongings of consumed victims acculmulate in their body cavities.
In some tribal cultures, surviving an encounter with a mawauro is a rite of passage into adulthood.
Monday, November 29, 2010
"S" is for "Skultch"
Skultch ("Zombird")
No. Enc.: 0 (2d4)
Alignment: Neutral
Movement: 30' (10')
—Fly: 90' (30')
Armor Class: 7
Hit Dice: 3
Attacks: 3 (2 claws, 1 peck)
Damage: 1d4 / 1d4 / 1d6
Save: L4
Morale: 8
Hoard Class: None
XP: 140
Resembling decomposing birds of prey, skultches are foul creatures that stand 3'-4' tall with 9'-12' wingspans. Taught skin reveals their internal musculature, and bony spurs jut through their feathers. They reek of corruption and decay.
Skultches are primarily scavengers, but they also have a particularly insidious method of hunting live prey: they spit (up to a distance of 15', or sprayed downward while airborne) an oily fluid that, upon failure of a Saving Throw Versus Poison, causes the target to acquire the Prey Scent Physical Mutation Drawback. They then take to the air and patiently circle high above their victims, awaiting larger predators to bring them down...whereupon the skultches descend to steal the spoils. And flocks have been known to outright attack vulnerable targets.
They are immune to all known toxins and forms of disease.
Mutations: Dermal Poison Slime (Class 4), Epidermal Susceptibility (Fire) [D], Regenerative Capability, Toxic Weapon ("Prey-Spray")
Sunday, November 28, 2010
"G" is for "Glowbra"
Glowbra
No. Enc.: 1 (1d6)
Alignment: Neutral
Movement: 75' (25')
Armor Class: 6
Hit Dice: 6
Attacks: 1 (bite)
Damage: 1d6 + poison
Save: L5
Morale: 9
Hoard Class: None
XP: 1,320
Glowbras are thick, muscular serpents that reach lengths of 12'-15' long, and they continually emanate a cobalt-blue light. Resilient creatures, they thrive in the most polluted and toxic environs.
The bite of a glowbra is one of the deadliest in all the Mutant Future, as it injects a lethal radioactive venom. A victim must make a successful Saving Throw Versus Poison, or die 1d4 turns later (from the Class 20 poison, with delay). Even if the Save is made, the victim still suffers a permanent loss of 1d6 CON.
Glowbra eggs are highly prized amongst those sects of Mutant Humans that worship radiation, as ingesting the raw yolk bestows 1d3 random Mutations.
Mutations: Accumulated Resistance (Pollutants), Optic Emissions (Radiation), Reflective Epidermis (Radiation), Toxic Weapon (Venom)
Saturday, November 27, 2010
"K" is for "Krillgrim"
Krillgrim
No. Enc.: 1d6 (3d6)
No. Enc.: 1d6 (3d6)
Alignment: Lawful
Movement: 60' (20')
—Swim: 90' (30')
Armor Class: 4
Hit Dice: 3
Attacks: 4 or 3 (4 claws, or 2 claws, 1 weapon)
Damage: 1d4 / 1d4 / 1d4 / 1d4 or 1d4 / 1d4 (and by weapon)
Save: L3
Morale: 8
Hoard Class: XIX
XP: 125
The Krillgrim are sentient, 10-limbed crustaceans that reach 5'-7' tall. They are a proud, generous, and kind people, being both strong-willed and charismatic (average WIL 16; average CHA 17).
Krillgrim live as missionaries, priests, healers, and traders that all promulgate an eccentric religion, The Ingestion Gospels. The tenets state that all organisms are united through unbreakable cosmic ties, and it is the overall duty—and greatest spritual joy—for every living thing to be devoured by a larger entity so as to maintain the pure cycle of existence. Krillgrim priests lead bands of followers up from the briny depths and march as deep landward as they can, with the overall goal of reaching the domains of large predators...where they lay down their arms and await the sweet embrace of death.
This is not to say that they are strictly pacifists, however. Krillgrim believe that they can only advance into the Afterlife if they are killed and eaten by something larger than themselves. This means that they will actively defend against attacks by equal-sized or smaller beings and creatures.
For obvious reasons, many in the Mutant Future fail to see the allure of The Ingestion Gospels...but because they are so persuasive, Killgrim missionaries never suffer a lack of converts; any group will be accompanied by 3d6 followers and retainers consisting of all character races but Androids. And because they are skilled healers, most communities welcome Killgrim bands with open arms.
Ironically, Killgrim are photosynthetic, and have no need themselves to eat.
Movement: 60' (20')
—Swim: 90' (30')
Armor Class: 4
Hit Dice: 3
Attacks: 4 or 3 (4 claws, or 2 claws, 1 weapon)
Damage: 1d4 / 1d4 / 1d4 / 1d4 or 1d4 / 1d4 (and by weapon)
Save: L3
Morale: 8
Hoard Class: XIX
XP: 125
The Krillgrim are sentient, 10-limbed crustaceans that reach 5'-7' tall. They are a proud, generous, and kind people, being both strong-willed and charismatic (average WIL 16; average CHA 17).
Krillgrim live as missionaries, priests, healers, and traders that all promulgate an eccentric religion, The Ingestion Gospels. The tenets state that all organisms are united through unbreakable cosmic ties, and it is the overall duty—and greatest spritual joy—for every living thing to be devoured by a larger entity so as to maintain the pure cycle of existence. Krillgrim priests lead bands of followers up from the briny depths and march as deep landward as they can, with the overall goal of reaching the domains of large predators...where they lay down their arms and await the sweet embrace of death.
This is not to say that they are strictly pacifists, however. Krillgrim believe that they can only advance into the Afterlife if they are killed and eaten by something larger than themselves. This means that they will actively defend against attacks by equal-sized or smaller beings and creatures.
For obvious reasons, many in the Mutant Future fail to see the allure of The Ingestion Gospels...but because they are so persuasive, Killgrim missionaries never suffer a lack of converts; any group will be accompanied by 3d6 followers and retainers consisting of all character races but Androids. And because they are skilled healers, most communities welcome Killgrim bands with open arms.
Ironically, Killgrim are photosynthetic, and have no need themselves to eat.
Friday, November 26, 2010
Why I Love Mutant Futures, Gamma Worlds, and Assorted Post-Apocalyptic Wastelands
Thanks to a random Googling, I found this Gamma World essay/retrospective by Jared von Hindman. He lovingly goes through the history of the game, and hits each and every note as to why I adore the genre so very, very much.
The article is called Gamma World: Over 30 Years Of I Have No Idea What Is Going On. It's well worth the read.
(And I, too, was in the same GenCon 2010 seminar which prompted the entire piece. His recollections about the the griping are dead-on.)
The article is called Gamma World: Over 30 Years Of I Have No Idea What Is Going On. It's well worth the read.
(And I, too, was in the same GenCon 2010 seminar which prompted the entire piece. His recollections about the the griping are dead-on.)
Thursday, November 25, 2010
"S" is for "Squalrus"
No. Enc.: 0 (3d6)
Alignment: Neutral
Movement: 18' (6')
—Swim: 180' (60')
Armor Class: 4
Hit Dice: 6
Attacks: 1 (bite)
Damage: 2d8
Save: L3
Morale: 10
Hoard Class: None
XP: 1,320
While ungainly on land, the stocky, blubbery squalruses are perfectly suited to life at sea, and they are equally at home in both the waters of the frigid poles and the tropical coasts. They reach lengths of 12'-15' long, and can weigh between 1 and 2 tons.
Squalruses hunt in organized packs, using rows of razor-sharp teeth and piercing tusks to bring down prey...and their highly-developed minds make them even more dangerous. They have been known to attack water vessels.
Unlike most mammals, squalruses lay small clutches of 1d6 eggs. These eggs are highly prized amongst coastal and seafaring tribes, as hatchlings can be trained to serve as loyal guards, hunting companions, and trackers.
Young squalruses are a favorite prey of polar molebears.
Mutations: Combat Empathy, Increased Sense (Smell), Metaconcert, Reflective Epidermis (Cold)
Movement: 18' (6')
—Swim: 180' (60')
Armor Class: 4
Hit Dice: 6
Attacks: 1 (bite)
Damage: 2d8
Save: L3
Morale: 10
Hoard Class: None
XP: 1,320
While ungainly on land, the stocky, blubbery squalruses are perfectly suited to life at sea, and they are equally at home in both the waters of the frigid poles and the tropical coasts. They reach lengths of 12'-15' long, and can weigh between 1 and 2 tons.
Squalruses hunt in organized packs, using rows of razor-sharp teeth and piercing tusks to bring down prey...and their highly-developed minds make them even more dangerous. They have been known to attack water vessels.
Unlike most mammals, squalruses lay small clutches of 1d6 eggs. These eggs are highly prized amongst coastal and seafaring tribes, as hatchlings can be trained to serve as loyal guards, hunting companions, and trackers.
Young squalruses are a favorite prey of polar molebears.
Mutations: Combat Empathy, Increased Sense (Smell), Metaconcert, Reflective Epidermis (Cold)
Wednesday, November 24, 2010
"V" is for "Vark"
Vark
No. Enc.: 0 (4d10)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 7
Hit Dice: 4
Attacks: 1 (heatbutt)
Damage: 1d8
Save: L5
Morale: 6
Hoard Class: None
XP: 135
Movement: 120' (40')
Armor Class: 7
Hit Dice: 4
Attacks: 1 (heatbutt)
Damage: 1d8
Save: L5
Morale: 6
Hoard Class: None
XP: 135
Varks are migratory herd animals that stand between 5'-6' tall, reach lengths of 12' (nose to stumpy tail), and weigh about a ton. Relatively docile herbivores, they normally flee from predators; however, larger males may try to protect the females and young. (In any big group, there are 4 females/young per male. Adult males have 1d4 more hit points than normal, and all young have half the standard adult hit points.) A fleeing herd, or aggressive male, may perform the Trample maneuver.
Domesticated varks are raised for their meat and milk, and used as beasts of burden.
Varks are one of the hardiest and most adaptable species in the Mutant Future, and the harsh and twisted environmental conditions have spawned several subspecies, including: aarborvarks, chaarvarks, haardvarks, haarmvarks, and shaardvarks.
Domesticated varks are raised for their meat and milk, and used as beasts of burden.
Varks are one of the hardiest and most adaptable species in the Mutant Future, and the harsh and twisted environmental conditions have spawned several subspecies, including: aarborvarks, chaarvarks, haardvarks, haarmvarks, and shaardvarks.
"O" is for "Owlig"
No. Enc.: 1d4 (1d10)
Alignment: Neutral
Movement: 60' (20')
—Fly: 150' (50')
—Swim: 90' (30')
Armor Class: 4
Hit Dice: 5
Attacks: 3 or 1 (2 talons, 1 bite, or 1 tail-slap)
Damage: 1d4 / 1d4 / 1d8 or 1d6
Save: L4
Morale: 8
Hoard Class: VI
XP: 950
Owligs are resilient, 5' tall nocturnal carnivores that nest and hunt in a varitety of environs: forests, swamps, rivers, overgrown ruins, and abandoned sewers. They are ambush predators, and equally adept at attacking from land, water, and the air (frequently using the Dive maneuver); in almost every instance, the last thing a victim sees is the luminous glow of an owlig's bulbous eyes.
Hours after feeding, owligs cough up large, gory pellets containing the undigestible portions of their prey...making scrounging for their "treasure" an unpleasant endeavor.
Mutations: Optic Emissions (Bright Eyes), Natural Armor (Extreme), Night Vision, Regenerative Capability, Unique Sense (360-Degree Vision)
Movement: 60' (20')
—Fly: 150' (50')
—Swim: 90' (30')
Armor Class: 4
Hit Dice: 5
Attacks: 3 or 1 (2 talons, 1 bite, or 1 tail-slap)
Damage: 1d4 / 1d4 / 1d8 or 1d6
Save: L4
Morale: 8
Hoard Class: VI
XP: 950
Owligs are resilient, 5' tall nocturnal carnivores that nest and hunt in a varitety of environs: forests, swamps, rivers, overgrown ruins, and abandoned sewers. They are ambush predators, and equally adept at attacking from land, water, and the air (frequently using the Dive maneuver); in almost every instance, the last thing a victim sees is the luminous glow of an owlig's bulbous eyes.
Hours after feeding, owligs cough up large, gory pellets containing the undigestible portions of their prey...making scrounging for their "treasure" an unpleasant endeavor.
Mutations: Optic Emissions (Bright Eyes), Natural Armor (Extreme), Night Vision, Regenerative Capability, Unique Sense (360-Degree Vision)
Labels:
Aquatic,
Avian,
Carnivore,
Mutant Future,
Reptile
Monday, November 22, 2010
"M" is for "Molebear"
Molebear
No. Enc.: 1 (1d2)
Alignment: Neutral
Movement: 75' (25')
—Burrow: 150' (50')
Armor Class: 3
Hit Dice: 10
Attacks: 3 (2 claws, 1 bite)
Damage: 1d10 / 1d10 / 1d6
Save: L5
Morale: 10
Hoard Class: VI, VII
XP: 3,800
Molebears are voracious omnivores that reach over 6' tall at the shoulder, and over 15' when standing on their hind legs. Their enormous front paws allow them to tunnel through even the densest earth, and they lair in subterranean dens and caves.
A molebear's preferred method of hunting is to burst forth from the ground beneath an unsuspecting target. The speed and ferocity of this maneuver grants the molebear +1 to both Surprise and Initiative rolls, and a +2 To Hit bonus. They attack with claws and bite, and if both paws successfully strike in the same round, the molebear then crushes its prey in a hug for an additional 3d6 damage.
Molebears use the unique sense organs on their snouths to effortlessly track prey both below and above the ground...and even if a target flees, it isn't safe for very long. Once a molebear tastes the blood of a particular victim, it relentlessly stalks the escapee across the wastelands, no matter how long it takes. Stories suggest that not even vast bodies of water can keep a molebear from its prey.
Mutations: Increased Sense (Smell), Increased Caloric Needs [D], Unique Sense (Detect Vibrations), Unique Sense ("Prey-Sense")
Molebear — Polar Molebear
No. Enc.: 1 (1d2)
Alignment: Neutral
Movement: 75' (25')
—Burrow: 150' (50')
Armor Class: 3
Hit Dice: 13
Attacks: 3 (2 claws, 1 bite)
Damage: 2d6 / 2d6 / 1d8
Save: L7
Morale: 11
Hoard Class: VI, VII
XP: 6,000
Found in frigid climes, polar molebears are bigger and more vicious than the standard variety.
Their squeeze does an additional 3d8 damage.
Mutations: Increased Sense (Smell), Increased Caloric Needs [D], Reflective Epidermis (Cold), Unique Sense (Detect Vibrations), Unique Sense ("Prey-Sense")
Saturday, November 20, 2010
"M" is for "Mooze"
Mooze
No. Enc.: 1 (1d3)
Alignment: Neutral
Movement: 60' (20')
Armor Class: 5
Hit Dice: 8
Attacks: 1 or 2 (gore, or 2 pseudopods)
Damage: 1d8, or 1d6 / 1d6 + enzymes
Save: L4
Morale: 10
Hoard Class: None
XP: 2,060
Moozes are fleshy, amorphous creatures that reach sizes of 10'-15' in diameter. They can be found in almost any environment except those with the most extreme temperatures. They crawl along vertical surfaces and ceilings with ease, and can squeeze through even the narrowest openings.
Moozes are indescriminate omnivores that absorb plant and animal matter alike. When encountering prey, they lash out with sticky, club-like pseudopods, and each successful strike means that particular psuedopod has adhered to the target. Their digestive enzymes dissolve through cloth, wood, and leather in 1 round, and concrete and plastic in 1 turn. After eating through armor, contact with bare flesh does 2d8 continual damage per round. Moozes can attack two different targets, and apply damage accordingly.
They are immune to damage from conventional weapons, and only take damage from fire, cold, and energy attacks.
If more than 1 mooze is encountered, the others will be smaller, antler-less "moozelings" with 3 Hit Dice. These smaller specimens do 1d3 damage with their psuedopods, and 1d6 damage per round with their secretions.
Mutations: Aberrant Form (Amorphousness), Toxic Weapon (Digestive Enzymes)
Labels:
Mammal,
Mutant Future,
Omnivore,
Ooze,
Scavenger
"O" is for "Oscreech"
Oscreech
No. Enc.: 0 (2d8)
Alignment: Neutral
Movement: 240' (80')
Armor Class: 5
Hit Dice: 5
Attacks: 3 (2 claws, 1 bite)
Damage: 1d8 / 1d8 / 1d6
Save: L3
Morale: 9
Hoard Class: None
XP: 950
Oscreeches are 8' tall, flightless predators that stalk the praries and grasslands of the Mutant Future. They are quick and cunning pack hunters, and often herd unsuspecting prey into ambushes.
Some believe that their constant squawking and chattering indiciates that they possess a language all their own, and may be sentient.
Mutations: Increased Sense (Vision), Reflective Epidermis (Sonics), Shriek (Greater) (x3)
No. Enc.: 0 (2d8)
Alignment: Neutral
Movement: 240' (80')
Armor Class: 5
Hit Dice: 5
Attacks: 3 (2 claws, 1 bite)
Damage: 1d8 / 1d8 / 1d6
Save: L3
Morale: 9
Hoard Class: None
XP: 950
Oscreeches are 8' tall, flightless predators that stalk the praries and grasslands of the Mutant Future. They are quick and cunning pack hunters, and often herd unsuspecting prey into ambushes.
Some believe that their constant squawking and chattering indiciates that they possess a language all their own, and may be sentient.
Mutations: Increased Sense (Vision), Reflective Epidermis (Sonics), Shriek (Greater) (x3)
Friday, November 19, 2010
"F" is for "Fanghen"
Fanghen ("Poulraña")
No. Enc.: 2d6 (4d10)
Alignment: Neutral
Movement: 105' (35')
—Swim: 60' (20')
Armor Class: 7
Hit Dice: 4 hp
Attacks: 1 (bite)
Damage: 1d4+1
Save: L1
Morale: 8
Hoard Class: None
XP: 6
A fanghen (pronounced fān-ghen) is a 1' tall, flightless carnivore festooned in both bright feathers and scales. They are equally at home on land or in fresh water. Fanghens typically hunt small prey, but large broods will attack creatures many time their size.
Despite their nasty dispositions, fanghens and their highly nutritious eggs are staple food sources in many settlements. Domestic fanghens are often allowed to roam free, so as to keep gardens, fields, and dwellings free of vermin. Young children who fancy all their digits learn to stay away from them, however.
Mutations: Aberrant Form (Gills and Lungs)
No. Enc.: 2d6 (4d10)
Alignment: Neutral
Movement: 105' (35')
—Swim: 60' (20')
Armor Class: 7
Hit Dice: 4 hp
Attacks: 1 (bite)
Damage: 1d4+1
Save: L1
Morale: 8
Hoard Class: None
XP: 6
A fanghen (pronounced fān-ghen) is a 1' tall, flightless carnivore festooned in both bright feathers and scales. They are equally at home on land or in fresh water. Fanghens typically hunt small prey, but large broods will attack creatures many time their size.
Despite their nasty dispositions, fanghens and their highly nutritious eggs are staple food sources in many settlements. Domestic fanghens are often allowed to roam free, so as to keep gardens, fields, and dwellings free of vermin. Young children who fancy all their digits learn to stay away from them, however.
Mutations: Aberrant Form (Gills and Lungs)
Labels:
Aquatic,
Avian,
Carnivore,
Mutant Future,
Scavenger
Thursday, November 18, 2010
"B" is for "Babloon"
Babloon
No. Enc.: 0 (5d6)
Alignment: Neutral
Movement: 120' (40')
—Fly: 75' (25')
Armor Class: 5
Hit Dice: 3
Attacks: 3 (2 claws, 1 bite)
Damage: 1d3 / 1d3 / 1d4
Save: L2
Morale: 9
Hoard Class: XVII
XP: 110
Babloons are 3' tall, 50-75 pound primates that congregate in savannahs and low hills, feeding off insects, rodents, fruits, and tubers.
While technically terrestrial, babloons possess the unique ability to "inflate" their bodies so as to soar skyward, and they use their tails as makeshift rudders. While airborne, they skillfully utilize their weather-controlling abilities both offensively and defensively.
Some settlements worship troops of babloons as divine beings, leaving tributes of food, material goods, and artifacts in hopes for favorable weather and bountiful harvests. The creatures have no use for anything beyond the food, however.
Mutations: Control Weather, Energy Ray (Electricity), Know Direction, Psionic Flight
"L" is for "Leafbleeder"
Leafbleeder ("Octosloth")
No. Enc.: 0 (1d6)
Alignment: Neutral
Movement: 45' (15')
Armor Class: 4
Hit Dice: 4
Attacks: 1 or 3 (vines, or 2 claws, 1 bite)
Damage: 1d10 + drain, or 1d3 / 1d3 / 1d4
Save: L3
Morale: 10
Hoard Class: VII
XP: 300
Leafbleeders, ill-tempered and surly beasts with an insatiable craving for blood, are one of the more bizarre predators in the Mutant Future. They are squat, 2' long mammalian / vegetable hybrids with bark-like skin, matted fur, and 2d4 long, leafy tendrils sprouting from their backsides. The unique symbiotic physiology makes them highly resistant to Mental Attacks.
Leafbleeders lurk in the branches above well-traveled trails and roads, and then drop their tendrils on unsuspecting prey. A successful Attack roll means that the vines latch on with razored suckers, which do 1d10 damage and 1d10 Hit Points each successive round until either the leafbleeder or target is dead. If knocked to the ground, they attack with claws and fangs.
Drained prey are dragged upwards into the foliage and hidden in hollowed out tree trunks, so acquiring a leafbleeder's "treasure" involves significant effort.
Mutations: Aberrant Form (Tendrils), Mental Barrier, Natural Armor (Extreme)
No. Enc.: 0 (1d6)
Alignment: Neutral
Movement: 45' (15')
Armor Class: 4
Hit Dice: 4
Attacks: 1 or 3 (vines, or 2 claws, 1 bite)
Damage: 1d10 + drain, or 1d3 / 1d3 / 1d4
Save: L3
Morale: 10
Hoard Class: VII
XP: 300
Leafbleeders, ill-tempered and surly beasts with an insatiable craving for blood, are one of the more bizarre predators in the Mutant Future. They are squat, 2' long mammalian / vegetable hybrids with bark-like skin, matted fur, and 2d4 long, leafy tendrils sprouting from their backsides. The unique symbiotic physiology makes them highly resistant to Mental Attacks.
Leafbleeders lurk in the branches above well-traveled trails and roads, and then drop their tendrils on unsuspecting prey. A successful Attack roll means that the vines latch on with razored suckers, which do 1d10 damage and 1d10 Hit Points each successive round until either the leafbleeder or target is dead. If knocked to the ground, they attack with claws and fangs.
Drained prey are dragged upwards into the foliage and hidden in hollowed out tree trunks, so acquiring a leafbleeder's "treasure" involves significant effort.
Mutations: Aberrant Form (Tendrils), Mental Barrier, Natural Armor (Extreme)
Wednesday, November 17, 2010
"M" is for "Meen'go"
Meen'go
No. Enc.: 1d8 (5d8)
Alignment: Lawful
Movement: 75' (25')
—Fly: 120' (40')
Armor Class: 8 (or by armor)
Hit Dice: 4
Attacks: 1 or 2 (1 kick, or by 2 weapons)
Damage: 1d4, or by 2 weapons
Save: L4
Morale: 7
Hoard Class: XV
XP: 355 (+55 per additional Mental Mutation)
The Meen'go are gregarious, loquacious bipeds with delicate, slender builds and bright pink plumage. They average 6'-7' tall, and possess 3 arms that end in dextrous clawed hands adept at manipulating and repairing Ancient technology.
The Meen'go are are consummate tinkerers, traders, and barterers, and traveling bands explore and scavenge Ancient ruins and installations, peddling the spoils from settlement to settlement. They also establish permanent villages near waterways, which invariably become thriving hubs of aquaculture and commerce.
There is a 30% chance that any given Meen'go enountered will have 1d3 additional beneficial Mental Mutations.
Mutations: Aberrant Form (Extra Limbs), Complete Wing Development, Increased Sense (Touch), Intellectual Affinity (Bartering), Intellectual Affinity (Tinkering)
No. Enc.: 1d8 (5d8)
Alignment: Lawful
Movement: 75' (25')
—Fly: 120' (40')
Armor Class: 8 (or by armor)
Hit Dice: 4
Attacks: 1 or 2 (1 kick, or by 2 weapons)
Damage: 1d4, or by 2 weapons
Save: L4
Morale: 7
Hoard Class: XV
XP: 355 (+55 per additional Mental Mutation)
The Meen'go are gregarious, loquacious bipeds with delicate, slender builds and bright pink plumage. They average 6'-7' tall, and possess 3 arms that end in dextrous clawed hands adept at manipulating and repairing Ancient technology.
The Meen'go are are consummate tinkerers, traders, and barterers, and traveling bands explore and scavenge Ancient ruins and installations, peddling the spoils from settlement to settlement. They also establish permanent villages near waterways, which invariably become thriving hubs of aquaculture and commerce.
There is a 30% chance that any given Meen'go enountered will have 1d3 additional beneficial Mental Mutations.
Mutations: Aberrant Form (Extra Limbs), Complete Wing Development, Increased Sense (Touch), Intellectual Affinity (Bartering), Intellectual Affinity (Tinkering)
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