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The Creatures of Gamma World

The Creatures of Gamma World:

  1. AI Fragment Reported By: unknown contributor in 6th Edition - Machines & Mutants
  2. Abomination Reported By: Bruce Nesmith in GW07 Module
  3. Abomination Claw Reported By: Bruce Nesmith in GW07 Module
  4. Acidweed Reported By: Derek M. Holland in MM2
  5. Advoid Reported By: unknown contributor in 6th Edition - Machines & Mutants
  6. Aeroscpid 'Sky Walkers' Reported By: John M. Maxstadt in Ares Section June 1985 - GW2
  7. Albilope 'Climbing, Crescent Deer' Reported By: Kim Eastland in GW09 Module
  8. Albilope Reported By: Michael Price in GW2
  9. Alynor d'Vrie Reported By: Kim Eastland in GW08 Module
  10. Ameebies (as blob) 'Shapeless Ones' Reported By: Dan Snuffin in Dragon Magazine 108
  11. Ameebies (as humanoid) 'Shapeless Ones' Reported By: Dan Snuffin in Dragon Magazine 108
  12. Android 'Thinker' Reported By: James Ward in 0 - Metamorphsis Alpha
  13. Android 'Warrior' Reported By: James Ward in 0 - Metamorphsis Alpha
  14. Android 'Worker' Reported By: James Ward in 0 - Metamorphsis Alpha
  15. Android 'High Thinker' Reported By: Bruce Nesmith in GW07 Module
  16. Android 'Body Guard' Reported By: Bruce Nesmith in GW07 Module
  17. Anfal 'Man with Tails' Reported By: Kim Eastland in GW09 Module
  18. Ant-Giant Reported By: Derek M. Holland in MM2
  19. Ape, Carnivorous 'Magilla' Reported By: unknown contributor in MM2
  20. Apothecary Reported By: unknown contributor in 6th Edition - Machines & Mutants
  21. Architect Reported By: unknown contributor in 6th Edition - Machines & Mutants
  22. Ark 'Hound Folk' Reported By: unknown contributor in 1st Edition
  23. Armada 'Man-o-War' Reported By: BJ Johnson in MM2
  24. Arn 'Dragon Bugs' Reported By: unknown contributor in 1st Edition
  25. Arrowbeak Reported By: Bob Crichton in MM2
  26. Ash I'Xon 'Gamma Living Mold' Reported By: Kim Eastland in GW09 Module
  27. Attercop 'Blackuns' Reported By: unknown contributor in 4th Edition
  28. Attercop Abulare 'Blackuns' Reported By: unknown contributor in 4th Edition
  29. Autobot, Legged 'Personal Servant Bots' Reported By: unknown contributor in 3rd Edition
  30. Autobot, Wheeled 'Personal Servant Bots' Reported By: unknown contributor in 3rd Edition
  31. Automachine 'Robotic Machines' Reported By: unknown contributor in 3rd Edition
  32. Automaton 'Teacher Bot' Reported By: unknown contributor in 3rd Edition
  33. Axel Reported By: Paul Kenney in Mud Glat Walker
  34. Ba'Sled 'Rock that Burrows' Reported By: unknown contributor in GW06 Module, MM2
  35. Ba'crolbai 'Endlessly Running Beast' Reported By: unknown contributor in GW06 Module, MM2
  36. Ba'mutan 'Rock that Gasses' Reported By: unknown contributor in GW06 Module, MM2
  37. Badder 'Digger Noble' Reported By: unknown contributor in 1st Edition
  38. Badder 'Digger Folk' Reported By: unknown contributor in 1st Edition
  39. Badgon 'Digging Dragon' Reported By: Kim Eastland in GW09 Module
  40. Bahrz Reported By: Dirk T. Collins in MM2
  41. Bandit Droid Reported By: unknown contributor in 6th Edition - Machines & Mutants
  42. Baner Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1
  43. Barfly Reported By: Russ Westbrook in METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis
  44. Barl Nep 'Deathfish' Reported By: unknown contributor in 1st Edition
  45. Barxyn 'Smokie' Reported By: unknown contributor in MM2
  46. Barxyn Reported By: Michael Price & Garry Spiegle in GW3
  47. Batslith 'Spinning Snake' Reported By: Kim Eastland in GW08 Module
  48. Batslith 'Spinning Snake' Reported By: Chris Van Deelen in MM2
  49. Bear Reported By: unknown contributor in data source corrupted.
  50. Bearcat 'Grizlion' Reported By: unknown contributor in 5th Edition
  51. Bearwyrm Reported By: unknown contributor in 6th Edition - Machines & Mutants
  52. Belo 'Whirligig' Reported By: Derek M. Holland in MM2
  53. Ber Lep 'Sweetpads' Reported By: unknown contributor in 1st Edition
  54. Bigoon Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW1
  55. Biohazard Drone Reported By: unknown contributor in 6th Edition - Machines & Mutants
  56. Blaash 'Gamma Moths' Reported By: unknown contributor in 1st Edition
  57. Black Harvester Reported By: unknown contributor in 6th Edition - Machines & Mutants
  58. Blade Whale 'Rammers' Reported By: Randy Johns in Ares Section June 1985 - GW2
  59. Blassut 'Giant Moth' Reported By: Kim Eastland in GW06 Module
  60. Blaster Blossom 'Zappers' Reported By: James Ward in Ares Section June 1985 - GW2
  61. Blight 'Cloud Worms' Reported By: unknown contributor in 1st Edition
  62. Blob Reported By: John Maxstadt in MM2
  63. Blood Bird 'Red Deaths' Reported By: James Ward in 0 - Metamorphsis Alpha
  64. Blood Wasp Reported By: Phil Taterczynski in GW4
  65. Boarz 'Two Horn' Reported By: Jeffrey Williams in MM2
  66. Bof 'Bigguns' Reported By: Kim Eastland in GW06 Module
  67. Boneswimmer Reported By: unknown contributor in 6th Edition - Machines & Mutants
  68. Boomblossom Reported By: Zirra Scrohunter in MM2
  69. Boomerth 'Bang Bush' Reported By: Kim Eastland in GW06 Module
  70. Bounder Reported By: Bruce Nesmith in GW07 Module
  71. Braintaker Reported By: unknown contributor in 6th Edition - Machines & Mutants
  72. Brudda Reported By: unknown contributor in Famine at Fargo 7th Edition
  73. Brutorz 'Big Walkers' Reported By: unknown contributor in 1st Edition
  74. Brutus Reported By: Bruce Nesmith in GW07 Module
  75. Bu'Daan 'That Which Flies the Moon' Reported By: Kim Eastland in GW06 Module
  76. Bu'Tal 'Ambush Bug' Reported By: Derek M. Holland in MM2
  77. Buggem 'Termite Folk' Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW1
  78. Bulo Reported By: Michael Price in GW2
  79. Bumbles 'Bee Folk' Reported By: John M. Maxstadt in Dragon Magazine 108
  80. Buzzbirds 'Flitters' Reported By: John M. Maxstadt in Dragon Magazine 126
  81. CIFAL Reported By: unknown contributor in Famine at Fargo 7th Edition
  82. Cactisaurus Rex Reported By: BJ Johnson in MM2
  83. Cal Then 'Flying Rippers' Reported By: unknown contributor in 1st Edition
  84. Cana Reported By: Paul Kenney in Mud Glat Walker
  85. Canopus Plague Victim 'Zombie' Reported By: unknown contributor in The Albuquerque Starpor
  86. Cargo Transport - Large 'Transport Bot' Reported By: unknown contributor in 3rd Edition
  87. Cargo Transport - Small 'Light Cargo Bot' Reported By: unknown contributor in 3rd Edition
  88. Cargolifter - Heavy 'Cargolifter' Reported By: unknown contributor in 3rd Edition
  89. Cargolifter - Light 'Light Cargolifter' Reported By: unknown contributor in 3rd Edition
  90. Cark 'Blend Dog' Reported By: Kerry Jordan in MM2
  91. Carnivorous Ape 'Magilla' Reported By: unknown contributor in MM2
  92. Carrday 'Bird Rulers' Reported By: Kim Eastland in GW09 Module
  93. Carrin 'Dark Emperors' Reported By: unknown contributor in 2nd Edition
  94. Carrin Mech Reported By: unknown contributor in 6th Edition - Machines & Mutants
  95. Centisteed 'Fast Trotters' Reported By: unknown contributor in 1st Edition
  96. Che'Tal 'Greater Bloodwing' Reported By: Derek M. Holland in MM2
  97. Cheguin Reported By: unknown contributor in 6th Edition - Machines & Mutants
  98. Chessex 'Fear Deer' Reported By: Dan Snuffin in Dragon Magazine 108
  99. Chirplick Reported By: unknown contributor in 6th Edition - Machines & Mutants
  100. Chotslith, Large 'Bristle Snake' Reported By: Kim Eastland in GW06 Module
  101. Chotslith, Medium 'Bristle Snake' Reported By: Kim Eastland in GW06 Module
  102. Chowpuff Reported By: unknown contributor in 6th Edition - Machines & Mutants
  103. Cid'Tal 'Nymph' Reported By: Derek M. Holland in MM2
  104. Claptrap Reported By: Bob Crichton in MM2
  105. Clark 'Blend Dog' Reported By: unknown contributor in MM2
  106. Cleansing Slime Reported By: unknown contributor in 6th Edition
  107. Clochwhirl Reported By: unknown contributor in 6th Edition - Machines & Mutants
  108. Cloudeater Reported By: unknown contributor in 6th Edition - Machines & Mutants
  109. Communit Reported By: unknown contributor in 6th Edition - Machines & Mutants
  110. Conola 'Hungry Ball' Reported By: Kim Eastland in GW08 Module
  111. Cool Jules Reported By: Bruce Nesmith in GW07 Module
  112. Coote Reported By: Bruce Nesmith in GW07 Module
  113. Cren Tosh 'Lizard Fish' Reported By: unknown contributor in 1st Edition
  114. Crep, Pink 'Water Crep' Reported By: unknown contributor in 1st Edition
  115. Crep, Red 'Land Crep' Reported By: unknown contributor in 1st Edition
  116. Crep,White Reported By: Kim Eastland in GW10 Module
  117. Croaker Reported By: Zirra Scrohunter in MM2
  118. Crumbleweed 'Desert Rollers' Reported By: John M. Maxstadt in Dragon Magazine 108
  119. Crustean 'Crusty 'Ubs' Reported By: John M. Maxstadt in Ares Section June 1985 - GW2
  120. Cuttleimp Reported By: unknown contributor in 6th Edition - Machines & Mutants
  121. Cybohunter 'Cybernetic Hunter/Tracker' Reported By: Scott A. Hutcheon in Dragon Magazine 113
  122. Cyborg 'Borg' Reported By: unknown contributor in 3rd Edition
  123. Cyn I'xon 'Yellow Living Mold' Reported By: Kim Eastland in GW08 Module
  124. Czhar-Teroth Reported By: unknown contributor in 6th Edition - Machines & Mutants
  125. Czonk Reported By: Kim Eastland in GW10 Module
  126. Dabber 'Brown Beggars, Trash Pandas, Thief Beast' Reported By: James Ward in 0 - Metamorphsis Alpha
  127. Dagmits 'Purple Pygmies' Reported By: John M. Maxstadt in Dragon Magazine 126
  128. Darel Reported By: unknown contributor in data source corrupted.
  129. Darel Darel's Brother Reported By: unknown contributor in data source corrupted.
  130. Daycut 'Bird Friend' Reported By: Kim Eastland in GW06 Module
  131. Death Machine 'Death Machine' Reported By: unknown contributor in 3rd Edition
  132. Deathmoss Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW1
  133. Deathsire Reported By: unknown contributor in 6th Edition - Machines & Mutants
  134. Debgon 'Crested Dragon' Reported By: Kim Eastland in GW08 Module
  135. Debris Removal System Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  136. Defense Borg 'Borg' Reported By: unknown contributor in 3rd Edition
  137. Dek'r Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1
  138. Deng Kheshes 'Spiny Recluses' Reported By: John M. Maxstadt in Dragon Magazine 108
  139. Deranged Reported By: unknown contributor in 6th Edition - Machines & Mutants
  140. Desert Riders Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  141. Diablos Reported By: BJ Johnson in MM2
  142. Digger Reported By: BJ Johnson in MM2
  143. Disaster Bot 'Rescue Bot' Reported By: unknown contributor in 4th Edition
  144. Doc Shadow Reported By: unknown contributor in 6th Edition - Machines & Mutants
  145. Dracus 'Bat Folk' Reported By: William Tracy in Ares Section June 1985 - GW2
  146. Draguns 'Sea Gators' Reported By: Danny Moynihan in Dragon Magazine 108
  147. Drake Tribian Reported By: unknown contributor in Midnight in the Mystery Garden
  148. Drona Reported By: Bruce Nesmith in GW07 Module
  149. Dry Grass Reported By: unknown contributor in 6th Edition - Machines & Mutants
  150. Duster Reported By: unknown contributor in data source corrupted.
  151. Dyllon 'Prickly Folk' Reported By: Scot Hoover in MM2
  152. E'Glee 'Baldee' Reported By: Michael Price & Garry Spiegle in GW3
  153. Echost Reported By: unknown contributor in 6th Edition - Machines & Mutants
  154. Ecology Bot - Agricultural 'Farmbot' Reported By: unknown contributor in 3rd Edition
  155. Ecology Bot - Timber 'Forestbot' Reported By: unknown contributor in 3rd Edition
  156. Ecology Bot - Wilderness 'Rangerbot' Reported By: unknown contributor in 3rd Edition
  157. Ecology Robot Reported By: Paul Kenney in Mud Glat Walker
  158. Econet Reported By: unknown contributor in 6th Edition - Machines & Mutants
  159. Ed Ep 'Paradise Tree' Reported By: Kim Eastland in GW06 Module
  160. Ekola 'Furball' Reported By: Kim Eastland in GW06 Module
  161. Elefgainth Reported By: unknown contributor in 6th Edition - Machines & Mutants
  162. Encleaver Reported By: unknown contributor in 6th Edition - Machines & Mutants
  163. Encroaches 'Them' Reported By: John M. Maxstadt in Ares Section June 1985 - GW2
  164. Engineering Bot - Heavy 'Heavy Construction Bot' Reported By: unknown contributor in 3rd Edition
  165. Engineering Bot - Light 'Light Construction Bot' Reported By: unknown contributor in 3rd Edition
  166. Engineering Bot - Standard 'Construction Bot' Reported By: unknown contributor in 3rd Edition
  167. Engineering Robot Reported By: Paul Kenney in Mud Glat Walker
  168. Equinoid 'Man-Beast' Reported By: James Ward in GW08 Module
  169. Erdgon 'Finned Dragon' Reported By: Kim Eastland in GW08 Module
  170. Ermon Reported By: Kim Eastland in GW08 Module
  171. Ert 'Stonefish' Reported By: unknown contributor in 1st Edition
  172. Ert Telden 'Firefish' Reported By: unknown contributor in 1st Edition
  173. Etar 'Plains People' Reported By: Kim Eastland in GW10 Module
  174. Euryl 'Mayday Bug' Reported By: Derek M. Holland in MM2
  175. Eyebane Reported By: Bob Crichton in MM2
  176. Familiar Reported By: unknown contributor in 6th Edition - Machines & Mutants
  177. Fashen Reported By: unknown contributor in 6th Edition
  178. Felgon 'Studded Dragon' Reported By: Kim Eastland in GW08 Module
  179. Fen 'Man-Fish' Reported By: unknown contributor in 1st Edition
  180. Fenkuin Reported By: unknown contributor in 6th Edition - Machines & Mutants
  181. Feral Machine Reported By: unknown contributor in 6th Edition - Machines & Mutants
  182. Fhot l'Xon 'Orange Living Mold' Reported By: Kim Eastland in GW08 Module
  183. Fid-Chick Reported By: unknown contributor in 6th Edition - Machines & Mutants
  184. Filamentron Reported By: unknown contributor in 6th Edition - Machines & Mutants
  185. Fire Eater Reported By: unknown contributor in 6th Edition - Machines & Mutants
  186. Firebugs 'The Black Plague' Reported By: John M. Maxstadt in Dragon Magazine 108
  187. Flesh Cutter Ant Reported By: unknown contributor in 6th Edition - Machines & Mutants
  188. Fleshin 'Flying Fish' Reported By: unknown contributor in 1st Edition
  189. Flipp 'Clicker Fish' Reported By: William Tracy in Ares Section June 1985 - GW2
  190. Floth-Ha 'Shutter' Reported By: Daniel Movrich in MM2
  191. Fragger Reported By: BJ Johnson in MM2
  192. Frakenpet Reported By: unknown contributor in 6th Edition - Machines & Mutants
  193. Frankenstein Reported By: unknown contributor in 6th Edition - Machines & Mutants
  194. Free Car Reported By: unknown contributor in 6th Edition - Machines & Mutants
  195. Freleng Reported By: Kim Eastland in GW09 Module
  196. Frid Esk 'Phoenix Hedge' Reported By: Kim Eastland in GW06 Module
  197. Froghemoth Reported By: unknown contributor in Famine at Fargo 7th Edition
  198. Frothgon 'Gliding Dragon' Reported By: Kim Eastland in GW09 Module
  199. Funes' Symbiot Reported By: unknown contributor in 6th Edition - Machines & Mutants
  200. Gallus Gallus 5/13 Reported By: Michael Price in GW2
  201. Garbug Flying Lobster Reported By: unknown contributor in Famine at Fargo 7th Edition
  202. Gardening Robot Reported By: unknown contributor in 6th Edition - Machines & Mutants
  203. Garf Reported By: BJ Johnson in MM2
  204. Garrel 'Sneakers' Reported By: Douglas A. Lent in Ares Section June 1985 - GW2
  205. Gator 'Green Hissers' Reported By: James Ward in 0 - Metamorphsis Alpha
  206. Gazilla Monster Reported By: BJ Johnson in MM2
  207. Gelgon 'Plated Dragon' Reported By: Kim Eastland in GW08 Module
  208. General Household Robot 'Bot' Reported By: unknown contributor in 3rd Edition
  209. General Robotoid 'Waiter Bots' Reported By: unknown contributor in The Albuquerque Starpor
  210. Genetic Flagellant Reported By: unknown contributor in 6th Edition - Machines & Mutants
  211. Ger'tal 'Water Walker' Reported By: Derek M. Holland in MM2
  212. Ghitgon 'Air Dragon' Reported By: Kim Eastland in GW09 Module
  213. Ghol'm Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1
  214. Giant Ant 'Gi-Ant' Reported By: Derek M. Holland in MM2
  215. Giant Potato Bug 'Taterbug' Reported By: Derek M. Holland in MM2
  216. Giggle Bugs (Caterpillars) Reported By: John M. Maxstadt in Dragon Magazine 126
  217. Giggle Bugs (Moths) Reported By: John M. Maxstadt in Dragon Magazine 126
  218. Gliders 'Zap Lizards' Reported By: Danny Moynihan in Dragon Magazine 108
  219. Glower Reported By: Michael Price in GW2
  220. Glucust Reported By: unknown contributor in 6th Edition - Machines & Mutants
  221. Green Hissers Reported By: Paul Kenney in Mud Glat Walker
  222. Greep Reported By: BJ Johnson in MM2
  223. Gremlin Reported By: unknown contributor in 6th Edition - Machines & Mutants
  224. Gren 'Green Man' Reported By: unknown contributor in 1st Edition
  225. Gri'xon 'Green Living Mold' Reported By: Kim Eastland in GW09 Module
  226. Guman 'Flat Render' Reported By: Kim Eastland in GW08 Module
  227. Gwyll Reported By: Derek M. Holland in MM2
  228. Hargon 'Snow Dragon' Reported By: Kim Eastland in GW10 Module
  229. Harlan Quade Reported By: Kim Eastland in GW10 Module
  230. Harmony Tree 'Friendlies' Reported By: John M. Maxstadt in Ares Section June 1985 - GW2
  231. Harod 'Powdery Snow Rat' Reported By: Kim Eastland in GW10 Module
  232. Hawk Wolf Reported By: BK "death_machine_2416" in MM2
  233. Hawkoid 'Sparrowhawks' Reported By: James Ward in 0 - Metamorphsis Alpha
  234. Healers Reported By: unknown contributor in data source corrupted.
  235. Hell Fly Reported By: Derek M. Holland in MM2
  236. Hell Worm Reported By: Derek M. Holland in MM2
  237. Helslith 'Demon Snake' Reported By: Kim Eastland in GW09 Module
  238. Herkel 'Dead Fish' Reported By: unknown contributor in 1st Edition
  239. Herp 'Tiger Beetles' Reported By: unknown contributor in 1st Edition
  240. Hi Snake Reported By: Dirk T. Collins in MM2
  241. Hisser 'Man Snakes' Reported By: unknown contributor in 1st Edition
  242. Hogart 'Thunderbirds' Reported By: Randy Johns in Ares Section June 1985 - GW2
  243. Hogle Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1
  244. Holcut 'Ugly Friend' Reported By: Kim Eastland in GW06 Module
  245. Hoop 'Floppsies' Reported By: unknown contributor in 1st Edition
  246. Hophar 'Snow Rabbit' Reported By: Kim Eastland in GW10 Module
  247. Hopper 'Jackalopes' Reported By: unknown contributor in 1st Edition
  248. Horl Choo 'Porcupine Plants' Reported By: unknown contributor in 1st Edition
  249. Horl Ep Reported By: Bob Crichton in MM2
  250. Horsy Reported By: Les Braun in MM2
  251. Hot Desert Reported By: unknown contributor in 6th Edition - Machines & Mutants
  252. Howler 'Wolf Folk' Reported By: William Tracy in Ares Section June 1985 - GW2
  253. Hrierf 'Thing of the Mind' Reported By: Kim Eastland in GW09 Module
  254. Huge Giant Ant 'Gi-Ant' Reported By: Derek M. Holland in MM2
  255. Hugoth 'Hungry Mountain' Reported By: Bruce Nesmith in GW07 Module
  256. Hwan Hul Reported By: Dirk T. Collins in MM2
  257. Hybrid-Climate Animal Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  258. Hydra Reported By: Kerry Jordan in MM2
  259. Hyri'xon 'Living Ice Mold' Reported By: Kim Eastland in GW10 Module
  260. Indie 'Black Block' Reported By: Kim Eastland in GW08 Module
  261. Ini'xon 'Black Living Mold' Reported By: Kim Eastland in GW09 Module
  262. Inslith 'Black Snake' Reported By: Kim Eastland in GW08 Module
  263. Irnslith 'Ribbon Snake' Reported By: Kim Eastland in GW10 Module
  264. Itchy Reported By: unknown contributor in data source corrupted.
  265. Itchy's Horse Reported By: unknown contributor in data source corrupted.
  266. Itchy's Other Horse Reported By: unknown contributor in data source corrupted.
  267. Jadea Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1
  268. Jaget 'Savannah Cats' Reported By: James Ward in 0 - Metamorphsis Alpha
  269. Japin Reported By: Derek M. Holland in MM2
  270. Jemagon 'Glass Dragon' Reported By: Kim Eastland in GW08 Module
  271. Jeremiah Coot Reported By: Kim Eastland in GW06 Module
  272. Jeremiah's Holcut 'Ugly Friend' Reported By: Kim Eastland in GW06 Module
  273. Jestes 'Tricksters' Reported By: William Tracy in Ares Section June 1985 - GW2
  274. Jetder Reported By: unknown contributor in 6th Edition
  275. Jo'Tal 'Lesser Bloodwing' Reported By: Derek M. Holland in MM2
  276. Jocko Reported By: Paul Kenney in Mud Glat Walker
  277. Jonn Dukas Reported By: Kim Eastland in GW08 Module
  278. Juggernaut 'Rampants' Reported By: John M. Maxstadt in Ares Section June 1985 - GW2
  279. Juggernaut 'Big Daddy' Reported By: Derek M. Holland in MM2
  280. Juog 'Grey Ape' Reported By: Kim Eastland in GW09 Module
  281. Jut Reported By: Bruce Nesmith in GW07 Module
  282. Ka'tal 'Flying Death' Reported By: Derek M. Holland in MM2
  283. Kafka Reported By: unknown contributor in 6th Edition - Machines & Mutants
  284. Kai Lin 'Lizard Bushes' Reported By: unknown contributor in 1st Edition
  285. Kaiute Reported By: BJ Johnson in MM2
  286. Kamodo 'Thunder Lizard' Reported By: unknown contributor in 2nd Edition
  287. Katkin 'Cat Folk' Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW1
  288. Keeshin 'Water Weirds' Reported By: unknown contributor in 1st Edition
  289. Keiber Reported By: unknown contributor in Space Gamer 88
  290. Kep 'Sand Devils' Reported By: unknown contributor in 1st Edition
  291. Kiikce 'Feathered Love' Reported By: Kim Eastland in GW09 Module
  292. KillerRobot Reported By: unknown contributor in Famine at Fargo 7th Edition
  293. Killing Cloud Reported By: unknown contributor in 6th Edition - Machines & Mutants
  294. Klicky Reported By: unknown contributor in Famine at Fargo 7th Edition
  295. Kooda Reported By: Zirra Scrohunter in MM2
  296. Kraw 'Demon' Reported By: Kim Eastland in GW08 Module
  297. Krea 'Hateful' Reported By: Kim Eastland in GW06 Module
  298. Kreel Torrn 'Leapers' Reported By: unknown contributor in Dragon Magazine 108
  299. Krone Reported By: Bruce Nesmith in GW07 Module
  300. Krull Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1
  301. Kud'zu Hert'l'cul Reported By: BK "death_machine_2416" in MM2
  302. Lajjin 'Blue Wing' Reported By: Kim Eastland in GW10 Module
  303. LanternBug Reported By: unknown contributor in Famine at Fargo 7th Edition
  304. Larry Reported By: Paul Kenney in Mud Glat Walker
  305. Laser Gun Battery Reported By: unknown contributor in Trouble in Freesboro
  306. Lemmink Reported By: unknown contributor in 6th Edition - Machines & Mutants
  307. Letharp Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW1
  308. Lil 'Wee Ones' Reported By: James Ward in Paths of the Lil in White Dwarf
  309. Lion Men Reported By: Paul Kenney in Mud Glat Walker
  310. Lizard Steeds Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  311. Locus 'Giant Locus' Reported By: Dirk T. Collins in MM2
  312. Lohan Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1
  313. Longhorn Reported By: unknown contributor in Midnight in the Mystery Garden
  314. Loo Pur Reported By: Michael Price & Garry Spiegle in GW3
  315. Lordia Orp 'Scorpion Folk' Reported By: John Traglio (Apocalyptic Post #3) in MM2
  316. Luk Reported By: unknown contributor in data source corrupted.
  317. Lukalukas 'Gobblers' Reported By: unknown contributor in Dragon Magazine 108
  318. Lunatic Eater Reported By: unknown contributor in 6th Edition - Machines & Mutants
  319. Lurker Reported By: John Traglio (Apocalyptic Post #3) in MM2
  320. Lytid 'Giant Beetle' Reported By: Derek M. Holland in MM2
  321. M-NG0 Mongo Reported By: unknown contributor in Midnight in the Mystery Garden
  322. Maali Reported By: Michael Price in GW2
  323. Maali - alone 'Tall Slasher' Reported By: Kim Eastland in GW10 Module
  324. Maali-Village 'Tall Slasher' Reported By: Kim Eastland in GW10 Module
  325. Makeen Reported By: Robert G. Flack in MM2
  326. Mal Tonas Reported By: Robert G. Flack in MM2
  327. Manhunter 'Robotic Hunter' Reported By: Scott A. Hutcheon in Dragon Magazine 113
  328. Manhunter - Communications Drone Reported By: Scott A. Hutcheon in Dragon Magazine 113
  329. Manhunter - Underground Drone Reported By: Scott A. Hutcheon in Dragon Magazine 113
  330. Manhunter - Underwater Drone 'Underwater tracking drone (cyber)' Reported By: Scott A. Hutcheon in Dragon Magazine 113
  331. Mantis 'Green Renders' Reported By: unknown contributor in 2nd Edition
  332. Mantrap Reported By: unknown contributor in Famine at Fargo 7th Edition
  333. Markus Dema Reported By: Bruce Nesmith in GW07 Module
  334. Marlok 'Deep Dwellers' Reported By: Douglas A. Lent in Ares Section June 1985 - GW2
  335. May'Jir Reported By: Kim Eastland in GW08 Module
  336. Medical Robot 'Medbot' Reported By: unknown contributor in 3rd Edition
  337. Medicant Reported By: unknown contributor in 6th Edition - Machines & Mutants
  338. Mediterranean Reported By: unknown contributor in 6th Edition - Machines & Mutants
  339. Menarl 'Slime Devils' Reported By: unknown contributor in 1st Edition
  340. Mentus Reported By: Kim Eastland in GW08 Module
  341. Metrovore Swarm Reported By: unknown contributor in 6th Edition - Machines & Mutants
  342. Microreebdor Reported By: unknown contributor in 6th Edition - Machines & Mutants
  343. Mimic Reported By: Derek M. Holland in MM2
  344. Mimic Plant Reported By: Phil Taterczynski in GW4
  345. Minda Ray Reported By: BK "death_machine_2416" in MM2
  346. Mindkeep Security Robot 'Security Bot Mk II' Reported By: Kim Eastland in GW06 Module
  347. Mingo Reported By: Les Braun in MM2
  348. Miniature Animal, Medium Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  349. Miniature Animal, Tiny Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  350. Miniji Reported By: unknown contributor in data source corrupted.
  351. Miracle Goo Reported By: unknown contributor in 6th Edition - Machines & Mutants
  352. Mississippi Brainhound Reported By: BJ Johnson in MM2
  353. Moklas 'Baby Bronts' Reported By: unknown contributor in Dragon Magazine 108
  354. Moklas 'Sea Devils' Reported By: unknown contributor in Dragon Magazine 108
  355. Mollin Reported By: unknown contributor in 6th Edition
  356. Molnangs 'Death Snails' Reported By: John M. Maxstadt in Dragon Magazine 126
  357. Mountain Men 'Squatches' Reported By: Randy Johns in Ares Section June 1985 - GW2
  358. Mught 'Gas Cloud' Reported By: Kim Eastland in GW08 Module
  359. Muse Device Reported By: unknown contributor in 6th Edition - Machines & Mutants
  360. Mut Choo 'Gas Plant' Reported By: Kim Eastland in GW06 Module
  361. Mutated Bears Reported By: Paul Kenney in Mud Glat Walker
  362. Mutated Chuckwalla Reported By: unknown contributor in The Albuquerque Starpor
  363. Mutated Houseplant Reported By: unknown contributor in The Albuquerque Starpor
  364. Mutated Raccoons Reported By: Paul Kenney in Mud Glat Walker
  365. Mutated Rat Reported By: unknown contributor in The Albuquerque Starpor
  366. Mutated Scorpion Reported By: unknown contributor in The Albuquerque Starpor
  367. Mutha 'Land Worm' Reported By: unknown contributor in MM2
  368. N'Yark Reported By: Kim Eastland in GW08 Module
  369. N'thlai 'Strange Ones' Reported By: Kim Eastland in GW06 Module
  370. N-Falcon Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  371. Naomi Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1
  372. Narl Ep 'Ghost Trees' Reported By: unknown contributor in 1st Edition
  373. Necrophage Reported By: unknown contributor in 6th Edition - Machines & Mutants
  374. NeepNeep Tech Bane Reported By: unknown contributor in Famine at Fargo 7th Edition
  375. Nep Ep 'Death Trees' Reported By: Kim Eastland in GW06 Module
  376. NewFlesh Reported By: unknown contributor in 6th Edition - Machines & Mutants
  377. Nik'toth Reported By: Bruce Nesmith in GW07 Module
  378. Noctate Reported By: unknown contributor in 6th Edition - Machines & Mutants
  379. Nog l'Xon 'Grey Living Mold' Reported By: Kim Eastland in GW08 Module
  380. Norien Reported By: Kim Eastland in GW09 Module
  381. Nort 'North' Reported By: Kim Eastland in GW09 Module
  382. Nos'ferat 'Mutated monkey' Reported By: Bruce Nesmith in GW07 Module
  383. Nuanderthal Reported By: unknown contributor in 6th Edition - Machines & Mutants
  384. Nurglez 'Plague Beetle' Reported By: Unkown in MM2
  385. Ny'an 'Deadly Tail' Reported By: Kim Eastland in GW06 Module
  386. Nytacal 'Deadly Emerald Flying Insect' Reported By: Kim Eastland in GW09 Module
  387. Oasis Machine Reported By: unknown contributor in 6th Edition - Machines & Mutants
  388. Obb 'Flying Eyes' Reported By: unknown contributor in 1st Edition
  389. Octhofus Reported By: unknown contributor in 6th Edition - Machines & Mutants
  390. Octhofus, Kianth Reported By: unknown contributor in 6th Edition - Machines & Mutants
  391. Omnitar 'Mirrored Ones' Reported By: Kim Eastland in GW06 Module
  392. Ooz Blen Reported By: Michael Price & Garry Spiegle in GW3
  393. Oozing, Multicolored, Many-Tentacle Horror Covered With Eyes and Mouths Reported By: Russ Westbrook in METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis
  394. Orcoid Reported By: Kerry Jordan in MM2
  395. Orlen 'Original Humans' Reported By: unknown contributor in 1st Edition
  396. Otis 'Buffalo Explorer' Reported By: Ted Tschopp in Ted Tschopp
  397. Pako Reported By: Paul Kenney in Mud Glat Walker
  398. Parn 'Sword Beetles' Reported By: unknown contributor in 1st Edition
  399. Partha Reported By: Kim Eastland in GW09 Module
  400. Perth 'Gamma Bushes' Reported By: unknown contributor in 1st Edition
  401. Petrotter Reported By: unknown contributor in 6th Edition - Machines & Mutants
  402. Photo-Shop Bot Reported By: unknown contributor in Badder to the Bone
  403. Pierinhorl 'Black Bear' Reported By: Kim Eastland in GW09 Module
  404. Pierinhorl 'Black Porcupine / Bear' Reported By: Kim Eastland in GW09 Module
  405. Pineto 'Horse Cacti' Reported By: unknown contributor in 1st Edition
  406. Plainsmen Reported By: unknown contributor in 6th Edition - Machines & Mutants
  407. Pocket Assassin Reported By: unknown contributor in 6th Edition - Machines & Mutants
  408. Podog 'Wargs' Reported By: unknown contributor in 1st Edition
  409. Police Robot Reported By: unknown contributor in 6th Edition - Machines & Mutants
  410. Poong Reported By: unknown contributor in Famine at Fargo 7th Edition
  411. Porker Reported By: unknown contributor in Trouble in Freesboro
  412. Pret of the Order of the Blessed Nano Reported By: unknown contributor in Midnight in the Mystery Garden
  413. Prot Ep 'Defense Tree' Reported By: Kim Eastland in GW06 Module
  414. Pubbailo Reported By: unknown contributor in 6th Edition - Machines & Mutants
  415. Puff Cactus Reported By: BJ Johnson in MM2
  416. Quanakus 'Moving Barricade' Reported By: Kim Eastland in GW06 Module
  417. Raiccown Reported By: unknown contributor in 6th Edition - Machines & Mutants
  418. Rakee 'Nuts' Reported By: Kim Eastland in GW06 Module
  419. Rakox 'Big Horns' Reported By: unknown contributor in 1st Edition
  420. Rakrod 'Horned Rats' Reported By: Kim Eastland in GW08 Module
  421. Ranse Reported By: Kim Eastland in GW08 Module
  422. Rastagator Reported By: BJ Johnson in MM2
  423. Ravisher Reported By: unknown contributor in 6th Edition
  424. Razorgrass Reported By: Bob Crichton in MM2
  425. Rebuilt Reported By: unknown contributor in 6th Edition - Machines & Mutants
  426. Reclaimer Reported By: unknown contributor in 6th Edition - Machines & Mutants
  427. Reptoads Reported By: John M. Maxstadt in Dragon Magazine 126
  428. Rhya 'Bigwig' Reported By: unknown contributor in MM2
  429. Rhya Reported By: Derek M. Holland in MM2
  430. Rismish 'Sticky Jelly' Reported By: Kim Eastland in GW08 Module
  431. Robohunter 'Robotic Hunter/Tracker' Reported By: Scott A. Hutcheon in Dragon Magazine 113
  432. Rodcut 'Rat Friend' Reported By: Kim Eastland in GW08 Module
  433. Rodqas 'Zap Mice' Reported By: Kim Eastland in GW08 Module
  434. Rog Reported By: unknown contributor in data source corrupted.
  435. Rojak Reported By: Bruce Nesmith in GW07 Module
  436. Rrerslith 'Cold Snake' Reported By: Kim Eastland in GW08 Module
  437. Rust'ee 'Hulk Mollusk' Reported By: Scot Hoover in MM2
  438. S're'daan 'That Which is Dependable' Reported By: Kim Eastland in GW06 Module
  439. Sarbis 'Varks' Reported By: unknown contributor in 4th Edition
  440. Sarbis - Race 'Earth Pigs' Reported By: Kim Eastland in GW08 Module
  441. Sasquatch Reported By: unknown contributor in 5th Edition
  442. Sathpernert's Rats Reported By: unknown contributor in 6th Edition - Machines & Mutants
  443. Scar 'Oscar' Reported By: Kim Eastland in GW09 Module
  444. Scorpito 'Thrum' Reported By: Scot F. Kent in MM2
  445. Screamer Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW1
  446. Sea Lilies Reported By: Derek M. Holland in MM2
  447. Sea Serpent Green/Black Reported By: Derek M. Holland in MM2
  448. Sea Spider 'Salt Spider' Reported By: Les Braun in MM2
  449. Security Robot 'Security Bot' Reported By: unknown contributor in 3rd Edition
  450. Security Robot Reported By: Paul Kenney in Mud Glat Walker
  451. Sensorium Rig Reported By: unknown contributor in 6th Edition - Machines & Mutants
  452. Sentient Coral Reef Reported By: BK "death_machine_2416" in MM2
  453. Sentrybots Reported By: unknown contributor in Trouble in Freesboro
  454. Sep, Sand 'Land Sharks' Reported By: unknown contributor in 1st Edition
  455. Sep, Snow 'Land Sharks' Reported By: unknown contributor in 1st Edition
  456. Serf 'Thought Masters' Reported By: unknown contributor in 1st Edition
  457. Sergon 'Master Dragon' Reported By: Kim Eastland in GW08 Module
  458. Seroon Lou 'Haunted Fruit Tree' Reported By: unknown contributor in 1st Edition
  459. Sheezu 'Climber' Reported By: Kim Eastland in GW06 Module
  460. Shef Reported By: Kerry Jordan in MM2
  461. Shell Toad Reported By: unknown contributor in 6th Edition - Machines & Mutants
  462. Shez'ur 'Spiked Flyer' Reported By: Kim Eastland in GW06 Module
  463. Shield Worm Reported By: Derek M. Holland in MM2
  464. Shiir'ka Reported By: Kim Eastland in GW08 Module
  465. Shinarl 'Watery Slime' Reported By: Kim Eastland in GW08 Module
  466. Sho'day 'Bird of the Moonlight' Reported By: Kim Eastland in GW06 Module
  467. Shog Reported By: Bob Crichton in MM2
  468. Shreelon 'Alien' Reported By: unknown contributor in Omega Project
  469. Shrike Reported By: unknown contributor in 6th Edition - Machines & Mutants
  470. Shroom Reported By: Lord Irish in MM2
  471. Shrub Wall Reported By: unknown contributor in Badder to the Bone II
  472. Sifoner 'Green Stalkers' Reported By: Randy Johns in Ares Section June 1985 - GW2
  473. Silus Reported By: Bruce Nesmith in GW07 Module
  474. Silverback Reported By: unknown contributor in 6th Edition - Machines & Mutants
  475. Sin'tal 'Assassin Bug' Reported By: Derek M. Holland in MM2
  476. Skaig Reported By: unknown contributor in 6th Edition - Machines & Mutants
  477. Skwil Reported By: Michael Price & Garry Spiegle in GW3
  478. Skyshark Reported By: unknown contributor in 6th Edition - Machines & Mutants
  479. Skyzorr'n - Peon (away from Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  480. Skyzorr'n - Peon (in Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  481. Skyzorr'n - Queen (in Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  482. Skyzorr'n - Sacred Warriors (away from Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  483. Skyzorr'n - Sacred Warriors (in Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  484. Skyzorr'n - Warriors (away from Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  485. Skyzorr'n - Warriors (in Colony) 'Giant Ants' Reported By: Kim Eastland in GW08 Module
  486. Slake 'Giant Sea Slug' Reported By: Derek M. Holland in MM2
  487. Slashworm Reported By: Derek M. Holland in MM2
  488. Sleeth 'Seer Lizards' Reported By: unknown contributor in 1st Edition
  489. Slembaith Reported By: unknown contributor in 6th Edition - Machines & Mutants
  490. Slimer 'Blue Snail' Reported By: Derek M. Holland in MM2
  491. Slimy Grazer Reported By: Derek M. Holland in MM2
  492. Sly Reported By: Bruce Nesmith in GW07 Module
  493. Small Mutant Spider Reported By: unknown contributor in Midnight in the Mystery Garden
  494. Smokerth 'Flaming Bush' Reported By: Kim Eastland in GW06 Module
  495. Smovbai 'Iron Beast' Reported By: Kim Eastland in GW06 Module
  496. Snag Reported By: BJ Johnson in MM2
  497. Solarfly Reported By: unknown contributor in 6th Edition - Machines & Mutants
  498. Soopturt Reported By: Zirra Scrohunter in MM2
  499. Soul Besh 'Skeeters' Reported By: unknown contributor in 1st Edition
  500. Souls'ker Reported By: unknown contributor in 6th Edition
  501. Speedo Reported By: Paul Kenney in Mud Glat Walker
  502. Spider Lil Reported By: John Traglio (Apocalyptic Post #3) in MM2
  503. Spiderbot Reported By: unknown contributor in Famine at Fargo 7th Edition
  504. Spiny Reported By: unknown contributor in 5th Edition
  505. Spiny Craw Reported By: Zirra Scrohunter in MM2
  506. Spitter 'Bot Bashers' Reported By: James Ward in Ares Section June 1985 - GW2
  507. Spoat Reported By: unknown contributor in 6th Edition - Machines & Mutants
  508. Sprey Reported By: Zirra Scrohunter in MM2
  509. Squeaker Reported By: unknown contributor in Famine at Fargo 7th Edition
  510. Squeeker 'King Rats' Reported By: unknown contributor in 3rd Edition
  511. Sre'froth 'Invisible Glider' Reported By: Kim Eastland in GW06 Module
  512. Stagon Reported By: unknown contributor in data source corrupted.
  513. Standardized Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  514. Staph Reported By: Derek M. Holland in MM2
  515. Starfish Cactus Reported By: BJ Johnson in MM2
  516. Stepford Reported By: unknown contributor in 6th Edition - Machines & Mutants
  517. Sticky Reported By: Scott Swigert in MM2
  518. Stilt Palm Reported By: BJ Johnson in MM2
  519. Strangle Reported By: BJ Johnson in MM2
  520. Stuhumphagas 'Stupmers' Reported By: John M. Maxstadt in Dragon Magazine 126
  521. Sucslith 'Sucker Snake' Reported By: Kim Eastland in GW06 Module
  522. Supervisory Borg 'BossBot' Reported By: unknown contributor in 3rd Edition
  523. Suthorl 'Giant Porcupine' Reported By: Kim Eastland in GW09 Module
  524. Sutkin 'Giant Bramble' Reported By: Kim Eastland in GW09 Module
  525. T'Brath 'She Who Consumes' Reported By: Kim Eastland in GW08 Module
  526. T'Larryn Reported By: Dirk Collins in MM2
  527. Tangh Reported By: unknown contributor in Trouble in Freesboro
  528. Tanglepus Reported By: Zirra Scrohunter in MM2
  529. Tani Reported By: unknown contributor in Midnight in the Mystery Garden
  530. TarHorror Reported By: unknown contributor in Famine at Fargo 7th Edition
  531. Tarn Zeb Reported By: Michael Price in GW2
  532. Teakel 'Tear bush' Reported By: Bruce Nesmith in GW07 Module
  533. Teakettler Reported By: unknown contributor in 6th Edition - Machines & Mutants
  534. Tehwhisz Reported By: Bruce Nesmith in GW07 Module
  535. Telenha Reported By: Unknown in MM2
  536. Temperate Forest Reported By: unknown contributor in 6th Edition - Machines & Mutants
  537. Tentacled Ghoul Reported By: Neil Whitlow in MM2
  538. Terl 'Tree Fish' Reported By: unknown contributor in 1st Edition
  539. Terrorbird Reported By: unknown contributor in 6th Edition - Machines & Mutants
  540. Tesseract Spider Reported By: unknown contributor in 6th Edition - Machines & Mutants
  541. Theeka Reported By: unknown contributor in 6th Edition - Machines & Mutants
  542. Thile Pirt Reported By: unknown contributor in 6th Edition - Machines & Mutants
  543. Thra Reported By: unknown contributor in 6th Edition
  544. Thunderbird Reported By: unknown contributor in 5th Edition
  545. Thuntra Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  546. Thuntra Reported By: unknown contributor in 6th Edition - Machines & Mutants
  547. Thy'tal 'Sliver Sucker' Reported By: Derek M. Holland in MM2
  548. Ti'tal 'Green Lantern' Reported By: Derek M. Holland in MM2
  549. Tibenpayher Reported By: unknown contributor in 6th Edition - Beyond the Horizon
  550. Timon Reported By: Kim Eastland in GW08 Module
  551. Timon Reported By: Kim Eastland in GW09 Module
  552. Timon's Dabber Agent Reported By: Kim Eastland in GW08 Module
  553. Toother Reported By: Michael Price & Garry Spiegle in GW3
  554. Tracker Reported By: unknown contributor in Midnight in the Mystery Garden
  555. Trap Worm Reported By: unknown contributor in MM2
  556. Trechlily Reported By: Zirra Scrohunter in MM2
  557. Tremorworm 'Graboid' Reported By: Derek M. Holland in MM2
  558. Tropical Grass Reported By: unknown contributor in 6th Edition - Machines & Mutants
  559. Tropical Rainforest Reported By: unknown contributor in 6th Edition - Machines & Mutants
  560. Tsorsut 'Giant Bat' Reported By: Kim Eastland in GW06 Module
  561. Turing Pariah Reported By: unknown contributor in 6th Edition - Machines & Mutants
  562. Ty'ghone Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1
  563. Tyrant Reported By: unknown contributor in 6th Edition - Machines & Mutants
  564. Ultravore Reported By: unknown contributor in 6th Edition - Machines & Mutants
  565. Unsut 'Spider Friend' Reported By: Kim Eastland in GW09 Module
  566. V'ath 'That which is hideous' Reported By: Kim Eastland in GW09 Module
  567. Vath Reported By: Michael Price & Garry Spiegle in GW3
  568. Vegepygmy Reported By: unknown contributor in Famine at Fargo 7th Edition
  569. Vene'a'Mub 'Red Living Mold' Reported By: Kim Eastland in GW08 Module
  570. Vene'aMub 'Villain that Hides and Kills' Reported By: Kim Eastland in GW06 Module
  571. Vent Worm Reported By: Derek M. Holland in MM2
  572. Verbat 'Spinning Guardian' Reported By: Kim Eastland in GW08 Module
  573. Virguven Reported By: unknown contributor in 6th Edition - Machines & Mutants
  574. Visitor Reported By: unknown contributor in Famine at Fargo 7th Edition
  575. Waja Reported By: Bruce Nesmith in GW07 Module
  576. Waldis 'Sage of Melkath' Reported By: Bruce Nesmith in GW07 Module
  577. Walking Tower Reported By: unknown contributor in 6th Edition - Machines & Mutants
  578. Warbot 'Warbot' Reported By: unknown contributor in 3rd Edition
  579. Wardent 'Devo Beasts' Reported By: unknown contributor in 2nd Edition
  580. Watchcat Reported By: unknown contributor in 6th Edition - Machines & Mutants
  581. Water Bear 'Sea Cow' Reported By: Derek M. Holland in MM2
  582. Wed Tsurp 'Red Bat-like Humanoid' Reported By: Kim Eastland in GW09 Module
  583. Wed l'Xon 'Red Living Mold' Reported By: Kim Eastland in GW08 Module
  584. Weirbuled Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW1
  585. Weirbulen Reported By: unknown contributor in 6th Edition - Machines & Mutants
  586. Wessex Reported By: Paul Kenney in Mud Glat Walker
  587. Westford Reported By: Paul Kenney in Mud Glat Walker
  588. Whirrzlers 'Propeller' Reported By: John M. Maxstadt in Dragon Magainze 130
  589. Win Seen / Winislean, Green 'Green Tanglers' Reported By: unknown contributor in 1st Edition
  590. Win Seen / Winislean, Yellow 'Yellow Tanglers' Reported By: unknown contributor in 1st Edition
  591. Woo'N 'Shining Being' Reported By: Kim Eastland in GW08 Module
  592. Wraith Reported By: Derek M. Holland in MM2
  593. Xanqas 'Shocking Mildew' Reported By: Kim Eastland in GW08 Module
  594. Y'Zor 'He who is a warrior' Reported By: Kim Eastland in GW09 Module
  595. Yellow Belly Reported By: Derek M. Holland in MM2
  596. Yexil 'Orange Scarfers' Reported By: unknown contributor in 1st Edition
  597. Yukon Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1
  598. Zarn 'Borer Beetles' Reported By: unknown contributor in 1st Edition
  599. Zayshin Reported By: Zirra Scrohunter in MM2
  600. Zeeth 'Gamma Grass' Reported By: unknown contributor in 1st Edition
  601. Zombie Deadun Reported By: unknown contributor in Famine at Fargo 7th Edition
  602. Zutperk The Great Reported By: unknown contributor in Midnight in the Mystery Garden

AI Fragment

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Abomination

Reported By: Bruce Nesmith in GW07 Module

Role: Unique
Base Stock: Unknown

MCC Stat Block: Abomination (1): Init +5; atk 9 x claws melee +9 (1d5+6); AC 17; HD 9D5 hp 27; MV 11' ; 1d20+1d14; SV Fort +4, Ref +0, Will +3
Mutations: (P) Photosynthetic Skin (28), Skeltal enhancement (18), Speed Increase (14), Duality (15), Enhanced Smell (12)(PL) Divisional body segments (15)(M) Phobia - Androids (16), Fear Generation (10), Temporal Fugue (12), Life Leech (14), Cryokinesis(8)

Number Appearing: 1
Morale: 9
Hit Dice: HD 9D5
Armor: 7 (AC 17)
Size: Unknown

Movement: MV 11'

Attack: 9 x Claws melee +9 (1d5+6)

MS: 18 PS: 360
IN: 1 DX: 12
CH: 5 CN: 21

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The abomination is part plant and part lizard. Its origin is lost in the mists of time, but it is known that no other creature like it exists on the continent. The scaled / bark body has no defined shape to it, 3 foot long claws tipped limbs stick out at seemingly random places. Its head is flat bony protrusion with a mass of short thick tentacle / branches surrounding it like a collar. Its mouth is toothless, merely an entrance to the acid filled belly.Behavior:While using life leech, any of its temporal fugue copies are not affected. They are affected by anybody else's life leech as individual creatures. This is not the same as the anti-life leech mutation.When in combat, the abomination needs four limbs to remain mobile, the others will leave and attack on their own.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: While using life leech, any of its temporal fugue copies are not affected. They are affected by anybody else's life leech as individual creatures. This is not the same as the anti-life leech mutation.When in combat, the abomination needs four limbs to remain mobile, the others will leave and attack on their own.


Abomination Claw

Reported By: Bruce Nesmith in GW07 Module

Role: Unique
Base Stock: Unknown

MCC Stat Block: Abomination Claw (1): Init +2; atk 2 x claws melee +1 (1d5); AC 17; HD 4D5 hp 12; MV 3' ; 1d20; SV Fort +0, Ref +0, Will +3
Mutations: Unknown

Number Appearing: 1
Morale: 9
Hit Dice: HD 4D5
Armor: 7 (AC 17)
Size: Unknown

Movement: MV 3'

Attack: 2 x Claws melee +1 (1d5)

MS: 18 PS: 10
IN: 1 DX: 10
CH: 5 CN: 10

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Description: Large claws attached to tendrils that act as legs.Behavior:Can leap 2 meters in any direction each turn

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Can leap 2 meters in any direction each turn


Acidweed

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Advoid

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Aeroscpid 'Sky Walkers'

Reported By: John M. Maxstadt in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Giant Squid

MCC Stat Block: Aeroscpid 'Sky Walkers' (1): Init +10; atk 2 x tentacle slap melee +11 (1d20+6) and bite melee +11 (1d20+6); AC 13; HD 80D7 hp 320; MV Fly 25' or Swim 13' ; 1d20+1d20; SV Fort +3, Ref +0, Will +0
Mutations: (P) New body parts (air- breathing organs), physical reflection (electromagnetic), taller telekinetic flight (improved)

Number Appearing: 1
Morale: 10
Hit Dice: HD 80D7
Armor: 3 (AC 13)
Size: Gargantuan (25+ Meters Long)

Movement: MV Fly 25' or Swim 13'

Attack: 2 x Tentacle Slap melee +11 (1d20+6) 2 x Tentacle Slap melee +11 (1d20+6)

MS: 9 PS: 125
IN: 1 DX: 10
CH: 1 CN: 18

Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Habitat: Any Non-arctic
Tech Level: 0 - 0
Artifacts: None

Description: Description: The aero squid is an amphibious predator, equally formidable in or out of water. Its telekinetic flight ability is constant: it essentially swims through water and air with ease. An aero squid does not need to return to the water except to mate, so it may be encountered over all sorts of terrain in all climates but the coldest, as well as in the ocean depths. It has no need to sleep, although it will rest after a large meal. The small and completely aquatic infant form of the aero squid is exceedingly vulnerable, so the adults are happily rare. A hungry aero squid is an eating machine that will devour any form of animal life it can get its tentacles on. Behavior:Two of its tentacles are very long and end in horny, paddle-shaped appendages 3 m in diameter. The others are shorter and lined with suction cups. The aero squid will bat at creatures on the ground or in the air with the two longer tentacles while it grabs other creatures with the other eight. It can use only one tentacle per man-sized opponent, but all such targets are considered AC 10 (dexterity and size modifiers apply, how- ever). Construction damage does not begin until the action turn after a successful grab, and then only affects creatures not in plastic or metal armor or a total carapace.Two action turns after the first successful grab, it will pull one victim (at random) to its mouth for a bite (at + 4 to hit). It will continue to bite one victim until damage equals double the victim's hit-point total (i.e., the victim is dead and devoured). After that, it will bite another victim, if it has grabbed more than one. Construction damage to a victim does not continue while the aero- squid is trying to bite that victim. Creatures weighing 800 kg or more can try to break free of a constricting tentacle by rolling their combined strength and dexterity or less on a doubled percentile. roll. Each character may try this only twice (one attempt per action turn).The aero squid is a mollusk and has no brain as such, so it is immune to empathy, telepathy, mental control, beguiling, confusion, mental blast, and mental paralysis. On the other hand, it is stupid, so it can often be avoided by rudimentary camouflage or even simple immobility (80% and 30% chance respectively, modified by circumstances as the GM sees fit). It will also attack things it can- not eat, such as robots, androids, borgs, and vehicles in motion. To hold such an opponent requires one constricting tentacle per 50 kph maximum speed of the machine. The aero squid will in any case throw away any machine (including a closed vehicle containing living organisms) after one bite.Due to its size, an aero squid surprises only on a 1, but it can only be surprised by flying creatures (or swimming creatures in the water). Such creatures will surprise on a 1-3, since the aero squid's only functional sense is sight.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Two of its tentacles are very long and end in horny, paddle-shaped appendages 3 m in diameter. The others are shorter and lined with suction cups. The aero squid will bat at creatures on the ground or in the air with the two longer tentacles while it grabs other creatures with the other eight. It can use only one tentacle per man-sized opponent, but all such targets are considered AC 10 (dexterity and size modifiers apply, how- ever). Construction damage does not begin until the action turn after a successful grab, and then only affects creatures not in plastic or metal armor or a total carapace.Two action turns after the first successful grab, it will pull one victim (at random) to its mouth for a bite (at + 4 to hit). It will continue to bite one victim until damage equals double the victim's hit-point total (i.e., the victim is dead and devoured). After that, it will bite another victim, if it has grabbed more than one. Construction damage to a victim does not continue while the aero- squid is trying to bite that victim. Creatures weighing 800 kg or more can try to break free of a constricting tentacle by rolling their combined strength and dexterity or less on a doubled percentile. roll. Each character may try this only twice (one attempt per action turn).The aero squid is a mollusk and has no brain as such, so it is immune to empathy, telepathy, mental control, beguiling, confusion, mental blast, and mental paralysis. On the other hand, it is stupid, so it can often be avoided by rudimentary camouflage or even simple immobility (80% and 30% chance respectively, modified by circumstances as the GM sees fit). It will also attack things it can- not eat, such as robots, androids, borgs, and vehicles in motion. To hold such an opponent requires one constricting tentacle per 50 kph maximum speed of the machine. The aero squid will in any case throw away any machine (including a closed vehicle containing living organisms) after one bite.Due to its size, an aero squid surprises only on a 1, but it can only be surprised by flying creatures (or swimming creatures in the water). Such creatures will surprise on a 1-3, since the aero squid's only functional sense is sight.


Albilope 'Climbing, Crescent Deer'

Reported By: Kim Eastland in GW09 Module

Role: Unknown
Base Stock: Deer

MCC Stat Block: Albilope 'Climbing, Crescent Deer' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Albilope

Reported By: Michael Price in GW2

Role: Unknown
Base Stock: Antelope

MCC Stat Block: Albilope (2d6 (7)): Init +3; atk horn melee (1d12-1) and bite melee (1d6-1); AC 11; HD 3D7 hp 12 each; MV 53' ; 1d20; SV Fort +0, Ref +1, Will +0
Mutations: Anti-Life Leech; Light Generation

Number Appearing: 2d6
Morale: 5
Hit Dice: HD 3D7
Armor: 1 (AC 11)
Size: Medium (1.5 Meters)

Movement: MV 53'

Attack: Horn melee (1d12-1) Horn melee (1d12-1)

MS: 10 PS: 6
IN: 6 DX: 14
CH: 9 CN: 9

Frequency: Common
Organization: Unknown
Activity Cycle: Unknown
Diet: Omnivore
Habitat: Temperate and Artic Plains
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: This slenderly built creature is easily recognized because of its snowy white fur and glowing pink eyes.The albilope,a descendent of the antelope,still has the general appearance of its fore-runner except for two noticeable changes;it is an albino and it has a unique two-pronged horn in the middle of its forehead.Behavior:The albino nature of this mutant resulted because of the anti-life leeching power that developed, and it is believed that the alibilope is one of the first creatures to have evolved with this powerful ability.A thick fur appeared on mutants as a means of protecting themselves against both the cold and harmful radiation. Albilopes are immune to cold attacks and their thick, white furry coat effectively doubles their constitution score (from 8 to 16) when determining the results of radiation exposure on the Radiation Matrix. In addition to its distinctive albino look,the Albilope possess a single deadly horn in the center of its forehead.This 30 centimeter tall Y-shaped horn has a saw toothed edge and is razor sharp.Any wounds delivered by the alibilope's horn will inflict 3-12 points of damage on the round it hits and will result in 1-4 more points of damage each round after-ward due to the excessive bleeding caused by the cut. The bleeding can be stopped if the wound is attended to and properly treated. Albilopes are omnivores that usually eat plants, but when hungry,they have been known to viciously attack vulnerable prey.Their great speed allows them to catch unsuspecting creatures,but more import-antly it permits them to escape most of the predators found in this area.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: The albino nature of this mutant resulted because of the anti-life leeching power that developed, and it is believed that the alibilope is one of the first creatures to have evolved with this powerful ability.A thick fur appeared on mutants as a means of protecting themselves against both the cold and harmful radiation. Albilopes are immune to cold attacks and their thick, white furry coat effectively doubles their constitution score (from 8 to 16) when determining the results of radiation exposure on the Radiation Matrix. In addition to its distinctive albino look,the Albilope possess a single deadly horn in the center of its forehead.This 30 centimeter tall Y-shaped horn has a saw toothed edge and is razor sharp.Any wounds delivered by the alibilope's horn will inflict 3-12 points of damage on the round it hits and will result in 1-4 more points of damage each round after-ward due to the excessive bleeding caused by the cut. The bleeding can be stopped if the wound is attended to and properly treated. Albilopes are omnivores that usually eat plants, but when hungry,they have been known to viciously attack vulnerable prey.Their great speed allows them to catch unsuspecting creatures,but more import-antly it permits them to escape most of the predators found in this area.


Alynor d'Vrie

Reported By: Kim Eastland in GW08 Module

Role: NPC
Base Stock: Human

MCC Stat Block: Alynor d'Vrie (1): Init +3; atk see description; AC 10; HD 5D12 hp 33; NO MOVEMENT; 1d20; SV Fort +1, Ref +0, Will +0
Mutations: Unknown

Number Appearing: 1
Morale: 13
Hit Dice: HD 5D12
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: 12 PS: 14
IN: 15 DX: 12
CH: 13 CN: 15

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Lots of 'Junk'

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ameebies (as blob) 'Shapeless Ones'

Reported By: Dan Snuffin in Dragon Magazine 108

Role: Monster
Base Stock: Unknown

MCC Stat Block: Ameebies (as blob) 'Shapeless Ones' (1): Init +2; atk see description; AC 18; HD 4D7 hp 16; MV 4' ; 1d20; SV Fort +0, Ref +0, Will -2
Mutations: Unknown

Number Appearing: 1
Morale: 4
Hit Dice: HD 4D7
Armor: 8 (AC 18)
Size: Unknown

Movement: MV 4'

Attack: See Description

MS: 5 PS: 15
IN: 13 DX: 10
CH: 3 CN: 10

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: 0 - 0
Artifacts: Lots of 'Junk'

Description: Description: Ameebies may be descended from giant microbes produced in genetic-engineering laboratories during the Shadow Years, though little else is known of their origins. An ameebie has two forms. The first is that of an amoph- ous blob, roughly 2-3 m in diameter. The blob is omnivorous and attacks living prey by attempting to stretch out, envelope, and smother the victim. A successful to hit roll means the ameebie has extended a pseudopod and successfully covered the victims face. (Being rather intelligent, the ameebie knows where to aim.) The victim takes 2d6 damage per Action Turn there- after until either it or the ameebie is slain. Blunt weapons (clubs, maces, etc.) do no damage to the ameebie in this form, as it can reshape itself to absorb the blows impact.The ameebies second form is that of a humanoid being, devoid of facial features, hair, and so forth. This form is about 1.5 m tall, and takes 2 Action Turns without interruption to assume. In this form, the ameebie cannot digest prey, as it is using all of its energy to maintain the humanoid shape. It is not known if ameebies can assume other forms.Ameebies cannot be affected by cold. They automatically form a hard, rubbery surface when subjected to cold tempera- tures, and actually gain 1 armor class level for every 10 hit points of cold damagethey absorb (even from mutant cold-gener- ating powers). The lowest armor class they can attain is AC 3.Ameebies are quite intelligent and may join adventuring parties out of curiosity. They see by using thousands of minute eyespots over their bodies. Though severely myopic (missing all objects fur- ther than 10 m away), they cannot be surprised within their limited visual range. Ameebies are deaf, but have normal senses of touch. They eat any organic matter, being immune to poisons. Some ameebies have learned to communicate with other beings using very rudimentary sign language. They also regenerate any physical damage they take.Nothing is known about how ameebies reproduce, though it is guessed that they use budding or fission. Ameebies cannot be contacted by using telepathic powers of any sort. For some reason, they seem to avoid their own kind, and are only encountered singly.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ameebies (as humanoid) 'Shapeless Ones'

Reported By: Dan Snuffin in Dragon Magazine 108

Role: Monster
Base Stock: Artificially produced microbe

MCC Stat Block: Ameebies (as humanoid) 'Shapeless Ones' (1): Init +2; atk see description; AC 18; HD 4D7 hp 16; MV 15' ; 1d20; SV Fort +0, Ref +0, Will -2
Mutations: Diminished senses (D; no senses of hearing, taste, or smell), new sense (universal-direction vision), physical reflection (variant, vs. cold and blunt weapons), shapechange (limited), regenera- tion, vision defect (D; severe), and two unique mutations (poison immunity and telepathic immunity)

Number Appearing: 1
Morale: 4
Hit Dice: HD 4D7
Armor: 8 (AC 18)
Size: Variable

Movement: MV 15'

Attack: See Description

MS: 5 PS: 15
IN: 13 DX: 10
CH: 3 CN: 10

Frequency: Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Any organic matter
Habitat: Subarctic to temperate forests
Tech Level: 0 - 0
Artifacts: Lots of 'Junk'

Description: Description: Ameebies may be descended from giant microbes produced in genetic-engineering laboratories during the Shadow Years, though little else is known of their origins. An ameebie has two forms. The first is that of an amoph- ous blob, roughly 2-3 m in diameter. The blob is omnivorous and attacks living prey by attempting to stretch out, envelope, and smother the victim. A successful to hit roll means the ameebie has extended a pseudopod and successfully covered the victims face. (Being rather intelligent, the ameebie knows where to aim.) The victim takes 2d6 damage per Action Turn there- after until either it or the ameebie is slain. Blunt weapons (clubs, maces, etc.) do no damage to the ameebie in this form, as it can reshape itself to absorb the blows impact.The ameebies second form is that of a humanoid being, devoid of facial features, hair, and so forth. This form is about 1.5 m tall, and takes 2 Action Turns without interruption to assume. In this form, the ameebie cannot digest prey, as it is using all of its energy to maintain the humanoid shape. It is not known if ameebies can assume other forms.Ameebies cannot be affected by cold. They automatically form a hard, rubbery surface when subjected to cold tempera- tures, and actually gain 1 armor class level for every 10 hit points of cold damagethey absorb (even from mutant cold-gener- ating powers). The lowest armor class they can attain is AC 3.Ameebies are quite intelligent and may join adventuring parties out of curiosity. They see by using thousands of minute eyespots over their bodies. Though severely myopic (missing all objects fur- ther than 10 m away), they cannot be surprised within their limited visual range. Ameebies are deaf, but have normal senses of touch. They eat any organic matter, being immune to poisons. Some ameebies have learned to communicate with other beings using very rudimentary sign language. They also regenerate any physical damage they take.Nothing is known about how ameebies reproduce, though it is guessed that they use budding or fission. Ameebies cannot be contacted by using telepathic powers of any sort. For some reason, they seem to avoid their own kind, and are only encountered singly.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Android 'Thinker'

Reported By: James Ward in 0 - Metamorphsis Alpha

Role: Race - Caste
Base Stock: Synthetic Lifeform

MCC Stat Block: Android 'Thinker' (1d4 (2)): Init +6; atk weapon melee +3 (1d4+1); AC 11; HD 9D4 hp 23 each; MV 30' ; 1d20+1d14; SV Fort +1, Ref +1, Will +3
Mutations: None

Number Appearing: 1d4
Morale: 15
Hit Dice: HD 9D4
Armor: 1 (AC 11)
Size: Medium (1.5 Meter)

Movement: MV 30'

Attack: Weapon melee +3 (1d4+1)

MS: 18 PS: 14
IN: 18 DX: 14
CH: 14 CN: 14

Frequency: Very Rare
Organization: Collective
Activity Cycle: All
Diet: None
Habitat: Any
Tech Level: 3 - 6
Artifacts: s

Description (Initial Observation): Description: Man-made beings with red hued skin and blank stares.Behavior:They generally consider humans to be their enemies, and will fight to the death. When an android dies they will dissolve into a pool of red protoplasm.Combat: Thinker Androids are artificial life forms that are given the task of doing research and science. Their focus is on anything that require a lot of thought and planning. They are not equipped to deal with combat and will defer to Warriors and Workers first in the event of combat. Thinkers are equipped with additional memory cells that allow them to record and capture the memories of the other Androids under their command. In the event of danger, they will attempt to get back to the humans or computers that dispatched them on their mission if things go wrong. They see Warrior and Worker Androids as tools to accomplish and report back on their missions.Society: Androids do not have a society. They serve whomever created them.

Description (Observation 1): Androids are artificial lifeforms that have been designed to appear human, and are often mistaken for such upon casual observation. Androids were considered primitive and antiquated by the super-science metrics of the Ancient Ones, as their primary utility had been largely superseded by the use of soft-light and hard-light holograms. Still, there were times and places where economics favored the use of the ever-sturdy android. Thus, many were still in use at the time of the Great Disaster. They are especially prevalent in areas where holograms can not be deployed. All androids have a limited amount of memory storage space, so they can effectively be taught in only one field of endeavour. They have been made sensitive to certain sonics frequencies so that they are easily damaged by them. They are powered by energy from energy cells. The usefulness of this of creation is obvious. They can be made to have great strength; can be made to be very small and thus fit in places an engineering robot cannot enter. They can be made radiation resistant so that they can operate in areas where even a man in a suit would be in danger for any length of time. The medical section of every ancient facility had been given the responsibility for the creation of these constructs. While the process of creating new Androids can be run by androids themselves it is the usual policy humans to do this work. Each android is designed so that when it is almost the end of its life expectancy it will change color from normal human skin tones to a deep blood red color. This allows it to be recycled. The standard model is in a humanoid form and can operate for 24 hours from the energy given from the standard energy cell. The brain structure of these constructs is made to be programmable directly by computer banks. Lack of energy after 24 hours will cause the android to hibernate until energy is restored.

Combat: Thinker Androids are artificial life forms that are given the task of doing research and science. Their focus is on anything that require a lot of thought and planning. They are not equipped to deal with combat and will defer to Warriors and Workers first in the event of combat. Thinkers are equipped with additional memory cells that allow them to record and capture the memories of the other Androids under their command. In the event of danger, they will attempt to get back to the humans or computers that dispatched them on their mission if things go wrong. They see Warrior and Worker Androids as tools to accomplish and report back on their missions.

Society: Androids do not have a society. They serve whomever created them.

Behavior: They generally consider humans to be their enemies, and will fight to the death. When an android dies they will dissolve into a pool of red protoplasm.


Android 'Warrior'

Reported By: James Ward in 0 - Metamorphsis Alpha

Role: Race - Caste
Base Stock: Synthetic Lifeform

MCC Stat Block: Android 'Warrior' (1d6 (3)): Init +6; atk weapon melee +6 (1d10+3); AC 13; HD 5D12 hp 33 each; MV 30' ; 1d20; SV Fort +3, Ref +3, Will +1
Mutations: None

Number Appearing: 1d6
Morale: 10
Hit Dice: HD 5D12
Armor: 3 (AC 13)
Size: Medium (1.5 Meter)

Movement: MV 30'

Attack: Weapon melee +6 (1d10+3)

MS: 14 PS: 18
IN: 18 DX: 18
CH: 14 CN: 18

Frequency: Rare
Organization: Collective
Activity Cycle: All
Diet: None
Habitat: Any
Tech Level: 3 - 6
Artifacts: r

Description (Initial Observation): Description: Man-made beings with red hued skin and blank stares.Behavior:They generally consider humans to be their enemies, and will fight to the death. When an android dies they will dissolve into a pool of red protoplasm.Combat: Warrior Androids are focused on protection and defense as their mission. They are quite proficient in these outcomes and will selflessly sacrificed themselves for the good of their mission or team.Society: Androids do not have a society. They serve whomever created them.

Description (Observation 1): Androids are artificial lifeforms that have been designed to appear human, and are often mistaken for such upon casual observation. Androids were considered primitive and antiquated by the super-science metrics of the Ancient Ones, as their primary utility had been largely superseded by the use of soft-light and hard-light holograms. Still, there were times and places where economics favored the use of the ever-sturdy android. Thus, many were still in use at the time of the Great Disaster. They are especially prevalent in areas where holograms can not be deployed. All androids have a limited amount of memory storage space, so they can effectively be taught in only one field of endeavour. They have been made sensitive to certain sonics frequencies so that they are easily damaged by them. They are powered by energy from energy cells. The usefulness of this of creation is obvious. They can be made to have great strength; can be made to be very small and thus fit in places an engineering robot cannot enter. They can be made radiation resistant so that they can operate in areas where even a man in a suit would be in danger for any length of time. The medical section of every ancient facility had been given the responsibility for the creation of these constructs. While the process of creating new Androids can be run by androids themselves it is the usual policy humans to do this work. Each android is designed so that when it is almost the end of its life expectancy it will change color from normal human skin tones to a deep blood red color. This allows it to be recycled. The standard model is in a humanoid form and can operate for 24 hours from the energy given from the standard energy cell. The brain structure of these constructs is made to be programmable directly by computer banks. Lack of energy after 24 hours will cause the android to hibernate until energy is restored.

Combat: Warrior Androids are focused on protection and defense as their mission. They are quite proficient in these outcomes and will selflessly sacrificed themselves for the good of their mission or team.

Society: Androids do not have a society. They serve whomever created them.

Behavior: They generally consider humans to be their enemies, and will fight to the death. When an android dies they will dissolve into a pool of red protoplasm.


Android 'Worker'

Reported By: James Ward in 0 - Metamorphsis Alpha

Role: Race - Caste
Base Stock: Synthetic Lifeform

MCC Stat Block: Android 'Worker' (2d4 (5)): Init +3; atk weapon melee +5 (1d3+3); AC 12; HD 6D6 hp 21 each; MV 30' ; 1d20; SV Fort +3, Ref +0, Will +0
Mutations: None

Number Appearing: 2d4
Morale: 5
Hit Dice: HD 6D6
Armor: 2 (AC 12)
Size: Medium (1.5 Meter)

Movement: MV 30'

Attack: Weapon melee +5 (1d3+3)

MS: 10 PS: 18
IN: 8 DX: 10
CH: 8 CN: 18

Frequency: Uncommon
Organization: Collective
Activity Cycle: All
Diet: None
Habitat: Any
Tech Level: 3 - 6
Artifacts: Z

Description: Description: Man-made beings with red hued skin and blank stares.Behavior:They generally consider humans to be their enemies, and will fight to the death. When an android dies they will dissolve into a pool of red protoplasm.Combat: Worker Androids are the manual laborers the Ancient Ones deployed. They receive their orders from first Thinkers and then warriors in the event of combat situations. They will selflessly sacrificed themselves for the good of the mission or cause.Society: Androids do not have a society. They serve whomever created them.

Combat: Worker Androids are the manual laborers the Ancient Ones deployed. They receive their orders from first Thinkers and then warriors in the event of combat situations. They will selflessly sacrificed themselves for the good of the mission or cause.

Society: Androids do not have a society. They serve whomever created them.

Behavior: They generally consider humans to be their enemies, and will fight to the death. When an android dies they will dissolve into a pool of red protoplasm.


Android 'High Thinker'

Reported By: Bruce Nesmith in GW07 Module

Role: Race - Caste
Base Stock: Synthetic Lifeform

MCC Stat Block: Android 'High Thinker' (1): Init +7; atk weapon melee +2 (1d4); AC 11; HD 11D4 hp 28; MV 30' ; 1d20+1d16; SV Fort +0, Ref +1, Will +4
Mutations: None

Number Appearing: 1
Morale: 20
Hit Dice: HD 11D4
Armor: 1 (AC 11)
Size: Medium (1.5 Meter)

Movement: MV 30'

Attack: Weapon melee +2 (1d4)

MS: 21 PS: 9
IN: 21 DX: 15
CH: 18 CN: 12

Frequency: Extremely Rare
Organization: Collective
Activity Cycle: All
Diet: None
Habitat: Any
Tech Level: 4 - 6
Artifacts: Unknown

Description: Description: The barl nep is a mutant form of catfish that can attain a length of up to a meter and a half. Their scales are completely black and their heads are blunt and equipped with 'whiskers' they use to help gather food.Behavior:equipment: Communicator, Control Baton, Stim Dose, Mind Booster

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: equipment: Communicator, Control Baton, Stim Dose, Mind Booster


Android 'Body Guard'

Reported By: Bruce Nesmith in GW07 Module

Role: Race - Caste
Base Stock: Synthetic Lifeform

MCC Stat Block: Android 'Body Guard' (1d3 (2)): Init +6; atk weapon melee +6 (1d10+3); AC 19; HD 6D12 hp 39 each; MV 30' ; 1d20; SV Fort +3, Ref +3, Will +2
Mutations: None

Number Appearing: 1d3
Morale: 15
Hit Dice: HD 6D12
Armor: 9 (AC 19)
Size: Medium (1.5 Meter)

Movement: MV 30'

Attack: Weapon melee +6 (1d10+3)

MS: 16 PS: 19
IN: 12 DX: 18
CH: 12 CN: 19

Frequency: Very Rare
Organization: Collective
Activity Cycle: All
Diet: None
Habitat: Any
Tech Level: 4 - 6
Artifacts: Unknown

Description: Description: Man-made beings with red hued skin and blank stares.Behavior:equipment: Powered Battle Armor, Laser Pistol, Vibro Blade, Stun Whip, 2 Stun Grenades, Accelera dose, Interra Shot

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: equipment: Powered Battle Armor, Laser Pistol, Vibro Blade, Stun Whip, 2 Stun Grenades, Accelera dose, Interra Shot


Anfal 'Man with Tails'

Reported By: Kim Eastland in GW09 Module

Role: Race
Base Stock: Scorpion

MCC Stat Block: Anfal 'Man with Tails' (1d12 (6)): Init -3; atk see description; AC 10; HD 1D7 hp 4 each; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: 1d12
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ant-Giant

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ape, Carnivorous 'Magilla'

Reported By: unknown contributor in MM2

Role: Monster - Boss
Base Stock: Ape

MCC Stat Block: Ape, Carnivorous 'Magilla' (2d4 (5)): Init +4; atk 2 x claws melee +5 (1d6+4) and bite melee +5 (1d4+4); AC 18; HD 4D7 hp 16 each; MV 15' or Climb 23' ; 1d20; SV Fort +4, Ref +2, Will +0
Mutations: None

Number Appearing: 2d4
Morale: 7
Hit Dice: HD 4D7
Armor: 8 (AC 18)
Size: Large (2 Meters Tall +)

Movement: MV 15' or Climb 23'

Attack: 2 x Claws melee +5 (1d6+4) 2 x Claws melee +5 (1d6+4)

MS: 9 PS: 20
IN: 10 DX: 16
CH: 7 CN: 20

Frequency: Rare
Organization: Troop
Activity Cycle: Day
Diet: Carnivore
Habitat: Forests
Tech Level: 1 - 3
Artifacts: Tech Level 1 and 2 stff

Description: Description: 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 also 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.Combat: Blights or 'cloud worms' prefer to attack their victims invisibly. Their first action on becoming visible is to create a powerful photogenerative flash of light to blind and stun its prey. It then attacks by biting or constriction, grabbing its prey in a powerful hold. It prefers to attack single creatures or small groups, but it will always attack when it feels its territory is threatened.

Combat: Blights or 'cloud worms' prefer to attack their victims invisibly. Their first action on becoming visible is to create a powerful photogenerative flash of light to blind and stun its prey. It then attacks by biting or constriction, grabbing its prey in a powerful hold. It prefers to attack single creatures or small groups, but it will always attack when it feels its territory is threatened.

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Apothecary

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Architect

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ark 'Hound Folk'

Reported By: unknown contributor in 1st Edition

Role: Race
Base Stock: Dog

MCC Stat Block: Ark 'Hound Folk' (1d4 (2)): Init +0; atk weapon melee +2 (1d8+1) and bite melee +2 (1d3+1); AC 15; HD 4D7 hp 16 each; MV 45' ; 1d20; SV Fort +0, Ref -2, Will +0
Mutations: (M) Life Leech, Telekinesis, Weather Manipulation

Number Appearing: 1d4
Morale: 12
Hit Dice: HD 4D7
Armor: 5 (AC 15)
Size: Large (3 Meter)

Movement: MV 45'

Attack: Weapon melee +2 (1d8+1) Weapon melee +2 (1d8+1)

MS: 12 PS: 15
IN: 12 DX: 4
CH: 12 CN: 12

Frequency: Common
Organization: Pack
Activity Cycle: Day
Diet: Carnivore
Habitat: Non Arctic Plains, Forests, Hills
Tech Level: 2 - 2
Artifacts: C, I

Description (Initial Observation): Description: Intelligent man-dogs over two meters tall, standing on their hind legs. The only wear leather or leather studded armor and carry shields. They have thick fur.Behavior:They are ferocious warriors, but have a deathly fear of large winged animals. They hunt all species for food, and consider humanoid hands to be a particular delicacy.Combat: The arks' primary strategy is to attack from an ambush with guerrilla tactics, using their life leech mutation as much as possible. Since they are not immune to this power themselves, they life leech each other as well as the enemy in combat. However, their life leeching of each other tends to cancel itself out, so ignore it in large fights. They have an unreasonable fear of flying creatures larger than 1 meter. Society: The hound folk travel in loosely knit family units called packs. These packs can be up to two dozen members strong, but the hunting parties rarely number more than a dozen. The pack is ruled by the alpha male, usually the ark with the most combat prowess. Other males will occasionally challenge the alpha male for the right to rule the pack. Sometimes a large pack will split, with part of it following a new alpha male and part of it staying with the old one. Arks fear all Tech Ill and IV artifacts, Ignore them if rolled as loot. However, Tech V and VI artifacts are worshipped as totems. The alpha male's first wife is charged with the care and transportation of the totems. They consider human hands to be a great delicacy.

Description (Observation 1): These intelligent man-dogs grow to be 3 meters high when standing on their hind feet. Their hands have adapted to tool use. Their coarse, heavy fur offers substantial protection from the elements. They run the gamut of colors: brown, black, white, blond, spotted, multihued, etc. Arks carry Tech Level II weapons: swords, spears, bows, and such. They most commonly wear leather or studded leather armor most commonly, and have rarely been seen without a shield of some sort. Their pack insignia is usually emblazoned upon their shields.

Combat: The arks' primary strategy is to attack from an ambush with guerrilla tactics, using their life leech mutation as much as possible. Since they are not immune to this power themselves, they life leech each other as well as the enemy in combat. However, their life leeching of each other tends to cancel itself out, so ignore it in large fights. They have an unreasonable fear of flying creatures larger than 1 meter.

Society: The hound folk travel in loosely knit family units called packs. These packs can be up to two dozen members strong, but the hunting parties rarely number more than a dozen. The pack is ruled by the alpha male, usually the ark with the most combat prowess. Other males will occasionally challenge the alpha male for the right to rule the pack. Sometimes a large pack will split, with part of it following a new alpha male and part of it staying with the old one. Arks fear all Tech Ill and IV artifacts, Ignore them if rolled as loot. However, Tech V and VI artifacts are worshipped as totems. The alpha male's first wife is charged with the care and transportation of the totems. They consider human hands to be a great delicacy.

Behavior: They are ferocious warriors, but have a deathly fear of large winged animals. They hunt all species for food, and consider humanoid hands to be a particular delicacy.


Armada 'Man-o-War'

Reported By: BJ Johnson in MM2

Role: Unknown
Base Stock: Jellyfish - Man of War

MCC Stat Block: Armada 'Man-o-War' (1d4 (2)): Init +1; atk see description; AC 10; HD 2D7 hp 8 each; MV Fly 4' ; 1d20; SV Fort +0, Ref +0, Will -2
Mutations: Gas Bags; Poison paralytic; Acid

Number Appearing: 1d4
Morale: 5
Hit Dice: HD 2D7
Armor: 0 (AC 10)
Size: Large (3m+)

Movement: MV Fly 4'

Attack: See Description

MS: 5 PS: 9
IN: 2 DX: 9
CH: 1 CN: 10

Frequency: Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Smaller birds & Insects
Habitat: Coastal Rivers and Streams
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: No doubt about it, the brilliant hues that this mutant species of Portugese Man-O-War comes in are a warning of extreme danger for anything that crosses it's path. Armadas float slowly along coastal rivers and streams, supported about 2-3m above the surface by a natural hydrogen balloon, aided by the wind, or pulling themselves by their larger, visible tentacles if the air is still.Behavior:It hunts by means of a etheral network of almost invisible stinging filaments that float in a 2m radius around the creature's main body, that carry an intensity 16 Paralytic Poison. Only a faint, silvery shimmer in the air around the Armada betray's the filament network's presence. Once a victim is paralysed, the jellyfish pulls itself rapidly toward it's prey and attacks with it's deadly main cluster of tentacles, that combine an Acid Attack that does 2d6 per round of contact, and an Intensity Level 17 Poison. While it mainly targets smaller birds and insects, it's more than able to digest prey of any size. Armada's reproduce by budding, and most specimens encoun- tered have 1d6 smaller hydrogen pods. These begin life as extra support balloons for the tentacle network, and split off to become independent adults when they grow large enough. One of the best ways to handle one of these creatures is to attempt to nail the hydrogen balloons from a distance, but this should be done carefully, because the gas inside has a tendency to explode, blanketing a 10m area with loose filaments and tentacles segments, which usually take a couple days to lose their potency.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: It hunts by means of a etheral network of almost invisible stinging filaments that float in a 2m radius around the creature's main body, that carry an intensity 16 Paralytic Poison. Only a faint, silvery shimmer in the air around the Armada betray's the filament network's presence. Once a victim is paralysed, the jellyfish pulls itself rapidly toward it's prey and attacks with it's deadly main cluster of tentacles, that combine an Acid Attack that does 2d6 per round of contact, and an Intensity Level 17 Poison. While it mainly targets smaller birds and insects, it's more than able to digest prey of any size. Armada's reproduce by budding, and most specimens encoun- tered have 1d6 smaller hydrogen pods. These begin life as extra support balloons for the tentacle network, and split off to become independent adults when they grow large enough. One of the best ways to handle one of these creatures is to attempt to nail the hydrogen balloons from a distance, but this should be done carefully, because the gas inside has a tendency to explode, blanketing a 10m area with loose filaments and tentacles segments, which usually take a couple days to lose their potency.


Arn 'Dragon Bugs'

Reported By: unknown contributor in 1st Edition

Role: Mount
Base Stock: Dragonfly

MCC Stat Block: Arn 'Dragon Bugs' (1d6 (3)): Init +3; atk bite melee (1d5-1); AC 11; HD 3D7 hp 12 each; MV 8' or Fly 30' ; 1d20; SV Fort +0, Ref +1, Will -2
Mutations: (P) Immunity to Light attacks

Number Appearing: 1d6
Morale: 9
Hit Dice: HD 3D7
Armor: 1 (AC 11)
Size: Small (1 Meter)

Movement: MV 8' or Fly 30'

Attack: Bite melee (1d5-1)

MS: 5 PS: 8
IN: 3 DX: 14
CH: 2 CN: 11

Frequency: Common
Organization: Swarm
Activity Cycle: Day
Diet: Carnivore
Habitat: Temperate Tropical Swamp and Coastal
Tech Level: 0 - 0
Artifacts: None

Description: Description: Cal then or 'winged rippers' are mutant cockroaches that can attain a length of 2.5 meters. They have a dull brown carapace, long wings they keep folded close to their bodies and spindly legs. Their heads feature small compound eyes and large, sharp-edged mandibles.Behavior:They can carry loads weighing 35 lbs. Combat: Arns only attack humanoids when frightened or cornered. Society: Arns are found in small swarms of up to a dozen in the wild. They're omnivores, but only eat relatively small creatures or carrion. Arns are egg-layers, and can only be domesticated while very young.

Combat: Arns only attack humanoids when frightened or cornered.

Society: Arns are found in small swarms of up to a dozen in the wild. They're omnivores, but only eat relatively small creatures or carrion. Arns are egg-layers, and can only be domesticated while very young.

Behavior: They can carry loads weighing 35 lbs.


Arrowbeak

Reported By: Bob Crichton in MM2

Role: Unknown
Base Stock: Bird - Robin

MCC Stat Block: Arrowbeak (2d6 (7)): Init +0; atk beak melee +1 (1d8) and leech melee +1 (1d6); AC 12; HD 2D7 hp 8 each; MV 8' or Fly 23' ; 1d20; SV Fort +1, Ref -1, Will +2
Mutations: Immunity - disease; Poison - Int 14/paralytic; Chameleon Powers; Directional Sense

Number Appearing: 2d6
Morale: 12
Hit Dice: HD 2D7
Armor: 2 (AC 12)
Size: Small (.75 at shoulder)

Movement: MV 8' or Fly 23'

Attack: Beak melee +1 (1d8) Beak melee +1 (1d8)

MS: 16 PS: 10
IN: 2 DX: 7
CH: 2 CN: 13

Frequency: Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Hemovore
Habitat: Temperate Forests and Hills
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Their coloration is normally dark brown, with a light brown patch on their chest (bright red in the case of the non-aggressive males). 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. Behavior: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 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 from the target for 5 rounds, then fly off to roost and deliver an egg. If an attacker fails, she will generally harass the party to protect the successful individuals. Males will not usually participate in combat except when attacked.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: 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 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 from the target for 5 rounds, then fly off to roost and deliver an egg. If an attacker fails, she will generally harass the party to protect the successful individuals. Males will not usually participate in combat except when attacked.


Ash I'Xon 'Gamma Living Mold'

Reported By: Kim Eastland in GW09 Module

Role: Mold
Base Stock: Lizard

MCC Stat Block: Ash I'Xon 'Gamma Living Mold' ( ()): Init -3; atk see description; AC 10; HD 1D5 hp 3; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D5
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Attercop 'Blackuns'

Reported By: unknown contributor in 4th Edition

Role: Monster - Domesticatable
Base Stock: Garden Spider

MCC Stat Block: Attercop 'Blackuns' (1d4 (2)): Init +2; atk bite melee +2 (1d4+1); AC 16; HD 3D7 hp 12 each; MV 50' ; 1d20; SV Fort +0, Ref +0, Will +1
Mutations: (P) Electrical generation (14),(M)Immune to mental Attacks except Illusion

Number Appearing: 1d4
Morale: 14
Hit Dice: HD 3D7
Armor: 6 (AC 16)
Size: Small (1.5 Meter)

Movement: MV 50'

Attack: Bite melee +2 (1d4+1)

MS: 15 PS: 15
IN: 3 DX: 10
CH: 3 CN: 10

Frequency: Common
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Habitat: Any Temperate or Tropical
Tech Level: 0 - 0
Artifacts: D

Description: Description: Attercops, also known as Blackuns, are mutated garden spiders. They have long bristles across their bodies, making them unpalatable prey to all but the largest creatures. They have 12 eyes located all over their head, giving them 360 degree sight. Two types of Attercops exist, one dwells strictly in its huge web, while the second (Attercop Abulare) is an active hunter, preferring to use its web only to shackle its preyBehavior:The Attercop attacks with a bite, causing 1d4 damage. As the teeth hit their mark, the creature uses its electrical generation to jolt the prey. Once its victim stops moving the Attercop trusses it in stick webbing, Creatures held in this manner must make a DC 10 Strength Check to escape. Attercops keep their prey as long as four days before they settle down to feed. Because of the creatures extraordinarily high Mental strength, the Attercop is completely immune to all mental attacks except illusions. These mental attacks always succeed. The Attercop is a solitary hunter, allowing no others of its kind within its web or territory except during fall breeding, Female Attercops deposit a half-meter diameter egg sac containing over 1000 young. Blights, Bloodbirds and Carrins hunt these young Attercops, liking all but a few dozen before they are large enough to defend themselves. The Attercop's dale resistant web sometimes stretches over an area of 60 meters in diameter. Creatures captured in the web need to make a DC 5 strength check to escape. Any loot found in an Attercop's web is merely indigestible waste to the spider. The Lil, commonly take refuge within or behind Attercop webs, although some fall prey to the spider.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: The Attercop attacks with a bite, causing 1d4 damage. As the teeth hit their mark, the creature uses its electrical generation to jolt the prey. Once its victim stops moving the Attercop trusses it in stick webbing, Creatures held in this manner must make a DC 10 Strength Check to escape. Attercops keep their prey as long as four days before they settle down to feed. Because of the creatures extraordinarily high Mental strength, the Attercop is completely immune to all mental attacks except illusions. These mental attacks always succeed. The Attercop is a solitary hunter, allowing no others of its kind within its web or territory except during fall breeding, Female Attercops deposit a half-meter diameter egg sac containing over 1000 young. Blights, Bloodbirds and Carrins hunt these young Attercops, liking all but a few dozen before they are large enough to defend themselves. The Attercop's dale resistant web sometimes stretches over an area of 60 meters in diameter. Creatures captured in the web need to make a DC 5 strength check to escape. Any loot found in an Attercop's web is merely indigestible waste to the spider. The Lil, commonly take refuge within or behind Attercop webs, although some fall prey to the spider.


Attercop Abulare 'Blackuns'

Reported By: unknown contributor in 4th Edition

Role: Monster - Domesticatable
Base Stock: Garden Spider

MCC Stat Block: Attercop Abulare 'Blackuns' (1d4 (2)): Init +2; atk bite melee +2 (1d4+1); AC 16; HD 3D7 hp 12 each; MV 50' ; 1d20; SV Fort +0, Ref +0, Will +1
Mutations: (P) Electrical generation (14),(M)Immune to mental Attacks except Illusion

Number Appearing: 1d4
Morale: 14
Hit Dice: HD 3D7
Armor: 6 (AC 16)
Size: Small (1.5 Meter)

Movement: MV 50'

Attack: Bite melee +2 (1d4+1)

MS: 15 PS: 15
IN: 3 DX: 10
CH: 3 CN: 10

Frequency: Common
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Habitat: Any Temperate or Tropical
Tech Level: 0 - 0
Artifacts: D

Description: Description: Attercops, also known as Blackuns, are mutated garden spiders. They have long bristles across their bodies, making them unpalatable prey to all but the largest creatures. They have 12 eyes located all over their head, giving them 360 degree sight. Two types of Attercops exist, one dwells strictly in its huge web, while the second (Attercop Abulare) is an active hunter, preferring to use its web only to shackle its preyBehavior:The attercop attacks with a bite, causing 1d4 damage. As the teeth hit their mark, the creature uses its electrical generation to jolt the prey. Once its victim stops moving the attercop trusses it in stick webbing, Creatures held in this manner must make a DC 10 Strength Check to escape. Attercops keep their prey as long as four days before they settle down to feed. Because of the creatures extraordinarily high Mental strength, the attercop is completely immune to all mental attacks except illusions. These mental attacks always succeed. The attercop is a solitary hunter, allowing no others of its kind within its web or territory except during fall breeding, Female Attercops deposit a half-meter diameter egg sac containing over 1000 young. Blights, bloodbirds and carrins hunt these young Attercops, likking all but a few dozen before they are large enough to defend themselves. The Attercop's dale resistant web sometimes stretches over an area of 60 meters in diameter. Creatures captured in the web need to make a DC 5 strength check to escape. Any loot found in an Attercop's web is merely indigestible waste to the spider. The lil, commonly take refuge within or behind attercop webs, although some fall prey to the spider.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: The attercop attacks with a bite, causing 1d4 damage. As the teeth hit their mark, the creature uses its electrical generation to jolt the prey. Once its victim stops moving the attercop trusses it in stick webbing, Creatures held in this manner must make a DC 10 Strength Check to escape. Attercops keep their prey as long as four days before they settle down to feed. Because of the creatures extraordinarily high Mental strength, the attercop is completely immune to all mental attacks except illusions. These mental attacks always succeed. The attercop is a solitary hunter, allowing no others of its kind within its web or territory except during fall breeding, Female Attercops deposit a half-meter diameter egg sac containing over 1000 young. Blights, bloodbirds and carrins hunt these young Attercops, likking all but a few dozen before they are large enough to defend themselves. The Attercop's dale resistant web sometimes stretches over an area of 60 meters in diameter. Creatures captured in the web need to make a DC 5 strength check to escape. Any loot found in an Attercop's web is merely indigestible waste to the spider. The lil, commonly take refuge within or behind attercop webs, although some fall prey to the spider.


Autobot, Legged 'Personal Servant Bots'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Autobot, Legged 'Personal Servant Bots' (1d6 (3)): Init +4; atk see description; AC 12; HD 2D12 hp 13 each; MV 90' ; 1d20; SV Fort +0, Ref +3, Will -1
Mutations: None

Number Appearing: 1d6
Morale: 15
Hit Dice: HD 2D12
Armor: 2 (AC 12)
Size: Medium (1 Meter)

Movement: MV 90'

Attack: See Description

MS: 6 PS: 25
IN: 15 DX: 18
CH: More observations needed CN: More observations needed

Frequency: Very Rare
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Home
Tech Level: 3 - 7
Artifacts: Lots of "Junk"

Description: Description: Autobots are 1 meter tall personal servant robots. They body is constructed of a plastic shell with hydraulic muscles and solid state circuitry. they may either possess three legs or three wheeled struts which are used for locomotion and balance.Behavior:Autobots will have plug-in power tools pertinent to their programmed task attached to compartments in their midsection. these tools can be attached to and powered by the two robotic arm jacks. Such tools include vacuum hoses, flame throwers, drills, water and wax jets, buffers, vibrosaw, and so forth. Few Autobots have survived the holocaust, and most need new batteries. Mission: To see to the every whim of its owner, from valet duties to actual hard labo, the autobot was a popular but fragile companion for the pre-holocaust humans.Equiptment: Plugin tools pertinent to programmed tasks such as vacuum hoses, flame throwers, drills, water and wax jets, buffers, vibrosaws. infant changing stations, etc...

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Autobots will have plug-in power tools pertinent to their programmed task attached to compartments in their midsection. these tools can be attached to and powered by the two robotic arm jacks. Such tools include vacuum hoses, flame throwers, drills, water and wax jets, buffers, vibrosaw, and so forth. Few Autobots have survived the holocaust, and most need new batteries.


Autobot, Wheeled 'Personal Servant Bots'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Autobot, Wheeled 'Personal Servant Bots' (1d6 (3)): Init +4; atk see description; AC 12; HD 2D12 hp 13 each; MV Wheels 150' ; 1d20; SV Fort +0, Ref +3, Will -1
Mutations: None

Number Appearing: 1d6
Morale: 15
Hit Dice: HD 2D12
Armor: 2 (AC 12)
Size: Medium (1 Meter)

Movement: MV Wheels 150'

Attack: See Description

MS: 6 PS: 25
IN: 15 DX: 18
CH: More observations needed CN: More observations needed

Frequency: Very Rare
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Home
Tech Level: 3 - 7
Artifacts: Lots of "Junk"

Description (Initial Observation): Description: Autobots are 1 meter tall personal servant robots. They body is constructed of a plastic shell with hydraulic muscles and solid state circuitry. they may either possess three legs or three wheeled struts which are used for locomotion and balance.Behavior:Autobots will have plug-in power tools pertinent to their programmed task attached to compartments in their midsection. these tools can be attached to and powered by the two robotic arm jacks. Such tools include vacuum hoses, flame throwers, drills, water and wax jets, buffers, vibrosaw, and so forth. Few Autobots have survived the holocaust, and most need new batteries. Mission: To see to the every whim of its owner, from valet duties to actual hard labo, the autobot was a popular but fragile companion for the pre-holocaust humans.Society: Centisteeds have no society other than herd instinct. A centisteed can carry two human-sized passengers, or one passenger and 100 kilograms of cargo. One rider must concentrate at all times on controlling the beast, or it tries to throw and then trample the passengers. No amount of coaxing and kind words can calm these hyperactive creatures. To add insult to injury, they eat twice as much as a normal animal their size. Herds of centisceeds can overgraze a pasture or meadow in record time. The Ranks of the Fit are rumored to have a centisteed cavalry with riders that use mental mutations to keep the beasts in check.Centisteeds spend the majority of their time grazing to support their hyperactive metabolisms and great body mass. Whenever they're not engaged in other activity, they're usually eating. They prefer grains but also eat fruit and roughage. A centisteed herd is led by a stallion (or 'king'), attended by several lesser males and a harem of females. Domesticated centisteeds are used as mounts and beasts of burden, although they don't serve well as draft animals.

Description (Observation 1): Centisteeds are mutated horses of insectoid appearance, each having between 12 and 18 legs ( 1d4 +5 x 2). Centisteeds are usually colored in blotches, much like a 'painted' horse. Their heads are horse-shaped, but they have two compound insect eyes, giving them 360' vision. Small mandibles fill their mouth instead of teeth.

Combat: Unobserved in Combat

Society: Centisteeds have no society other than herd instinct. A centisteed can carry two human-sized passengers, or one passenger and 100 kilograms of cargo. One rider must concentrate at all times on controlling the beast, or it tries to throw and then trample the passengers. No amount of coaxing and kind words can calm these hyperactive creatures. To add insult to injury, they eat twice as much as a normal animal their size. Herds of centisceeds can overgraze a pasture or meadow in record time. The Ranks of the Fit are rumored to have a centisteed cavalry with riders that use mental mutations to keep the beasts in check.Centisteeds spend the majority of their time grazing to support their hyperactive metabolisms and great body mass. Whenever they're not engaged in other activity, they're usually eating. They prefer grains but also eat fruit and roughage. A centisteed herd is led by a stallion (or 'king'), attended by several lesser males and a harem of females. Domesticated centisteeds are used as mounts and beasts of burden, although they don't serve well as draft animals.

Behavior: Autobots will have plug-in power tools pertinent to their programmed task attached to compartments in their midsection. these tools can be attached to and powered by the two robotic arm jacks. Such tools include vacuum hoses, flame throwers, drills, water and wax jets, buffers, vibrosaw, and so forth. Few Autobots have survived the holocaust, and most need new batteries.


Automachine 'Robotic Machines'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Automachine 'Robotic Machines' (1d8 (4)): Init +1; atk 3 x tentacles melee +7 (1d10+6) and 1d12 x arms melee +7 (1d6+6); AC 13; HD 1D12 hp 7 each; MV Treads 20' or GravPods 50' ; 1d20; SV Fort +1, Ref +0, Will -3
Mutations: None

Number Appearing: 1d8
Morale: 6
Hit Dice: HD 1D12
Armor: 3 (AC 13)
Size: Medium (1 to 3 Meters Cubed)

Movement: MV Treads 20' or GravPods 50'

Attack: 3 x Tentacles melee +7 (1d10+6) 3 x Tentacles melee +7 (1d10+6)

MS: 0 PS: 120
IN: 6 DX: 9
CH: More observations needed CN: More observations needed

Frequency: Uncommon
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Home
Tech Level: 3 - 7
Artifacts: Lots of "Junk"

Description: Description: The cren tosh (or 'lizard fish' as it is sometimes known) is a 2 meter long fish with silvery-green scales and a relatively flat body. With its mutant shapechanging ability, it can appear as various other creatures and even operate on land for up to 24 hours at a time. Behavior:Auto Machines are equipped with 1 to 12 robot limbs or 3-meter long tentacles, especially adapted to their assigned tasks. They may also be equipped with one of the following: Rivet gun (Slug Thrower B), welding roches, pain spray, heat lamps (treat as laser pistol for damage), metal punch (treat as knives), wire binders, or water jets and brushes.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Auto Machines are equipped with 1 to 12 robot limbs or 3-meter long tentacles, especially adapted to their assigned tasks. They may also be equipped with one of the following: Rivet gun (Slug Thrower B), welding roches, pain spray, heat lamps (treat as laser pistol for damage), metal punch (treat as knives), wire binders, or water jets and brushes.


Automaton 'Teacher Bot'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Automaton 'Teacher Bot' (1): Init +3; atk see description; AC 14; HD 4D12 hp 26; MV 90' or GravPods 50' ; 1d20; SV Fort +1, Ref +1, Will +3
Mutations: None

Number Appearing: 1
Morale: 50
Hit Dice: HD 4D12
Armor: 4 (AC 14)
Size: Medium (2 Meters Tall)

Movement: MV 90' or GravPods 50'

Attack: See Description

MS: 18 PS: 50
IN: 50 DX: 15
CH: More observations needed CN: More observations needed

Frequency: Rare
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Schools
Tech Level: 4 - 7
Artifacts: Lots

Description: Description: The water crep has a pink flower and lives submerged in freshwater lakes and swamps. Surrounding the plant's bulbous flower is a mass of strong, leafy vines. The crep can move about (slowly) on its thick, flexible roots, seeking better 'hunting grounds'. The crep's vines are mobile and quite dexterous (although the plant is largely blind, and not very intelligent).Mission: Be a companion and tutor to humans. Equiptment: 1 x searchlight1 x loudspeaker50 meters of plastic line on an automatic reel1 x electromagnet capable of lifting 200 kg of weight 1 x laser scanner / printer capable of creating two-dimensional color versions of things viewed by its optic centers1 x electronics repair kit including five universal jacks to plug into other machines1 x an electric lighter5 x doses of adhesive 1 x half strength medkitHealing / Repair: They can repair themselves at the rate of 5 points a day until half-damaged, after which they repair at a rate of 1 point a day.Society: Crep are found in still freshwater, along shores, and in moist, temperate climates. They migrate slowly, killing off local animal life and leaving a 'trail' of crep seedlings in their path. Immature crep plants grow rooted for a season before gaining mobility and moving off on their own in search of prey.

Combat: Unobserved in Combat

Society: Crep are found in still freshwater, along shores, and in moist, temperate climates. They migrate slowly, killing off local animal life and leaving a 'trail' of crep seedlings in their path. Immature crep plants grow rooted for a season before gaining mobility and moving off on their own in search of prey.

Behavior: Behavior modeling incomplete


Axel

Reported By: Paul Kenney in Mud Glat Walker

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ba'Sled 'Rock that Burrows'

Reported By: unknown contributor in GW06 Module, MM2

Role: Monster
Base Stock: Unknown

MCC Stat Block: Ba'Sled 'Rock that Burrows' (1d4+1 (3)): Init +3; atk 2 x claws melee +4 (1d16+2); AC 14; HD 7D7 hp 28 each; MV 30' or Burrow 30' ; 1d20; SV Fort +2, Ref -1, Will +0
Mutations: (P) Ultravision, Infravision, Sonic Roar

Number Appearing: 1d4+1
Morale: 7
Hit Dice: HD 7D7
Armor: 4 (AC 14)
Size: Large (4m Long)

Movement: MV 30' or Burrow 30'

Attack: 2 x Claws melee +4 (1d16+2)

MS: 9 PS: 17
IN: 2 DX: 7
CH: 2 CN: 16

Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Habitat: Ruins, Desert, Hills, Mountains
Tech Level: 0 - 1
Artifacts: (Lots)

Description: Description: Based appear as gray, hunched-over bipedal humanoids with long, apeish arms ending in large claws. If they stand still they can pass for rocks using the same rules Plantients can to hide. They have a goat-shaped head with two wide set eyes. They are extremely belligerent towards intelligent life forms.Behavior:The Ba'sled is extremely belligerent towards intelligent life forms. They can seldom be bargained with 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 make 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 their murderous claws they also have a sonic roar that can only be used once a day. This attack does 1d5 damage to everything 15 feet in front of the roaring Based. They are immune to their own sonic roars.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: The Ba'sled is extremely belligerent towards intelligent life forms. They can seldom be bargained with 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 make 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 their murderous claws they also have a sonic roar that can only be used once a day. This attack does 1d5 damage to everything 15 feet in front of the roaring Based. They are immune to their own sonic roars.


Ba'crolbai 'Endlessly Running Beast'

Reported By: unknown contributor in GW06 Module, MM2

Role: Mount
Base Stock: Lizard

MCC Stat Block: Ba'crolbai 'Endlessly Running Beast' (5d10 (27)): Init +1; atk antlers melee +3 (1d8+2) and antlers while charging melee +3 (1d30+2); AC 16; HD 3D7 hp 12 each; MV 120' ; 1d20; SV Fort -1, Ref -1, Will -2
Mutations: (P) Atmovore, Speed Increase, Antlers

Number Appearing: 5d10
Morale: 2
Hit Dice: HD 3D7
Armor: 6 (AC 16)
Size: Large (2 Meters at the Shoulder)

Movement: MV 120'

Attack: Antlers melee +3 (1d8+2) Antlers melee +3 (1d8+2)

MS: 4 PS: 16
IN: 2 DX: 7
CH: 5 CN: 7

Frequency: Uncommon
Organization: Herd
Activity Cycle: Day
Diet: Atmovore
Habitat: Temperate plain and grassland
Tech Level: 0 - 0
Artifacts: None

Description: Description: The land cred has a brilliant red flower and lives in temperate areas with regular rainfall. surrounding the plant's bulbous flower is a mass of strong, leafy vines. The crep can move about (slowly) on its thick, flexible roots, seeking better 'hunting grounds'. The crep's vines are mobile and quite dexterous (although the plant is largely blind, and not very intelligent).Behavior:The Ba'crolbai can start a charge with a run of 15 feet. Once every twenty four hours it can double its speed for one plus MP modifier hours. Because of its speed, it is very, very hard to hit.Society: Crep are found in still freshwater, along shores, and in moist, temperate climates. They migrate slowly, killing off local animal life and leaving a 'trail' of crep seedlings in their path. Immature crep plants grow rooted for a season before gaining mobility and moving off on their own in search of prey.

Combat: Unobserved in Combat

Society: Crep are found in still freshwater, along shores, and in moist, temperate climates. They migrate slowly, killing off local animal life and leaving a 'trail' of crep seedlings in their path. Immature crep plants grow rooted for a season before gaining mobility and moving off on their own in search of prey.

Behavior: The Ba'crolbai can start a charge with a run of 15 feet. Once every twenty four hours it can double its speed for one plus MP modifier hours. Because of its speed, it is very, very hard to hit.


Ba'mutan 'Rock that Gasses'

Reported By: unknown contributor in GW06 Module, MM2

Role: Herd Animal
Base Stock: Armadillo

MCC Stat Block: Ba'mutan 'Rock that Gasses' (2d3 (4)): Init +4; atk bite melee +10 (1d30+6); AC 16; HD 14D7 hp 56 each; MV 20' ; 1d20+1d20; SV Fort +0, Ref -3, Will +0
Mutations: (P) Shell, Absorption - Physical, Reflection - for Non-Mental Attacks), Gas Generation

Number Appearing: 2d3
Morale: 16
Hit Dice: HD 14D7
Armor: 6 (AC 16)
Size: Giant

Movement: MV 20'

Attack: Bite melee +10 (1d30+6)

MS: 10 PS: 100
IN: 10 DX: 3
CH: 2 CN: 10

Frequency: Rare
Organization: Herd
Activity Cycle: Day
Diet: Herbivore
Habitat: Forest, Plain, Hill
Tech Level: 0 - 0
Artifacts: None

Description: Description: Ba'mutan are gentle herbivores that have evolved into extremely large, well-defended creatures. They resemble a copper colored armadillo with a dragon's head. They can grow up to 30 feet in length, and they are over 12 feet tall. They are primarily nocturnal and thus almost completely blind in the daylight. However their hearing is excellent and can get around with just that sense. Ba'mutan have large shells that can conceal the formation of a "land pearl". A little less than half of the Ba'mutan out there have these pearls. There is no way to determine if a given Ba'mutan has a pearl outside of killing it and spending four days extracting it from its shell. Because of this, over time the Ba'mutan who were solitary creatures have become extinct and the only surviving creatures are herd animals. This means that groups of these creatures will be found together and attacking one to extract its pearl will cause the whole herd to panic and attack.Behavior:Gas generation generates a cloud that has a 25' radius centered on creature. The gas dissipates after 1d10+2 turns. Any creature not completely protected from the environment takes 3d10 damage per turn of exposure, and their vision is obscured.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Gas generation generates a cloud that has a 25' radius centered on creature. The gas dissipates after 1d10+2 turns. Any creature not completely protected from the environment takes 3d10 damage per turn of exposure, and their vision is obscured.


Badder 'Digger Noble'

Reported By: unknown contributor in 1st Edition

Role: Race
Base Stock: Badger

MCC Stat Block: Badder 'Digger Noble' (1d2 (1)): Init +5; atk weapon melee +2 (1d6+1) and bite melee +2 (1d3+1); AC 15; HD 4D7 hp 16; MV 30' or Burrow 10' ; 1d20; SV Fort +1, Ref +3, Will +3
Mutations: (M) Empathy

Number Appearing: 1d2
Morale: 14
Hit Dice: HD 4D7
Armor: 5 (AC 15)
Size: Medium (1.5 Meter)

Movement: MV 30' or Burrow 10'

Attack: Weapon melee +2 (1d6+1) Weapon melee +2 (1d6+1)

MS: 18 PS: 13
IN: 13 DX: 18
CH: 11 CN: 13

Frequency: Common
Organization: Feudal
Activity Cycle: Night
Diet: Carnivore
Habitat: Temperate Woods and hills
Tech Level: 3 - 6
Artifacts: A, G

Description (Initial Observation): Description: 1.5 Meter-tall humanoid badgers. Badders wear chainmail and ring mail armor. They walk erect.Behavior:Badders are often of evil disposition, given to raiding their neighbors and gleefully engaging in wanton destruction. They always have Tech Level 2 weapons. There is a 10% chance they will have Tech Level 3 weapons. Badders have a keen sense of smell, but are hard of hearing. They speak in a snarling language, though some members of a society will speak trade languages. A Badder village or steadings consist of underground earthen tunnel complexes containing 10d01 males of fighting age and their spouses, who will fight without weapons, and one child per female. For every 20 Badders, there will be one noble.Combat: Badders prefer to swarm their opponents. By overpowering their enemies with the sheer frenzy of their attacks, they hope to confuse them. Their battle fury is so impressive that their opponents make all morale checks at -2 to their base morale score. Player characters do not have to make morale checks. Most of these creatures carry Tech Level III weapons, but some (usually nobility) possess Tech Level IV weapons as well. A few have Tech Level V artifacts. Fortunately, Badders do not known how to use these artifacts unless shown by their captives.Society: Badders have a feudal society, with barons, counts, and the like as their leaders. The nobility makes the rules and is usually obeyed without question. Any Badders questioning rules or orders are killed immediately, and placed on display as an example for the rest of the society. Badder villages and steadings consist of underground, earthen tunnel complexes containing up to 100 males of fighting age, an equal number of females who will fight without weapons, and young. They are able to trade with other humanoids or intelligent creatures, since their reputation as thieves and brigands precedes them. This causes them to steal and kill for equipment even more.

Description (Observation 1): These mutated badgers all have evil dispositions. They are inclined toward chaotic violence, bursts of inexplicable rage, and given to raiding their neighbors and gleefully engaging in wanton destruction. They walk erect and have human-like hands with opposable thumbs allowing them to wield any weapon they get their hands on. Their favorite weapons are vicious-looking bludgeons with spikes, the more spikes, the better. They wear chain mail and ring mail armor, preferring to cover it with the skin of their last kill. They also use flintlock pistols and bows with viciously barbed arrows.

Combat: Badders prefer to swarm their opponents. By overpowering their enemies with the sheer frenzy of their attacks, they hope to confuse them. Their battle fury is so impressive that their opponents make all morale checks at -2 to their base morale score. Player characters do not have to make morale checks. Most of these creatures carry Tech Level III weapons, but some (usually nobility) possess Tech Level IV weapons as well. A few have Tech Level V artifacts. Fortunately, Badders do not known how to use these artifacts unless shown by their captives.

Society: Badders have a feudal society, with barons, counts, and the like as their leaders. The nobility makes the rules and is usually obeyed without question. Any Badders questioning rules or orders are killed immediately, and placed on display as an example for the rest of the society. Badder villages and steadings consist of underground, earthen tunnel complexes containing up to 100 males of fighting age, an equal number of females who will fight without weapons, and young. They are able to trade with other humanoids or intelligent creatures, since their reputation as thieves and brigands precedes them. This causes them to steal and kill for equipment even more.

Behavior: Badders are often of evil disposition, given to raiding their neighbors and gleefully engaging in wanton destruction. They always have Tech Level 2 weapons. There is a 10% chance they will have Tech Level 3 weapons. Badders have a keen sense of smell, but are hard of hearing. They speak in a snarling language, though some members of a society will speak trade languages. A Badder village or steadings consist of underground earthen tunnel complexes containing 10d01 males of fighting age and their spouses, who will fight without weapons, and one child per female. For every 20 Badders, there will be one noble.


Badder 'Digger Folk'

Reported By: unknown contributor in 1st Edition

Role: Race
Base Stock: Badger

MCC Stat Block: Badder 'Digger Folk' (3d6 (10)): Init +5; atk weapon melee +1 (1d6) and bite melee +1 (1d3); AC 15; HD 3D7 hp 12 each; MV 30' or Burrow 10' ; 1d20; SV Fort +0, Ref +3, Will +2
Mutations: (M) Empathy

Number Appearing: 3d6
Morale: 10
Hit Dice: HD 3D7
Armor: 5 (AC 15)
Size: Medium (1.5 Meter)

Movement: MV 30' or Burrow 10'

Attack: Weapon melee +1 (1d6) Weapon melee +1 (1d6)

MS: 16 PS: 10
IN: 11 DX: 18
CH: 7 CN: 11

Frequency: Common
Organization: Feudal
Activity Cycle: Night
Diet: Carnivore
Habitat: Temperate Woods and hills
Tech Level: 2 - 6
Artifacts: A, G

Description (Initial Observation): Description: 1.5 Meter-tall humanoid badgers. Badders wear chainmail and ring mail armor. They walk erect.Behavior:Badders are often of evil disposition, given to raiding their neighbors and gleefully engaging in wanton destruction. They always have Tech Level 2 weapons. There is a 10% chance they will have Tech Level 3 weapons. Badders have a keen sense of smell, but are hard of hearing. They speak in a snarling language, though some members of a society will speak trade languages. A Badder village or steadings consist of underground earthen tunnel complexes containing 10d01 males of fighting age and their spouses, who will fight without weapons, and one child per female. For every 20 Badders, there will be one noble.Combat: Badders prefer to swarm their opponents. By overpowering their enemies with the sheer frenzy of their attacks, they hope to confuse them. Their battle fury is so impressive that their opponents make all morale checks at -2 to their base morale score. Player characters do not have to make morale checks. Most of these creatures carry Tech Level III weapons, but some (usually nobility) possess Tech Level IV weapons as well. A few have Tech Level V artifacts. Fortunately, Badders do not known how to use these artifacts unless shown by their captives.Society: Badders have a feudal society, with barons, counts, and the like as their leaders. The nobility makes the rules and is usually obeyed without question. Any Badders questioning rules or orders are killed immediately, and placed on display as an example for the rest of the society. Badder villages and steadings consist of underground, earthen tunnel complexes containing up to 100 males of fighting age, an equal number of females who will fight without weapons, and young. They are able to trade with other humanoids or intelligent creatures, since their reputation as thieves and brigands precedes them. This causes them to steal and kill for equipment even more.

Description (Observation 1): These mutated badgers all have evil dispositions. They are inclined toward chaotic violence, bursts of inexplicable rage, and given to raiding their neighbors and gleefully engaging in wanton destruction. They walk erect and have human-like hands with opposable thumbs allowing them to wield any weapon they get their hands on. Their favorite weapons are vicious-looking bludgeons with spikes, the more spikes, the better. They wear chain mail and ring mail armor, preferring to cover it with the skin of their last kill. They also use flintlock pistols and bows with viciously barbed arrows.

Combat: Badders prefer to swarm their opponents. By overpowering their enemies with the sheer frenzy of their attacks, they hope to confuse them. Their battle fury is so impressive that their opponents make all morale checks at -2 to their base morale score. Player characters do not have to make morale checks. Most of these creatures carry Tech Level III weapons, but some (usually nobility) possess Tech Level IV weapons as well. A few have Tech Level V artifacts. Fortunately, Badders do not known how to use these artifacts unless shown by their captives.

Society: Badders have a feudal society, with barons, counts, and the like as their leaders. The nobility makes the rules and is usually obeyed without question. Any Badders questioning rules or orders are killed immediately, and placed on display as an example for the rest of the society. Badder villages and steadings consist of underground, earthen tunnel complexes containing up to 100 males of fighting age, an equal number of females who will fight without weapons, and young. They are able to trade with other humanoids or intelligent creatures, since their reputation as thieves and brigands precedes them. This causes them to steal and kill for equipment even more.

Behavior: Badders are often of evil disposition, given to raiding their neighbors and gleefully engaging in wanton destruction. They always have Tech Level 2 weapons. There is a 10% chance they will have Tech Level 3 weapons. Badders have a keen sense of smell, but are hard of hearing. They speak in a snarling language, though some members of a society will speak trade languages. A Badder village or steadings consist of underground earthen tunnel complexes containing 10d01 males of fighting age and their spouses, who will fight without weapons, and one child per female. For every 20 Badders, there will be one noble.


Badgon 'Digging Dragon'

Reported By: Kim Eastland in GW09 Module

Role: Dragon
Base Stock: Lizard

MCC Stat Block: Badgon 'Digging Dragon' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bahrz

Reported By: Dirk T. Collins in MM2

Role: Unknown
Base Stock: Brown Bear

MCC Stat Block: Bahrz (1d4 (2)): Init +2; atk 2 x claws melee +3 (1d4+2) and bite melee +3 (1d6+2); AC 12; HD 3D7 hp 12 each; MV 15' ; 1d20; SV Fort +0, Ref +0, Will +0
Mutations: Regeneration; Light Generation; Chameleon Powers; Partial Carapace; Mental Control; Heightened Intelligence x2; Teleportation

Number Appearing: 1d4
Morale: 7
Hit Dice: HD 3D7
Armor: 2 (AC 12)
Size: Large (2m)

Movement: MV 15'

Attack: 2 x Claws melee +3 (1d4+2) 2 x Claws melee +3 (1d4+2)

MS: 12 PS: 16
IN: 16 DX: 9
CH: 7 CN: 10

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Omnivore
Habitat: Mountains and Forests
Tech Level: 2 - 4
Artifacts: Unknown

Description: Description: There is always a 40% chance there are 1d4 additional bears in the immediate vicinity of a Bahrz as the Bahrz has taken upon itself the task of serving as a protector for the normal bear population. When encountering any bears in the Rocky Mountains, there is also a 10% chance one or more Bahrz are present as well. Bahrz sometimes will go into population centers to trade information for goods and services. Bahrz are especially aggressive with hunters and trappers.Behavior:These Intelligent black bears are fearsome opponents if provoked with the ability to camouflage itself and blend into the surrounding terrain, and with the ability to regenerate up to 30 hit points a day. The Bahrz have a protective armored shell around their ribcage and upper back as well. In Combat the Bahrz preferred attack method is to generate a light flash, then select one target that still has vision for mental control. If threatened with death the Bahrz will automatically teleport to their den. If surprised, they can still attack as a traditional bear doing 1d4, 1d4, 1d6 of damage (Claw, Claw, Bite) plus a 3d6 crush hug if both foreclaws hit.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: These Intelligent black bears are fearsome opponents if provoked with the ability to camouflage itself and blend into the surrounding terrain, and with the ability to regenerate up to 30 hit points a day. The Bahrz have a protective armored shell around their ribcage and upper back as well. In Combat the Bahrz preferred attack method is to generate a light flash, then select one target that still has vision for mental control. If threatened with death the Bahrz will automatically teleport to their den. If surprised, they can still attack as a traditional bear doing 1d4, 1d4, 1d6 of damage (Claw, Claw, Bite) plus a 3d6 crush hug if both foreclaws hit.


Bandit Droid

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Baner

Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Barfly

Reported By: Russ Westbrook in METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Barl Nep 'Deathfish'

Reported By: unknown contributor in 1st Edition

Role: Monster - Harvestable
Base Stock: Catfish

MCC Stat Block: Barl Nep 'Deathfish' (1d4 (2)): Init +3; atk bite melee +2 (1d4); AC 16; HD 7D7 hp 28 each; MV Swim 60' ; 1d20; SV Fort -2, Ref -1, Will -3
Mutations: (P) Radioactive Oil (I18)

Number Appearing: 1d4
Morale: 7
Hit Dice: HD 7D7
Armor: 6 (AC 16)
Size: Medium (1.5 Meter Length)

Movement: MV Swim 60'

Attack: Bite melee +2 (1d4)

MS: 3 PS: 11
IN: 2 DX: 7
CH: 2 CN: 5

Frequency: Common
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Lakes and Rivers
Tech Level: 0 - 0
Artifacts: None

Description: Description: The barl nep is a mutant form of catfish that can attain a length of up to a meter and a half. Their scales are completely black and their heads are blunt and equipped with "whiskers" they use to help gather food.Behavior:Once per day the fish can excrete an Intensity 18 radioactive oil that covers 9 meters. The slick will last 10 minutes. If the fish is killed before it uses the oil, the oil may be extracted and carried in a lead-lined container as a Intensity 12 Radioactive oil.Combat: Barl nep react to potential threats by secreting a radioactive oil from a special gland in their body. The oil slick covers an area 10 meters in diameter and lasts for up to 10 minutes in a body of calm water (to as little as a few rounds in a river or stream). The oil effects creatures like the mutation Radiating Eyes.Society: Barl nep are found in freshwater rivers, ponds, and lakes, prefering relatively calm, shallow water where it can bottom-feed on small plants and animals. They tend to be solitary, although they're sometimes found in pairs. If a barl nep is caught and killed before releasing its radioactive oil, it can be extracted from its body with a successful skill check. Barl nep are considered a delicacy in some parts of Gamma Terra, provided they're properly prepared.

Combat: Barl nep react to potential threats by secreting a radioactive oil from a special gland in their body. The oil slick covers an area 10 meters in diameter and lasts for up to 10 minutes in a body of calm water (to as little as a few rounds in a river or stream). The oil effects creatures like the mutation Radiating Eyes.

Society: Barl nep are found in freshwater rivers, ponds, and lakes, prefering relatively calm, shallow water where it can bottom-feed on small plants and animals. They tend to be solitary, although they're sometimes found in pairs. If a barl nep is caught and killed before releasing its radioactive oil, it can be extracted from its body with a successful skill check. Barl nep are considered a delicacy in some parts of Gamma Terra, provided they're properly prepared.

Behavior: Once per day the fish can excrete an Intensity 18 radioactive oil that covers 9 meters. The slick will last 10 minutes. If the fish is killed before it uses the oil, the oil may be extracted and carried in a lead-lined container as a Intensity 12 Radioactive oil.


Barxyn 'Smokie'

Reported By: unknown contributor in MM2

Role: Unknown
Base Stock: Grizzley Bear

MCC Stat Block: Barxyn 'Smokie' (1d4 (2)): Init +5; atk 2 x claws melee +9 (1d30+6) and bite melee +9 (1d30+6); AC 15; HD 9D7 hp 36 each; MV 15' ; 1d20+1d14; SV Fort +2, Ref +0, Will +0
Mutations: Partial Carapace; Directional Sense; Narcolepsy [D]; Pyrokinesis; Radiation Eye

Number Appearing: 1d4
Morale: 6
Hit Dice: HD 9D7
Armor: 5 (AC 15)
Size: Large (2.5 Meters)

Movement: MV 15'

Attack: 2 x Claws melee +9 (1d30+6) 2 x Claws melee +9 (1d30+6)

MS: 9 PS: 52
IN: 7 DX: 10
CH: 11 CN: 17

Frequency: Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Temperate and Subartic Forests
Tech Level: 0 - 2
Artifacts: Unknown

Description: Description: his 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 a half meters at the shoulders and almost 5 meters when standing fully erect. Although larger, it is much sleeker than its unmutated predecessor.Behavior: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 partial carapace protects the barxyn's head and shoulder area from most attacks, giving the creature an Armor class of 4. Large purple buglike eyes project deadly radiation at opponents when the barxyn is angered. Evolving over the years, this mutated bear has developed fur that is multicolored 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)

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: 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 partial carapace protects the barxyn's head and shoulder area from most attacks, giving the creature an Armor class of 4. Large purple buglike eyes project deadly radiation at opponents when the barxyn is angered. Evolving over the years, this mutated bear has developed fur that is multicolored 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)


Barxyn

Reported By: Michael Price & Garry Spiegle in GW3

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Batslith 'Spinning Snake'

Reported By: Kim Eastland in GW08 Module

Role: Monster
Base Stock: Snake

MCC Stat Block: #VALUE!
Mutations: Unknown

Number Appearing: 1d4+2
Morale: 10
Hit Dice: HD 4D7
Armor: 1 (AC 11)
Size: Small (1 Meter long)

Movement: MV 15'

Attack: bite melee -2 (1d3-3) bite melee -2 (1d3-3)

MS: 5 PS: 3
IN: 5 DX: 20
CH: 7 CN: 9

Frequency: Unknown
Organization: Unknown
Activity Cycle: Day
Diet: Unknown
Habitat: Unknown
Tech Level: 0 - 0
Artifacts: None

Description: Description: A batslith is a beautifully colored snake noted among scholars for its unusal transportation and attack-- Spinning. A batslith can raise its one-meter length up to full length vertically and begin spinning, pivioting on its tail. After one action of this the snake spins so fast to seem like a miniature, multi-colored tornado. Live batsliths are worth quite a bit to certain collectors.Combat: While spinning a batslith's normal movement doubles and its armor class increases to 6. A batslith can spin for up to an hour. Not only is it harder to hit while spinning but its normal bite of 1 bite at 1d3-2 increase in severity to 5 bites at 1d3 hitting up to 5 seperate opponents within 5 meters. Equiptment: A batslith keeps no equiptment.Society: A batlist has no nest. It usually lives, travel, and attack in groups.

Combat: While spinning a batslith's normal movement doubles and its armor class increases to 6. A batslith can spin for up to an hour. Not only is it harder to hit while spinning but its normal bite of 1 bite at 1d3-2 increase in severity to 5 bites at 1d3 hitting up to 5 seperate opponents within 5 meters.

Society: A batlist has no nest. It usually lives, travel, and attack in groups.

Behavior: Behavior modeling incomplete


Batslith 'Spinning Snake'

Reported By: Chris Van Deelen in MM2

Role: Unknown
Base Stock: Gartner Snake

MCC Stat Block: Batslith 'Spinning Snake' (1d4+2 (4)): Init +3; atk bite melee +1 (1d6) and spin bite melee +1 (1d16); AC 15; HD 4D7 hp 16 each; MV 15' ; 1d20; SV Fort +1, Ref +1, Will -1
Mutations: Unknown

Number Appearing: 1d4+2
Morale: 10
Hit Dice: HD 4D7
Armor: 5 (AC 15)
Size: Medium (1.15m long)

Movement: MV 15'

Attack: bite melee +1 (1d6) bite melee +1 (1d6)

MS: 7 PS: 11
IN: 2 DX: 15
CH: 2 CN: 13

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Temperate Plains, Hills, Forest
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: A batslith is a beautifully colored descendent of the garter snake. The batslith is noted among scholers 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.Behavior: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.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: 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.


Bear

Reported By: unknown contributor in data source corrupted.

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bearcat 'Grizlion'

Reported By: unknown contributor in 5th Edition

Role: Monster
Base Stock: Unknown

MCC Stat Block: Bearcat 'Grizlion' ( ()): Init +1; atk bite melee +3 (1d16+2) and 2 x claws melee +3 (1d8+2); AC 10; HD 1D7 hp 4; MV 25' ; 1d20; SV Fort +0, Ref +0, Will +0
Mutations: Enhanced Metabolism, Toxin Tolerance

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Medium (1.5 Meters at the shoulder)

Movement: MV 25'

Attack: Bite melee +3 (1d16+2) Bite melee +3 (1d16+2)

MS: 10 PS: 16
IN: 11 DX: 11
CH: 8 CN: 12

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bearwyrm

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Belo 'Whirligig'

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Water Bug

MCC Stat Block: Belo 'Whirligig' (1): Init +3; atk 2 x claws melee +2 (1d4) and bite melee +2 (1d12); AC 13; HD 5D7 hp 20; MV Swim 15' ; 1d20; SV Fort +1, Ref +0, Will -3
Mutations: Sonic Blast; Wings; Immunity to Acids/Corrosives; Full Carapace; Intuition

Number Appearing: 1
Morale: 8
Hit Dice: HD 5D7
Armor: 3 (AC 13)
Size: Large

Movement: MV Swim 15'

Attack: 2 x Claws melee +2 (1d4) 2 x Claws melee +2 (1d4)

MS: 2 PS: 9
IN: 2 DX: 10
CH: 2 CN: 15

Frequency: Uncommon
Organization: Solitary
Activity Cycle: Day
Diet: Carnivore
Habitat: Deep Freshwater
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Ert telden are sleek fish up to a meter long, with black scales, often tinged with red or orange along their fins. They have 'whiskers' along their chin like a catfish.Behavior:This giant insect is a mutant giant water bug. Its forelimbs are covered in long sharp spurs and its mouth is a beak. It is a long oval in shape and its wings just cover its body (they are also used to help in breathing underwater).Combat: Ert telden have an unusual defense mechanism and are often called 'fire fish' because of it. When panicked or killed, ert telden screte an oil that causes their flesh to burn fiercely on contact with air. When removed from the water, an ert telden becomes extremely hot, the following round, it explodes, doing damage like an incendiary grenade.

Combat: Ert telden have an unusual defense mechanism and are often called 'fire fish' because of it. When panicked or killed, ert telden screte an oil that causes their flesh to burn fiercely on contact with air. When removed from the water, an ert telden becomes extremely hot, the following round, it explodes, doing damage like an incendiary grenade.

Society: Anthropological studies incomplete

Behavior: This giant insect is a mutant giant water bug. Its forelimbs are covered in long sharp spurs and its mouth is a beak. It is a long oval in shape and its wings just cover its body (they are also used to help in breathing underwater).


Ber Lep 'Sweetpads'

Reported By: unknown contributor in 1st Edition

Role: Monster
Base Stock: Lily pad

MCC Stat Block: Ber Lep 'Sweetpads' (1d8 (4)): Init +1; atk bite melee +3 (1d5+1); AC 14; HD 8D5 hp 24 each; NO MOVEMENT; 1d20; SV Fort +1, Ref -3, Will -2
Mutations: (P) Displacement, Acid Generation I10

Number Appearing: 1d8
Morale: 8
Hit Dice: HD 8D5
Armor: 4 (AC 14)
Size: Medium (2 Meters Long)

Movement: NO MOVEMENT

Attack: Bite melee +3 (1d5+1)

MS: 5 PS: 15
IN: 2 DX: 3
CH: 2 CN: 15

Frequency: Unknown
Organization: Unknown
Activity Cycle: Day
Diet: Carnivore
Habitat: Pond, Lake, or Swamp
Tech Level: 0 - 0
Artifacts: None

Description: Description: Ber lep are mutant lily pads that grow up to two meters across on the surface of still water. White or pale purple flowers grow in the center of each pad, emitting a strong, sweet scent.Behavior:It can support the weight of a normal human, but pressure on the center of the pad causes it to snap shut around the trespasser. It will dissolve its prey it will start doing 1d5 damage and increase the amount of damage each round the creature is still in the pad by 1 die until the creature is dead.Combat: The scent of ber lep serves to draw small animals and insects to them, which are killed by the plant's acidic secretions. The corrosive can cause some harm to larger creatures, but is usually too slow-acting to kill them (and the ber lep can't move or otherwise take offensive action). If the planet is injured, it reflexively teleports up to 25 meters away (leaving its attacker behind, and probably in the water).Society: Ber lep grow in areas of still water, like lakes or swamps. They feed on water minerals as well as small creatures they dissolve on their surfaces. They are unintelligent and incapable of movement.

Combat: The scent of ber lep serves to draw small animals and insects to them, which are killed by the plant's acidic secretions. The corrosive can cause some harm to larger creatures, but is usually too slow-acting to kill them (and the ber lep can't move or otherwise take offensive action). If the planet is injured, it reflexively teleports up to 25 meters away (leaving its attacker behind, and probably in the water).

Society: Ber lep grow in areas of still water, like lakes or swamps. They feed on water minerals as well as small creatures they dissolve on their surfaces. They are unintelligent and incapable of movement.

Behavior: It can support the weight of a normal human, but pressure on the center of the pad causes it to snap shut around the trespasser. It will dissolve its prey it will start doing 1d5 damage and increase the amount of damage each round the creature is still in the pad by 1 die until the creature is dead.


Bigoon

Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW1

Role: Unknown
Base Stock: Racoon

MCC Stat Block: Bigoon (1d6 (3)): Init +6; atk 2 x claws melee +6 (1d6+4) and bite melee +6 (1d24+4); AC 13; HD 8D7 hp 32 each; MV 23' ; 1d20; SV Fort -2, Ref +2, Will +0
Mutations: Heightened Strength

Number Appearing: 1d6
Morale: 7
Hit Dice: HD 8D7
Armor: 3 (AC 13)
Size: Large (2.5 Meters)

Movement: MV 23'

Attack: 2 x Claws melee +6 (1d6+4) 2 x Claws melee +6 (1d6+4)

MS: 11 PS: 20
IN: 2 DX: 16
CH: 5 CN: 5

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Night
Diet: Carnivore
Habitat: Temperate Forests
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: One glance easily identifies a bigoon as a giant, mutated raccoon.The creature is well over two meters tall (old males being known to reach three or more meters in length, nose to toil). The bigoon's teeth are very much enlarged, and it bites for 4 dice (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.Behavior: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 one die (d6) 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.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: 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 one die (d6) 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.


Biohazard Drone

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Blaash 'Gamma Moths'

Reported By: unknown contributor in 1st Edition

Role: Monster
Base Stock: Gypsy moth

MCC Stat Block: Blaash 'Gamma Moths' (1d10 (5)): Init +2; atk bite melee +1 (1d3-1); AC 12; HD 5D7 hp 20 each; MV 10' or Fly 30' ; 1d20; SV Fort +0, Ref -1, Will -3
Mutations: (P) Radiation I18

Number Appearing: 1d10
Morale: 13
Hit Dice: HD 5D7
Armor: 2 (AC 12)
Size: Small (1 meter)

Movement: MV 10' or Fly 30'

Attack: Bite melee +1 (1d3-1)

MS: 2 PS: 7
IN: 2 DX: 7
CH: 2 CN: 10

Frequency: Uncommon
Organization: Solitary
Activity Cycle: Day
Diet: Carnivore
Habitat: Temperate Forest or plains
Tech Level: 0 - 0
Artifacts: None

Description: Description: A mutated gypsy moth over 1 meter long and with a two meter wingspan. Behavior:It is fearless and quite carnivorous. It attacks using its radiation blast that it emits from its abdomen with a bright glow. Once it makes a kill, it will stop whatever else it is doing and attempt to eat the kill unless it is attack or it feels that its food is being threatened. It is attracted to bright lights and is unaffected by radiation.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: It is fearless and quite carnivorous. It attacks using its radiation blast that it emits from its abdomen with a bright glow. Once it makes a kill, it will stop whatever else it is doing and attempt to eat the kill unless it is attack or it feels that its food is being threatened. It is attracted to bright lights and is unaffected by radiation.


Black Harvester

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Blade Whale 'Rammers'

Reported By: Randy Johns in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Blue Whale

MCC Stat Block: Blade Whale 'Rammers' (1d4-2 (0)): Init +6; atk bite melee +10 (1d24+6) and ram melee +10 (1d30+6); AC 14; HD 13D7 hp 52; MV Swim 34' ; 1d20+1d20; SV Fort +2, Ref -1, Will +1
Mutations: Force field generation, kinetic absorption, mental blast, new body parts (carnivorous jaws and digestive system, bladelike horn)

Number Appearing: 1d4-2
Morale: 5
Hit Dice: HD 13D7
Armor: 4 (AC 14)
Size: Gargantuan (30 Meters Long)

Movement: MV Swim 34'

Attack: Bite melee +10 (1d24+6) Bite melee +10 (1d24+6)

MS: 13 PS: 100
IN: 11 DX: 7
CH: 3 CN: 16

Frequency: Uncommon
Organization: Pod
Activity Cycle: Any
Diet: Carnivore
Habitat: Any ocean
Tech Level: 0 - 0
Artifacts: None

Description: Description: For centuries, man- kind killed whales for his own needs or for sport. Though many people pro- tested these killings, they continued until only the smartest and strongest whales survived. With the ecological warfare of A.D. 2321 and the Apoca- lypse Week holocaust of the following year, it was assumed that all great whales had finally become extinct.However, the weapons used during the Social Wars had mutated the last remaining whales. The whales devel- oped powerful mutations, particularly the huge bladelike horns that were able to split even the largest ships in half. Remembering the treatment their race suffered at the hands of human beings, the blade whales began attacking all surface and undersea shipping they could find. As often as not, any crew- men cast into the sea by a blade whales attack would be eaten.With the explosion of new mutated life in the oceans of the world, the blade whales have recovered their population and developed the roots of a world culture. They speak a complex ultrasonic language and are quite sociable. Once a year, blade whales gather in large herds to find mates and to discuss the activi- ties of the enemy surface dwellers who threaten the seas. These large herds contain about 40-60 individuals and stay together about 2 weeks, after which males and females pair off and go their separate ways. Blade whales have no fixed lairs and prefer to roam the seas freely.Prior to ramming a ship with its horn, a blade whale will activate its force field and have the force of the attack absorbed by its mutational protections. Damage equal to half the damage inflicted by the ramming blow will be inflicted on the blade whale. An injured whale will rarely continue an attack if the ship it struck has been destroyed or is sinking, though it may wait around to eat any survivors.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Blassut 'Giant Moth'

Reported By: Kim Eastland in GW06 Module

Role: Monster
Base Stock: Gamma Moth

MCC Stat Block: Blassut 'Giant Moth' (1d10 (5)): Init +1; atk wing smash melee -1 (1d3-2); AC 12; HD 4D7 hp 16 each; MV 14' or Fly 30' ; 1d20; SV Fort -1, Ref -1, Will -3
Mutations: Chameleon PowersInfravision

Number Appearing: 1d10
Morale: 6
Hit Dice: HD 4D7
Armor: 2 (AC 12)
Size: Large (3 Meter Wingspan)

Movement: MV 14' or Fly 30'

Attack: Wing Smash melee -1 (1d3-2)

MS: 3 PS: 5
IN: 2 DX: 8
CH: 2 CN: 8

Frequency: Uncommon
Organization: Solitary or Swarm
Activity Cycle: Night
Diet: Plant Necter
Habitat: Any temperate
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: This creature looks somewhat like the Blasshes 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 with their Chameleon powers. Fire and heat will draw a Blassut at night. They never go out during the day, using their infravision at night. Their Wing Smash attack will affect everyone within 6 meters around the fire as the Blassurt tries to put it out. The greatest threat that Blassurt's present is that they will attract a Tsorsut who eat Blassuts. Every two turns that a Blassut is in the area there is a 35% chance a Tsorsut will attack.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Blaster Blossom 'Zappers'

Reported By: James Ward in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Orchid

MCC Stat Block: Blaster Blossom 'Zappers' (1d10 (5)): Init +9; atk see description; AC 17; HD 26D5 hp 78 each; NO MOVEMENT; 1d20+1d20; SV Fort +0, Ref -1, Will -3
Mutations: (P) Spore cloud

Number Appearing: 1d10
Morale: 3
Hit Dice: HD 26D5
Armor: 7 (AC 17)
Size: 2 Meters

Movement: NO MOVEMENT

Attack: See Description

MS: 3 PS: 7.5
IN: 1 DX: 7.5
CH: 1 CN: 11

Frequency: Common
Organization: Bed
Activity Cycle: Any
Diet: Carnivore
Habitat: Tycho Station on the Moon
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The few expeditions that have made it to the lunar surface and back tell dreadful tales of the strange life forms that developed after the inhabitants of Tycho Center, the Moons only manned base, were slain by disease. (See A World Gone Mad, DRAGONissue #86, and A Field Guide To Lunar Mutants," DRAGON issue #87.) One of the mutant plants now found at Tycho Center is the so-called blaster blossom, a mutant orchid.The blaster blossom is a reactive mutant, using its powers whenever it is touched. It has two attacks. The first is a spore cloud (treated as intensity 17 con- tact poison) that can slay victims with relative ease. This is fired whenever anything touches the blossom. The sec- ond attack is a actually a series of ran- dom energy attacks, fired whenever any metallic object (such as a robot) touches the plant. In a random manner, it will use one of the following attacks (roll1d4, one attack for one action turn):1) inflict 3d10 heat damage up to 3 m from the blossoms flower stalk, in the direction of the thing that touched it; 2) fire an electrical bolt doing 2d26 damage up to 10 m from the blossoms flower stalk, in the direction of the thing that touched it;3) fire an energy-draining bolt that instantly reduces all power cells within 5 m of the blossom to half energy; or,4) energy negation activated for 2-20 action turns, within a 15 m radius. If the spores ever kill the creature who touched the plant, they will grow in the dead body and become 1-3 new blaster blossoms within three days.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Blight 'Cloud Worms'

Reported By: unknown contributor in 1st Edition

Role: Monster
Base Stock: Worm

MCC Stat Block: Blight 'Cloud Worms' (1d4 (2)): Init +3; atk bite melee +3 (1d5+1) and coil melee +3 (1d10+1); AC 11; HD 6D7 hp 24 each; MV 10' or Fly 30' ; 1d20; SV Fort +1, Ref +0, Will +0
Mutations: (P) Immune to Radiation, Heat, & Sonics, Invisibility, Light Generation.

Number Appearing: 1d4
Morale: 14
Hit Dice: HD 6D7
Armor: 1 (AC 11)
Size: Large (3 Meters)

Movement: MV 10' or Fly 30'

Attack: Bite melee +3 (1d5+1) Bite melee +3 (1d5+1)

MS: 10 PS: 15
IN: 7 DX: 12
CH: 3 CN: 15

Frequency: Rare
Organization: Solitary or mated pair
Activity Cycle: Day
Diet: Carnivore
Habitat: non arctic forests and hills
Tech Level: 0 - 0
Artifacts: L

Description: Description: A blight is a large, worm-like creature 3 meters in length with tough, leathery skin and bat-like wings with a 10-meter wingspan. It has small eyes and a mouth full of sharp, tearing teeth. Blights tend to have dark, mottled hides, when they can be seen at all.Behavior:Blights have the ability to bend light, causing them to be invisible whenever they concentrate. When a blight attacks it becomes visible, gaining an automatic surprise. Blights will use this mutation while they are fleeing. Blights are completely resistant to weapons involving radiation, heat, or sonic effects. Their preferred method of attack is to wrap themselves around a victim constricting and biting.Combat: Blights or "cloud worms" prefer to attack their victims invisibly. Their first action on becoming visible is to create a powerful photogenerative flash of light to blind and stun its prey. It then attacks by biting or constriction, grabbing its prey in a powerful hold. It prefers to attack single creatures or small groups, but it will always attack when it feels its territory is threatened.Society: Blights nest in high, rocky areas and sometimes in tall trees where they can swoop down on prey. They're usually solitary, but sometimes found in mated pairs. They lay clutches of eggs that hatch into young blights. The young eat their unhatched siblings before flying off on their own.

Combat: Blights or "cloud worms" prefer to attack their victims invisibly. Their first action on becoming visible is to create a powerful photogenerative flash of light to blind and stun its prey. It then attacks by biting or constriction, grabbing its prey in a powerful hold. It prefers to attack single creatures or small groups, but it will always attack when it feels its territory is threatened.

Society: Blights nest in high, rocky areas and sometimes in tall trees where they can swoop down on prey. They're usually solitary, but sometimes found in mated pairs. They lay clutches of eggs that hatch into young blights. The young eat their unhatched siblings before flying off on their own.

Behavior: Blights have the ability to bend light, causing them to be invisible whenever they concentrate. When a blight attacks it becomes visible, gaining an automatic surprise. Blights will use this mutation while they are fleeing. Blights are completely resistant to weapons involving radiation, heat, or sonic effects. Their preferred method of attack is to wrap themselves around a victim constricting and biting.


Blob

Reported By: John Maxstadt in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Blood Bird 'Red Deaths'

Reported By: James Ward in 0 - Metamorphsis Alpha

Role: Monster
Base Stock: Scarlet Tanager

MCC Stat Block: Blood Bird 'Red Deaths' (2d6 (7)): Init +0; atk bite melee +1 (1d3); AC 16; HD 2D7 hp 8 each; MV 8' or Fly 45' ; 1d20; SV Fort +0, Ref -1, Will +1
Mutations: (P) Radiation I10(M) Immune to Mental Attacks

Number Appearing: 2d6
Morale: 10
Hit Dice: HD 2D7
Armor: 6 (AC 16)
Size: Small (1 Meter)

Movement: MV 8' or Fly 45'

Attack: Bite melee +1 (1d3)

MS: 15 PS: 10
IN: 3 DX: 7
CH: 3 CN: 12

Frequency: Common
Organization: Family
Activity Cycle: Day
Diet: Herbivore
Habitat: Temperate Forests, Hills , Plains
Tech Level: 0 - 0
Artifacts: None

Description: Description: The blood bird, also know as the Red Death is a mutated Scarlet Tanager. It retains the startling red plumage of its unmutated cousin, but is much larger, standing nearly a meter tall. Its serrated beak is a formidable as the spurs on its wings. On the top of its red head, the blood bird carries two long spurs that apparently serve no purpose. Its eyes are exceptionally keen.Behavior:This bird will make its Radiation attack affecting everyone in 6 meters. It is resistant to all Mental Attacks.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: This bird will make its Radiation attack affecting everyone in 6 meters. It is resistant to all Mental Attacks.


Blood Wasp

Reported By: Phil Taterczynski in GW4

Role: Unknown
Base Stock: Wasp

MCC Stat Block: Blood Wasp (2d20+5 (26)): Init +2; atk sting melee -2 (1d3-3) and bite melee -2 (1d4-3); AC 14; HD 1D7 hp 4 each; MV 1' or Fly 8' or Burrow 1' ; 1d20; SV Fort -3, Ref +1, Will -3
Mutations: Warning, Patrolling, and Death Pheromones (see New Mutations)

Number Appearing: 2d20+5
Morale: 5
Hit Dice: HD 1D7
Armor: 4 (AC 14)
Size: Tiny (10cm)

Movement: MV 1' or Fly 8' or Burrow 1'

Attack: Sting melee -2 (1d3-3) Sting melee -2 (1d3-3)

MS: 2 PS: 2
IN: 2 DX: 15
CH: 1 CN: 2

Frequency: Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Underground, Plains, Forests
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: loodwasps are burrowing wasps about 10cm long. They exhibit some traits of both solitary and social insects; blood wasps live singly, in burrows, with 2d20+5 burrows located in a region of 1 hectare. Their behaviour is controlled by pheromones. blood wasps wait in their burrows for prey.blood wasps sense their prey by smell within a range of 30m (plus or minus 10m for wind direction if any). They can also sense prey by feeling ground vibrations within a range of 5cm per kg of the prey.A Blood Wasp attacks with a dashing flight and a sting, delivering 1hp of damage and a paralyzing poison of intensity 14. The poison leaves its prey immobile, but conscious, while the Blood Wasp burrows one-half centimeter into its preys flesh and sucks 3 ml of blood. This causes 1d4+1 more points of damage. When the first attacker is through feeding it will leave. Then, other blood wasps will approach and feed until the poison wears off or until all the wasps in range of the first attacker's Pheromone mutation have fed. Victims of blood wasps must pass an attribute check for MS each search turn, while the blood wasps' poison is in effect. If the victim fails an attribute check, he will suffer the irrational effects of the Insanity [D] mutation when the poison wears off. The victim does not have the insanity mutation permanently.blood wasps emit the patrolling pheromone when they are not feeding or fighting. blood wasps emit the warning pheromone when they are feeding, fighting, or attacking.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Boarz 'Two Horn'

Reported By: Jeffrey Williams in MM2

Role: Race
Base Stock: Common Boar

MCC Stat Block: Boarz 'Two Horn' (2d4+1 (6)): Init +5; atk 2 x claws melee +4 (1d8+2) and gore melee +4 (1d10+2); AC 16; HD 5D7 hp 20 each; MV 10' ; 1d20; SV Fort +3, Ref +2, Will +0
Mutations: Chameleon Powers, Energy Reflection - electromagnetic; Heightened Constitution; Heightened Strength; Immunity radiation/Int 13 or lower; Modified Body Parts - enhanced spine , legs, and manipulative forepaws; New Body Parts - modified tusks, claws; Size Increase; Mental Blast- variant- see below

Number Appearing: 2d4+1
Morale: 9
Hit Dice: HD 5D7
Armor: 6 (AC 16)
Size: Medium (1.8 Meters)

Movement: MV 10'

Attack: 2 x Claws melee +4 (1d8+2) 2 x Claws melee +4 (1d8+2)

MS: 10 PS: 17
IN: 10 DX: 16
CH: 9 CN: 18

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Omnivore with a preference for meat
Habitat: Artric Tundra, Plains, Grasslands, Desert, Deathlands, Ruins
Tech Level: 0 - 0
Artifacts: Unknown

Description: 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. Behavior: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).

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: 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).


Bof 'Bigguns'

Reported By: Kim Eastland in GW06 Module

Role: Race
Base Stock: Buffalo

MCC Stat Block: Bof 'Bigguns' (12d4 (30)): Init +5; atk large horns melee +7 (1d8+4) and trample melee +7 (1d4+4); AC 13; HD 9D7 hp 36 each; MV 60' ; 1d20+1d14; SV Fort +3, Ref +0, Will -1
Mutations: (P) Large Horns (Dm=9), Heightened Strength, Manipulative hands

Number Appearing: 12d4
Morale: 10
Hit Dice: HD 9D7
Armor: 3 (AC 13)
Size: Large (3 Meters)

Movement: MV 60'

Attack: Large Horns melee +7 (1d8+4) Large Horns melee +7 (1d8+4)

MS: 6 PS: 20
IN: 9 DX: 12
CH: 7 CN: 18

Frequency: Rare
Organization: Family Herd
Activity Cycle: Unknown
Diet: Herbivore
Habitat: Unknown
Tech Level: 1 - 6
Artifacts: Unknown

Description: Description: Bofs are 2.5 meter tall buffalo who walk on their two hind legs that end in hoofs. Their hands have 4 fingered hands with thumbs. Their heads and shoulders are extremely hairy. Their hands are somewhat less hairy, while their torso and leg are smooth skinned.Behavior:Bufs are extremely stubborn, mercenary in all their dealings, and not to be trusted unless the financial aspects of the dea are worked out in their favor in advance. Bofs develop family units they call herds, of an alpha male, and 4 to 5 beta males. The herd will then consist of a couple dozen females and their young. Young males, who are kicked out of their herd sell their services until they are old and experienced enough to attract females and start their own herds. A bof may show loyalty to an individual who has saved his life; this will override all thoughts on double crossing the person that saved them.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Bufs are extremely stubborn, mercenary in all their dealings, and not to be trusted unless the financial aspects of the dea are worked out in their favor in advance. Bofs develop family units they call herds, of an alpha male, and 4 to 5 beta males. The herd will then consist of a couple dozen females and their young. Young males, who are kicked out of their herd sell their services until they are old and experienced enough to attract females and start their own herds. A bof may show loyalty to an individual who has saved his life; this will override all thoughts on double crossing the person that saved them.


Boneswimmer

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Boomblossom

Reported By: Zirra Scrohunter in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Boomerth 'Bang Bush'

Reported By: Kim Eastland in GW06 Module

Role: Monster - Harvestable
Base Stock: Cherry Tree

MCC Stat Block: Boomerth 'Bang Bush' (1d4 (2)): Init +3; atk 4 x exploding cherry +2 (1d3, 100'); AC 12; HD 5D5 hp 15 each; MV 5' ; 1d20; SV Fort -1, Ref +0, Will -3
Mutations: (P) Mobility, Increased Senses - Vibration. Physical Reflection - Fire, Berries

Number Appearing: 1d4
Morale: 8
Hit Dice: HD 5D5
Armor: 2 (AC 12)
Size: Small (1m)

Movement: MV 5'

Attack: 4 x Exploding Cherry +2 (1d3, 100')

MS: 3 PS: 2
IN: 2 DX: 12
CH: 2 CN: 6

Frequency: Rare
Organization: Parent Plant and Seedlings
Activity Cycle: Unknown
Diet: Underground Nutrients
Habitat: Any temperate except deathlands
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The boomerth looks like any one of many fruit bearing plants in Gamma World, with the exception that is can pick and throw its own explosive cherries. The boomerth can even manage some limited mobility by shuffling its roots. It mainly uses its attack and movement to defend itself. Behavior:The reason the Boomerth needs to defend itself is that it also grows berries that provides 1d10 healing to any creature who consumes on. The Boomerth can grow 4d20 berries a season. If all berries are picked from the Boomerth than the plant goes dormant for 24 months and all it will produce is the cherry bombs. If the cherries are picked and pickled properly they will maintain their explosive capabilities. This is done by low tech level societies and archaic alliances.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: The reason the Boomerth needs to defend itself is that it also grows berries that provides 1d10 healing to any creature who consumes on. The Boomerth can grow 4d20 berries a season. If all berries are picked from the Boomerth than the plant goes dormant for 24 months and all it will produce is the cherry bombs. If the cherries are picked and pickled properly they will maintain their explosive capabilities. This is done by low tech level societies and archaic alliances.


Bounder

Reported By: Bruce Nesmith in GW07 Module

Role: NPC
Base Stock: Kangaroo

MCC Stat Block: Bounder (1): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Description: At first glance, a kai lin looks like an odd sort of reptile: a 3-meter long, sinuous body with a single pair of short, claws limbs that allow it to move, dragging its long tail behind it, a blunt, triangular head like a snake and rough, green scales. But in fact the kai lin is not an animal, but a mutant breed of plant. Its 'scales' are rough bark and its 'claws' a thorny pads and its 'tail' is a trailing root cluster.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Braintaker

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Brudda

Reported By: unknown contributor in Famine at Fargo 7th Edition

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Brutorz 'Big Walkers'

Reported By: unknown contributor in 1st Edition

Role: Mount
Base Stock: Percheron (Horse)

MCC Stat Block: Brutorz 'Big Walkers' (2d6 (7)): Init +4; atk bite melee +8 (1d5+6) and 2 x kicks melee +8 (1d4+6); AC 13; HD 8D7 hp 32 each; MV 40' ; 1d20; SV Fort +1, Ref +0, Will +0
Mutations: (M) Precognition, Telepathy

Number Appearing: 2d6
Morale: 13
Hit Dice: HD 8D7
Armor: 3 (AC 13)
Size: Large (3 Meter)

Movement: MV 40'

Attack: Bite melee +8 (1d5+6) Bite melee +8 (1d5+6)

MS: 12 PS: 80
IN: 13 DX: 10
CH: 7 CN: 13

Frequency: Rare
Organization: Herd
Activity Cycle: Day
Diet: Herbivore
Habitat: Temperate/Subarctic plains
Tech Level: 0 - 0
Artifacts: None

Description (Initial Observation): Description: A two meter tall horse that can carry 900lbs for long distances without tiring. Behavior:The Brutorz will willingly serve as a riding, pack or dray animal if they are well treated. They will turn on a cruel master. They are particularly fond of humans.Combat: The brutorz prefers peaceful coexistence with other animals and intelligent plants, but it never backs down from a fight when peaceful options are exhausted. These massive beasts attack with a bite or with two kicks with their front legs. If attacked from the back, the brutorz can strike with its two back hooves. As an attack of last resort, the brutorz can trample with his four feet, causing 3d6 points of damage per hoof. (The GM should roll a 1d4 to determine how many hooves strike the opponent). The brutorz uses its intuition and telepathy to great advantage in combat. It always seems to known what an opponent is going to do before he does it. Frequently, brutorz taunt their enemies telepathically, trying to get them to break and run.Society: Brutorz live in herds, much like their ancestors. While they are smart enough to use technology, they disdain its use. They also lack the opposable manipulative digits needed to effectively use most technology. They live to run free and wild. If approached in a congenial manner, a brutorz may befriend a humanoid. Brutorz refuse to ally with humanoids and creatures who do not respect them. In a like manner, characters who plan to use a brutorz for their own means, without a thought toward the creature, can never hope to gain the brutorz as an ally. Brutorz willingly serve as draft animals, but refuse bits. bridles, or confining harnesses. They have a PS of 26 and can carry three normal men comfortably

Description (Observation 1): Brutorz are mutated percherons (a breed of horse). Their shoulders are level with a human's head. Their coloring ranges from pure white to jet-black and from soft beige to chocolate brown. A proud animal, the brutorz's head sits high on its massive neck, and its long flowing tail stands out from its body.

Combat: The brutorz prefers peaceful coexistence with other animals and intelligent plants, but it never backs down from a fight when peaceful options are exhausted. These massive beasts attack with a bite or with two kicks with their front legs. If attacked from the back, the brutorz can strike with its two back hooves. As an attack of last resort, the brutorz can trample with his four feet, causing 3d6 points of damage per hoof. (The GM should roll a 1d4 to determine how many hooves strike the opponent). The brutorz uses its intuition and telepathy to great advantage in combat. It always seems to known what an opponent is going to do before he does it. Frequently, brutorz taunt their enemies telepathically, trying to get them to break and run.

Society: Brutorz live in herds, much like their ancestors. While they are smart enough to use technology, they disdain its use. They also lack the opposable manipulative digits needed to effectively use most technology. They live to run free and wild. If approached in a congenial manner, a brutorz may befriend a humanoid. Brutorz refuse to ally with humanoids and creatures who do not respect them. In a like manner, characters who plan to use a brutorz for their own means, without a thought toward the creature, can never hope to gain the brutorz as an ally. Brutorz willingly serve as draft animals, but refuse bits. bridles, or confining harnesses. They have a PS of 26 and can carry three normal men comfortably

Behavior: The Brutorz will willingly serve as a riding, pack or dray animal if they are well treated. They will turn on a cruel master. They are particularly fond of humans.


Brutus

Reported By: Bruce Nesmith in GW07 Module

Role: NPC
Base Stock: Bull

MCC Stat Block: Brutus (1): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Combat: Keeshin are intelligent creatures, but not friendly to other species. They covet ancient artifacts and anything else they consider valuable, and they're more than willing to kill or intimidate to get what they want. They've been known to set up 'tolls' across rivers and lakes where they live. They dislike physical conflict, prefering to use their mutations in combat.

Combat: Keeshin are intelligent creatures, but not friendly to other species. They covet ancient artifacts and anything else they consider valuable, and they're more than willing to kill or intimidate to get what they want. They've been known to set up 'tolls' across rivers and lakes where they live. They dislike physical conflict, prefering to use their mutations in combat.

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bu'Daan 'That Which Flies the Moon'

Reported By: Kim Eastland in GW06 Module

Role: Monster - Boss
Base Stock: Weasel

MCC Stat Block: Bu'Daan 'That Which Flies the Moon' (1d2 (1)): Init +11; atk bite melee +11 (1d30+6) and 2 x claws melee +11 (1d14+6); AC 19; HD 43D7 hp 172; MV 60' or Fly 120' ; 1d20+1d20; SV Fort +0, Ref +1, Will +0
Mutations: Physical Reflection - ElectromagneticElectrical Generation (30)Phlegm Ball (Orange = Sticky & suffocates in 5 turns, Yellow = Stuns victim for 1d10+6 turns, Green = traps for 1d8 turns, Blue = knocks victim down for 2 turns. Size = 15 meter radius)

Number Appearing: 1d2
Morale: 8
Hit Dice: HD 43D7
Armor: 9 (AC 19)
Size: Giant (55m)

Movement: MV 60' or Fly 120'

Attack: Bite melee +11 (1d30+6) Bite melee +11 (1d30+6)

MS: 9 PS: 150
IN: 10 DX: 13
CH: 3 CN: 12

Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Habitat: Hills, Mountains, Forests
Tech Level: 0 - 0
Artifacts: None

Description: Description: The Bu'Daan resembles a huge Weasel with great bat wings and is extremely rare. It usually lives in high areas and its fur brings an enormous price.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bu'Tal 'Ambush Bug'

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Ambush Bugs

MCC Stat Block: Bu'Tal 'Ambush Bug' (1): Init +3; atk bite melee +8 (1d24+6) and 2 x claws melee +8 (1d12+6); AC 12; HD 6D7 hp 24; MV 10' or Fly 19' ; 1d20; SV Fort +1, Ref +0, Will -2
Mutations: Chameleon power; Silence Field; Gamma Hands (Heat); Magnetic Control

Number Appearing: 1
Morale: 8
Hit Dice: HD 6D7
Armor: 2 (AC 12)
Size: Large (3 Meters)

Movement: MV 10' or Fly 19'

Attack: Bite melee +8 (1d24+6) Bite melee +8 (1d24+6)

MS: 5 PS: 30
IN: 2 DX: 10
CH: 2 CN: 15

Frequency: Rare
Organization: Solitary
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Plains, Forests
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Ambush bugs can vary slightly in color. Some are golden yellow and brown, while others are more green. The sides of the body are raised and the shoulder plate looks rigid and bumpy. Males are physically smaller than females and can often be seen riding on their mate's back. Females will lay bunches of fertilized eggs on trees and cover them in a frothy coating, which may offer protection from desiccation as well as predation. Behavior:These are mutant ambush bugs. They are stout bodied with greatly enlarged forelegs like a manta (green render). The abdomen is much wider than the wings at that point. They are green-brown, and though 3 meters long, they are only .5 meters tall.They hide using chameleon power and a silence field. When prey carrying metal objects comes within 10 meters of the bu'tal, it uses magnetic control to draw the prey closer. It attacks as a manta. If the prey struggles, it uses hot hands to kill the prey quickly.Bu'tal feed on the blood of most anything, but prefers those who wear metal objects (ie PCs and NPCs)Combat: The grace and beauty of these tiny beings hides their incredible roughness They will avoid combat as much as possible, preferring to use their vast array of mutations to protect themselves and drive opponents away. If forced into close melee combat they are essentially helpless. Lils often use tiny bows and arrows which do 1 point of damage if they hit successfully, but are dipped in intensity 15 sleep poison. This poison functions like paralytic poison, but never goes above Stage III. Stage III is 'asleep.' It lasts an hour.

Combat: The grace and beauty of these tiny beings hides their incredible roughness They will avoid combat as much as possible, preferring to use their vast array of mutations to protect themselves and drive opponents away. If forced into close melee combat they are essentially helpless. Lils often use tiny bows and arrows which do 1 point of damage if they hit successfully, but are dipped in intensity 15 sleep poison. This poison functions like paralytic poison, but never goes above Stage III. Stage III is 'asleep.' It lasts an hour.

Society: Anthropological studies incomplete

Behavior: These are mutant ambush bugs. They are stout bodied with greatly enlarged forelegs like a manta (green render). The abdomen is much wider than the wings at that point. They are green-brown, and though 3 meters long, they are only .5 meters tall.They hide using chameleon power and a silence field. When prey carrying metal objects comes within 10 meters of the bu'tal, it uses magnetic control to draw the prey closer. It attacks as a manta. If the prey struggles, it uses hot hands to kill the prey quickly.Bu'tal feed on the blood of most anything, but prefers those who wear metal objects (ie PCs and NPCs)


Buggem 'Termite Folk'

Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW1

Role: Race
Base Stock: Unknown

MCC Stat Block: Buggem 'Termite Folk' (1d10 (5)): Init +2; atk 2 x claws melee +3 (1d6+2) and bite melee +3 (1d10+2); AC 14; HD 3D7 hp 12 each; MV 13' ; 1d20; SV Fort -1, Ref +0, Will +0
Mutations: usually none, but occasionally Gas Generation and Heightened Abilities (see below)

Number Appearing: 1d10
Morale: 7
Hit Dice: HD 3D7
Armor: 4 (AC 14)
Size: Medium (2 - 3m)

Movement: MV 13'

Attack: 2 x Claws melee +3 (1d6+2) 2 x Claws melee +3 (1d6+2)

MS: 10 PS: 16
IN: 7 DX: 10
CH: 7 CN: 7

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: 1 - 6
Artifacts: Unknown

Description: Description: It is rumored that the Buggers appeared even before 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, Buggers either strike with their two claws and bite for 1-6, 1-6, and 1-10 points 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 the Buggem nests, the creatures hove developed heightened senses that allow the Buggers to see in the dark. Buggem nests ore 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, Buggers must occasionally venture outside to get hosts for their parasitic infants. These hosts ore 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 Buggers' 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: 1-40 Opaque Gas, 42-80 Caustic Gas, 81-100 Poison Gas Each mutated Buggem is able to generate only one type of gas, and may use this ability only three times per day. All Buggers are immune to any of the gases` effects.The second mutation is more rare, occurring 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 , 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 nests, allowing a degree of intelligence to enter into their lesser brothers' actions. In addition. these biological freaks use archaic weaponry such as blasters, lasers, and death roy projectors whenever such advanced weapons ore available.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Bulo

Reported By: Michael Price in GW2

Role: Unknown
Base Stock: Buffalo

MCC Stat Block: Bulo (2d4 (5)): Init +3; atk butt melee +4 (1d10+2) and trample melee +4 (1d30+2); AC 14; HD 8D7 hp 32 each; MV 28' ; 1d20; SV Fort +0, Ref -1, Will -1
Mutations: Shapechange; Kinetic Absorption

Number Appearing: 2d4
Morale: 6
Hit Dice: HD 8D7
Armor: 4 (AC 14)
Size: Large (2 Meters)

Movement: MV 28'

Attack: Butt melee +4 (1d10+2) Butt melee +4 (1d10+2)

MS: 7 PS: 17
IN: 4 DX: 6
CH: 7 CN: 12

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Herbivore
Habitat: Temperate plains and Tundra
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: This massive mutated buffalo weighs well over a ton and is justifiably feared by most reatures living in the region. The Bulo is a creature that predators generally tend to avoid unless extremely hungry. Bulos look amazingly like their ancestors, except for the peculiar purple matted fur that covers their arge-framed bodies.Being plant eaters,Bulos do not hunt for food although they are very protective of their grazing lands.Behavior:The Bulo is extremely protective of its current field it grazes in and will kill or frighten off intruders. Combining the great charging speed of an animal this size along with a very evil temper, hrough the years Bulos have developed a thick skull which has aided them in perfecting their primary mode of attack...the charge. When angered, a Bulo will charge its target, butt the creature with its head and knock it down, and then attempt to trample the prone victim. Anytime a Bulo successfully butts its target,that creature is considered knocked down to the ground and must fight with a -2 penalty "to hit"during its next combat round.A Bulo will attempt to trample any victim it knocks down (roll again "to hit" with the trample attack).Any target trampled can not be bitten that round by the Bulo.If a person is trampled by a Bulo,there is also a chance that any items being carried by that person will be damaged or destroyed (GM's decision depending on items and circumstances). The ability to absorb a certain amount of damage from physical blows each round (see KineticAbsorption mutation) makes the Bulo one of the toughest opponents around. Finally,the power to shape- change allows the Bulo to change form into any one of the following three flying insect-like creatures; a Blaash, a Blight, or a Cal Then.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: The Bulo is extremely protective of its current field it grazes in and will kill or frighten off intruders. Combining the great charging speed of an animal this size along with a very evil temper, hrough the years Bulos have developed a thick skull which has aided them in perfecting their primary mode of attack...the charge. When angered, a Bulo will charge its target, butt the creature with its head and knock it down, and then attempt to trample the prone victim. Anytime a Bulo successfully butts its target,that creature is considered knocked down to the ground and must fight with a -2 penalty "to hit"during its next combat round.A Bulo will attempt to trample any victim it knocks down (roll again "to hit" with the trample attack).Any target trampled can not be bitten that round by the Bulo.If a person is trampled by a Bulo,there is also a chance that any items being carried by that person will be damaged or destroyed (GM's decision depending on items and circumstances). The ability to absorb a certain amount of damage from physical blows each round (see KineticAbsorption mutation) makes the Bulo one of the toughest opponents around. Finally,the power to shape- change allows the Bulo to change form into any one of the following three flying insect-like creatures; a Blaash, a Blight, or a Cal Then.


Bumbles 'Bee Folk'

Reported By: John M. Maxstadt in Dragon Magazine 108

Role: Race & Mount
Base Stock: Bumblebee

MCC Stat Block: Bumbles 'Bee Folk' (1d6 (3)): Init +3; atk sting melee -1 (1d8-3); AC 16; HD 6D7 hp 24 each; MV 8' or Fly 23' ; 1d20; SV Fort +0, Ref +0, Will -1
Mutations: Displacement, energy absorption, energy negation (D), insanity (D, variant), new body parts (vocal articu- lators), taller, and ultravision

Number Appearing: 1d6
Morale: 6
Hit Dice: HD 6D7
Armor: 6 (AC 16)
Size: Normal (2.5 m long)

Movement: MV 8' or Fly 23'

Attack: Sting melee -1 (1d8-3)

MS: 7 PS: 3
IN: 1 DX: 10
CH: 2 CN: 9

Frequency: Common
Organization: Hive
Activity Cycle: Day
Diet: Pollen and nectar from giant flowers
Habitat: Open, temperate, sunny areas (meadows)
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: These giant, mutated bees are only found near gigantic, non-carnivorous flowers (they can generally tell dangerous flowers from safe ones). Dimly intelligent and not unfriendly toward humans and humanoids, they speak human languages in a low, mum- bling drone. They are generally peaceable, but rarely (10% of random encounters, or for a specific reason determined by GM) one may become upset for no apparent reason and angrily buzz around or even sting (25% chance if enraged) harmless passers-by. Of course, bumbles also attack creatures that attack them or try to rob their underground nests. They can be recruited or hired with offers of food.Some are occasionally trained as mounts, but their displacement and energy nega- tion mutations discourage this practice.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Buzzbirds 'Flitters'

Reported By: John M. Maxstadt in Dragon Magazine 126

Role: Monster
Base Stock: Ruby Throated Hummingbirds

MCC Stat Block: Buzzbirds 'Flitters' (1d20-8 (2)): Init +2; atk see description; AC 20; HD 1D7 hp 4 each; MV Fly 38' ; 1d20; SV Fort -2, Ref +1, Will +0
Mutations: (P) Light Generation (Variant), Sonic Attack (Variant), Speed Increase (Improved), Telepathy)

Number Appearing: 1d20-8
Morale: 3
Hit Dice: HD 1D7
Armor: 10 (AC 20)
Size: Tiny (7cm tall)

Movement: MV Fly 38'

Attack: See Description

MS: 11 PS: 2
IN: 12 DX: 15
CH: 10 CN: 4

Frequency: Common
Organization: Charm
Activity Cycle: Day
Diet: Flower Nectar and very small insects
Habitat: Warm, Temerate and tropical scrublands
Tech Level: 0 - 0
Artifacts: None

Description: Description: This white tree looks like a banyan and grows to the height of 60m. The narl ep or 'ghost tree' is a mutant form of White Swamp Oak that grows in or near slow-moving water. The tree's smooth bark is completely white and its leaves are a pale green. During the spring its branches are covered in nut-like seed pods.Behavior:They are also peculiarly attracted to the color red, and react at a +2 modifier to creatures which are red or primarily clothed in red. They seldom attack anything except to defend themselves or their friends.Combat: They seldom attack anything except to defend themselves or their friends. The buzzbirds sonic attack does no hit-point damage, but it affects the nervous system of creatures so endowed. It hits as a mental attack of MS 7, and does not affect unintelligent plants, invertebrates, or deaf creatures. If a creature is affected, the GM should roll 1dl0 on the appropriate table. Affected creatures do not recognize friends if an 8, 9, or 10 is rolled on the table. They rarely attack the buzzbird, which attacks while flying rapidly past its opponents. The attack affects all creatures, friend or foe, within a 5-meter radius, and is +2 to hit creatures with better-than-human hearing. Covering ones ears has no effect on this attack. The buzzbird can continue this attack nonstop for an indefinite period of time. If a creature recovers from one of the effects on the table but is still in the area of effect of the buzz, a new attack should be rolled; if the creature is affected again, a new 1d10 should be rolled on the table.1 - 3 Creature falls on the ground holding its ears for two action turns or for the duration of the buzz, whichever is shorter.4 - 5 Creature runs away at top speed for three minutes.6 - 7 Creature runs around in circles, or otherwise moves rapidly and aimlessly in the same area for two action turns or for the duration of the buzz, whichever is longer.8 - 9 Creature physically attacks the nearest other creature at +2 to hit and double damage for two turns or for the buzz duration, which- ever is longer.10 Creature attacks the nearest object, as above. If no object is within arms reach, the creature may attack the ground (but not itself or its own gear).

Combat: They seldom attack anything except to defend themselves or their friends. The buzzbirds sonic attack does no hit-point damage, but it affects the nervous system of creatures so endowed. It hits as a mental attack of MS 7, and does not affect unintelligent plants, invertebrates, or deaf creatures. If a creature is affected, the GM should roll 1dl0 on the appropriate table. Affected creatures do not recognize friends if an 8, 9, or 10 is rolled on the table. They rarely attack the buzzbird, which attacks while flying rapidly past its opponents. The attack affects all creatures, friend or foe, within a 5-meter radius, and is +2 to hit creatures with better-than-human hearing. Covering ones ears has no effect on this attack. The buzzbird can continue this attack nonstop for an indefinite period of time. If a creature recovers from one of the effects on the table but is still in the area of effect of the buzz, a new attack should be rolled; if the creature is affected again, a new 1d10 should be rolled on the table.1 - 3 Creature falls on the ground holding its ears for two action turns or for the duration of the buzz, whichever is shorter.4 - 5 Creature runs away at top speed for three minutes.6 - 7 Creature runs around in circles, or otherwise moves rapidly and aimlessly in the same area for two action turns or for the duration of the buzz, whichever is longer.8 - 9 Creature physically attacks the nearest other creature at +2 to hit and double damage for two turns or for the buzz duration, which- ever is longer.10 Creature attacks the nearest object, as above. If no object is within arms reach, the creature may attack the ground (but not itself or its own gear).

Society: Anthropological studies incomplete

Behavior: They are also peculiarly attracted to the color red, and react at a +2 modifier to creatures which are red or primarily clothed in red. They seldom attack anything except to defend themselves or their friends.


CIFAL

Reported By: unknown contributor in Famine at Fargo 7th Edition

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cactisaurus Rex

Reported By: BJ Johnson in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cal Then 'Flying Rippers'

Reported By: unknown contributor in 1st Edition

Role: Monster
Base Stock: Cockroaches

MCC Stat Block: Cal Then 'Flying Rippers' (1d3 (2)): Init +2; atk bite melee +2 (1d14+1); AC 11; HD 4D7 hp 16 each; MV 10' or Fly 20' ; 1d20; SV Fort +0, Ref +0, Will +3
Mutations: (P) Immune to Hear & Cold

Number Appearing: 1d3
Morale: 12
Hit Dice: HD 4D7
Armor: 1 (AC 11)
Size: Large (2.5 Meter)

Movement: MV 10' or Fly 20'

Attack: Bite melee +2 (1d14+1)

MS: 18 PS: 14
IN: 13 DX: 10
CH: 3 CN: 10

Frequency: Very Rare
Organization: Solitary
Activity Cycle: Day
Diet: Carnivore
Habitat: Any evergreen forest
Tech Level: 0 - 0
Artifacts: None

Description: Description: An obb or 'flying eye,' looks vaguely like a bat-winged creature about a meter long, with a large, central eye between its 'shoulders' and a pair of clawed limbs. Its surface is dead black and covered in short, soft fuzz. Although it's mobile and resembles an animal, the obb is actually a mutant form of fungus.Behavior:The Cal Thens is immune to heat and cold. They feed on bone marrow and will rip through anything, even duralloy, to get at fresh bones.Combat: Cal then are predators that attack nearly any creature smaller than them (including humanoids). They often swoop down to attack, remaining on the ground while they fight. They attack with their mandibles and only retreat when they are badly wounded.Society: Cal then tend to be solidary creatures, claiming a particular area as their hunting ground. Their diet consists primarily of the bones of their prey, and they're known for tearing off flesh and discarding it to crush and devour the bones. Their method of feeding tends to attract scavengers and other creatures to a cal then's hunting ground to feed on the leftovers. They are sometimes encountered in mated pairs, but mate only briefly. The female lays a clutch of eggs, but does not care for the young.

Combat: Cal then are predators that attack nearly any creature smaller than them (including humanoids). They often swoop down to attack, remaining on the ground while they fight. They attack with their mandibles and only retreat when they are badly wounded.

Society: Cal then tend to be solidary creatures, claiming a particular area as their hunting ground. Their diet consists primarily of the bones of their prey, and they're known for tearing off flesh and discarding it to crush and devour the bones. Their method of feeding tends to attract scavengers and other creatures to a cal then's hunting ground to feed on the leftovers. They are sometimes encountered in mated pairs, but mate only briefly. The female lays a clutch of eggs, but does not care for the young.

Behavior: The Cal Thens is immune to heat and cold. They feed on bone marrow and will rip through anything, even duralloy, to get at fresh bones.


Cana

Reported By: Paul Kenney in Mud Glat Walker

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Canopus Plague Victim 'Zombie'

Reported By: unknown contributor in The Albuquerque Starpor

Role: Zombie
Base Stock: Human

MCC Stat Block: Canopus Plague Victim 'Zombie' (1d6 (3)): Init +2; atk 2 x fists melee +1 (1d3); AC 10; HD 4D5 hp 12 each; MV 11' ; 1d20; SV Fort +0, Ref +0, Will +0
Mutations: (P) Canopus Plague Carrier

Number Appearing: 1d6
Morale: More observations needed
Hit Dice: HD 4D5
Armor: 0 (AC 10)
Size: Medium (2 Meters)

Movement: MV 11'

Attack: 2 x Fists melee +1 (1d3)

MS: 11 PS: 11
IN: 11 DX: 11
CH: 11 CN: 11

Frequency: Very Rare
Organization: Zombie Clump
Activity Cycle: Any
Diet: Carnivore
Habitat: Space Stations and Quarantined areas of Spaceports
Tech Level: 0 - 0
Artifacts: Clothing

Description: Description: The figure appears humanoid and is clothed in a plain jumpsuit. It seems to have no other possessions. Its body quivers and shakes in a very inhuman way. It appears to be made of a dark brown, glistening, gelatinous substance. The disgusting creature will attack the party by bashing characters with its two misshapen fists. Behavior:It is a plague zombie, a victim of the horrible Canopus plague. Each attack does only 1d2 points of damage, but anyone struck will be coated with some of the creature's gooey substance. The brown material will eat away at the victim's flesh, causing 1d6 points of damage per round. If the damage taken exceeds the victim's total number of hit points, the victim will become a plague zombie and attack the rest of the party. The only way to stop the plague from taking over a body is to remove the affected flesh with a sharp object, causing 1d4 points of damage per affected area. Once the plague has taken over a body, there is no cure. The Canopus plague is an alien disease brought back to Earth by long-range scout ships in the early 2300's. It is highly contagious and causes its victims' flesh to change into a viscous, pudding-like material. Once the plague has totally taken over a body, the victim becomes a zombie, interested only in seeking out healthy humans and infecting them with the foul disease. The Canopus Plague never broke out in epidemic proportions on Earth, but many space stations such as this were completely contaminated. When this station was infected, the survivors were lucky enough to escape and leave the plague-zombies behind. The space station has remained functioning, but plague zombies wander the rooms and halls in an endless search for uninfected humans.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: It is a plague zombie, a victim of the horrible Canopus plague. Each attack does only 1d2 points of damage, but anyone struck will be coated with some of the creature's gooey substance. The brown material will eat away at the victim's flesh, causing 1d6 points of damage per round. If the damage taken exceeds the victim's total number of hit points, the victim will become a plague zombie and attack the rest of the party. The only way to stop the plague from taking over a body is to remove the affected flesh with a sharp object, causing 1d4 points of damage per affected area. Once the plague has taken over a body, there is no cure. The Canopus plague is an alien disease brought back to Earth by long-range scout ships in the early 2300's. It is highly contagious and causes its victims' flesh to change into a viscous, pudding-like material. Once the plague has totally taken over a body, the victim becomes a zombie, interested only in seeking out healthy humans and infecting them with the foul disease. The Canopus Plague never broke out in epidemic proportions on Earth, but many space stations such as this were completely contaminated. When this station was infected, the survivors were lucky enough to escape and leave the plague-zombies behind. The space station has remained functioning, but plague zombies wander the rooms and halls in an endless search for uninfected humans.


Cargo Transport - Large 'Transport Bot'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Cargo Transport - Large 'Transport Bot' (1d2 (1)): Init +9; atk see description; AC 17; HD 23D12 hp 150; MV Treads 150' or GravPods 100' ; 1d20+1d20; SV Fort +2, Ref -1, Will -1
Mutations: None

Number Appearing: 1d2
Morale: 4
Hit Dice: HD 23D12
Armor: 7 (AC 17)
Size: Unknown

Movement: MV Treads 150' or GravPods 100'

Attack: See Description

MS: 6 PS: 1500
IN: 4 DX: 7
CH: More observations needed CN: More observations needed

Frequency: Uncommon
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Unknown
Tech Level: 5 - 7
Artifacts: Lots of stuff about transporting

Description: Description: The parn or 'sword beetle' is one of the deadliest predators of Gamma Terra. It's 3 meters long, with a hard carapace covered with sharp spines. It's spindly limbs are also spiny, but the parn earns its name from its long antennae, which are each tipped with two sword-like blades that it wields with frightening skill.Mission: To move great quantities of cargo from one location to another.Equiptment: 4 x 6 meter tentacles that can lift 500 kilograms each or 2000 kilograms collectively.1 x tractor/pressor beam that can lift 1800 kilograms at a 30 meter range.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cargo Transport - Small 'Light Cargo Bot'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Cargo Transport - Small 'Light Cargo Bot' (1d6 (3)): Init +3; atk 2 x tentacles melee +10 (1d14+6); AC 17; HD 7D12 hp 46 each; MV Treads 200' or Hoverfans 300' ; 1d20; SV Fort +2, Ref -1, Will -1
Mutations: None

Number Appearing: 1d6
Morale: 2
Hit Dice: HD 7D12
Armor: 7 (AC 17)
Size: Unknown

Movement: MV Treads 200' or Hoverfans 300'

Attack: 2 x Tentacles melee +10 (1d14+6)

MS: 6 PS: 550
IN: 2 DX: 7
CH: More observations needed CN: More observations needed

Frequency: Common
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Unknown
Tech Level: 5 - 7
Artifacts: Lots of stuff about transporting

Description: Description: This unit is the same size and shape as the Light Cargolifter. Transports can be electronically coupled to other units of the same types for convey movements. This is handy when the transporters are moving extremely large objects or when large quantities of items.Mission: To move small pieces of more delicate cargo from one location to another.Equiptment: 2 x 6 meter tentacles, each able to lift 100 kilograms 1 x tractor/pressor beam able to lift 1800 kilograms at a 12 meter range.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cargolifter - Heavy 'Cargolifter'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Cargolifter - Heavy 'Cargolifter' (1d3 (2)): Init +9; atk see description; AC 17; HD 25D12 hp 163 each; MV Treads 150' or GravPods 100' ; 1d20+1d20; SV Fort +2, Ref -1, Will -1
Mutations: None

Number Appearing: 1d3
Morale: 6
Hit Dice: HD 25D12
Armor: 7 (AC 17)
Size: Unknown

Movement: MV Treads 150' or GravPods 100'

Attack: See Description

MS: 6 PS: 1200
IN: 6 DX: 7
CH: More observations needed CN: More observations needed

Frequency: Uncommon
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Unknown
Tech Level: 5 - 7
Artifacts: Lots of stuff about transporting

Description (Initial Observation): Description: A Mutated thornbush that is neither a horse nor a cactus. The Pinetos has a horizontal trunk and thick leg stalks giving it a equine appearance. This is increaed by way the pineto dips its roots to take in water by lowering its 'head' to drink. The compairson to a cacuts comes from the sharp thorns entirely covering the plant. These thorns make it impossible to ride without a saddle. A sharp prod must be jammed between trunk and the root ball. They are extremely valueable as mounts, and it is very difficult to catch them and then even harder to tame them. However those that are are considered excellent mounts.Combat: Opposite the neck growth is another growth that tapers to a relatively thin stalk that is covered in sharp spines that lay close to its body. This 'tail' is flexible, and the plant can use it to attack. It lashes out with its 'tail' as a means of defense, but prefers to run away from attackers as quickly as possible.

Description (Observation 1): The horse cacti is both a horse and cactus in name only. It is in actually a mobile cactus-like plant with behaviors in many ways resembling a horse. The plant has a large, horizontal central trunk which is supported by either four or six thick, stubby stalks which act as legs. These legs can propel the creature at great speeds. When the creature moves as quickly as it can, the action of the legs resembles a horse galloping. The trunk extends into a thick, neck-like growth which the plant keeps elevated. At the end of the 'neck' is a large assortment of leaves, roots and a clump of visual and olfactory organs. The leaves are used to gather sunlight, and the roots absorb liquids. The plant lowers its leaves and roots into pools of water when it drinks, an action that further resembles horse activity. The pineto is much more cactus than horse. Every centimeter of its surface except for the leaves and roots is covered with long, sharp thorns. These thorns are usually 5 centimeters or so in length Althcmgh sharp, they are somewhat flexible. These thorns give a pineto the appearance of having a hairy 'coat' of thorns. The pinetos can be ridden, but a saddle of thick leather or other strong material is required.

Combat: Opposite the neck growth is another growth that tapers to a relatively thin stalk that is covered in sharp spines that lay close to its body. This 'tail' is flexible, and the plant can use it to attack. It lashes out with its 'tail' as a means of defense, but prefers to run away from attackers as quickly as possible.

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cargolifter - Light 'Light Cargolifter'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Cargolifter - Light 'Light Cargolifter' (1d3 (2)): Init +3; atk see description; AC 17; HD 8D12 hp 52 each; MV Treads 150' or GravPods 200' ; 1d20; SV Fort +2, Ref -1, Will -1
Mutations: None

Number Appearing: 1d3
Morale: 7
Hit Dice: HD 8D12
Armor: 7 (AC 17)
Size: Unknown

Movement: MV Treads 150' or GravPods 200'

Attack: See Description

MS: 6 PS: 600
IN: 7 DX: 7
CH: More observations needed CN: More observations needed

Frequency: Common
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Unknown
Tech Level: 5 - 7
Artifacts: Lots of stuff about transporting

Description: Description: This 6 x 3 x 1 meter (tall) unit has a front-mounted 1 meter by 3 meter equipment platform carrying the following: a 6 meter crane with a 3 pronged claw able to lift 900 kilograms, four 6 meter tentacles able to lift 500 kilograms each and a tractor/pressor beam able to lift 1800 kilograms at a 30-meter range.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cark 'Blend Dog'

Reported By: Kerry Jordan in MM2

Role: Monster - Domesticatable
Base Stock: Dog

MCC Stat Block: Cark 'Blend Dog' (2d6 (7)): Init +0; atk bite melee +1 (1d5) and 2 x claws melee +1 (1d6); AC 17; HD 4D7 hp 16 each; MV 45' ; 1d20; SV Fort +1, Ref -2, Will +1
Mutations: Chameleon Powers

Number Appearing: 2d6
Morale: 8
Hit Dice: HD 4D7
Armor: 7 (AC 17)
Size: Medium (1.5 Meters Long)

Movement: MV 45'

Attack: Bite melee +1 (1d5) Bite melee +1 (1d5)

MS: 13 PS: 12
IN: 2 DX: 5
CH: 3 CN: 13

Frequency: Uncomon
Organization: Pack
Activity Cycle: Day
Diet: Carnivore
Habitat: Anywhere
Tech Level: 0 - 0
Artifacts: None

Description: Description: Physically, these dogs appear to be normal and unmutated. However, over the generations, this type of dog has developed retractable claws, much like a cats, and their bodies are much more flexible than their ancestors, again, just like a cats. Only the larger breeds of dogs (Dobermans, German Shepherds, etc) have managed to survive to create this new breed. Wolf climbers have also been reported to exist in the Rocky Mountains and northern forests of Kanda.As with normal dogs, this breed uses simple pack tactics to surround, and bring down weakened prey, or solitary travelers. The main difference is the fact that they also will use trees to help them surround their prey. So if you are in a forest, and find yourself surrounded by a pack of these creatures, don't bother to climb a tree to escape. You'll find yourself staring down the maws of several of these animals.Just as a normal pack dog, these animals are lead by both an alpha male and alpha female. The rest of the pack is subservient to these, unless another male thinks it is strong enough to challenge the leader. Females tend to build dens high in large trees, ruins, or if nothing appropriate is available, in dens on the ground. The females give birth late in spring to litters of 2D4 pups. The pups, if caught at an early age, can easily be domesticated. Wolf climbers can not be domesticated however.Society: Rakoxen roam plains areas in large herds, grazing in groups of 20d 10. They are also found in many Tech Level II and III civilized areas, where they are used to pull wagons , plows, etc . Domestic rakoxen often have their horns saw down or capped by their owners. If sawn , the horns grow back in a season , requiring them to be cut again . Rakoxen are rarely ridden, since they tend to buck off riders. In many places, older rakoxen are butchered for food. The meat is salty but otherwise palatable . The hide can be cured and used , but it is less serviceable than rog hide (see the 'Campaign ' chapter). The horns are hollowed out and made into musical instruments or storage containers , like gunpowder horns.

Combat: Unobserved in Combat

Society: Rakoxen roam plains areas in large herds, grazing in groups of 20d 10. They are also found in many Tech Level II and III civilized areas, where they are used to pull wagons , plows, etc . Domestic rakoxen often have their horns saw down or capped by their owners. If sawn , the horns grow back in a season , requiring them to be cut again . Rakoxen are rarely ridden, since they tend to buck off riders. In many places, older rakoxen are butchered for food. The meat is salty but otherwise palatable . The hide can be cured and used , but it is less serviceable than rog hide (see the 'Campaign ' chapter). The horns are hollowed out and made into musical instruments or storage containers , like gunpowder horns.

Behavior: Behavior modeling incomplete


Carnivorous Ape 'Magilla'

Reported By: unknown contributor in MM2

Role: Monster
Base Stock: Gorilla

MCC Stat Block: Carnivorous Ape 'Magilla' (2d4 (5)): Init +4; atk 2 x claws melee +5 (1d6+4) and bite melee +5 (1d4+4); AC 11; HD 4D7 hp 16 each; MV 15' or Climb 23' ; 1d20; SV Fort +4, Ref +2, Will +0
Mutations: None

Number Appearing: 2d4
Morale: 7
Hit Dice: HD 4D7
Armor: 1 (AC 11)
Size: Large (2m+)

Movement: MV 15' or Climb 23'

Attack: 2 x Claws melee +5 (1d6+4) 2 x Claws melee +5 (1d6+4)

MS: 9 PS: 20
IN: 10 DX: 16
CH: 7 CN: 20

Frequency: Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Forests
Tech Level: 1 - 2
Artifacts: Unknown

Description: Description: The carnivorous ape is a larger, stronger and very aggressive mutant relative of the gorilla. Behavior:This beast as fair intelligence and is extremely cunning. It hungers particularly for human flesh (Grens are also 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. If the creature hits with both claws it will do an additional 1d8 damage as it renders the target apart.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: This beast as fair intelligence and is extremely cunning. It hungers particularly for human flesh (Grens are also 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. If the creature hits with both claws it will do an additional 1d8 damage as it renders the target apart.


Carrday 'Bird Rulers'

Reported By: Kim Eastland in GW09 Module

Role: Race
Base Stock: Human

MCC Stat Block: Carrday 'Bird Rulers' (1d20 (10)): Init -3; atk see description; AC 10; HD 1D5 hp 3 each; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: 1d20
Morale: More observations needed
Hit Dice: HD 1D5
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Society: Seps tend to hunt singly, although they're sometimes encountered in small 'schools' of up to six. They inhabit deserts and other sandy regions.

Combat: Unobserved in Combat

Society: Seps tend to hunt singly, although they're sometimes encountered in small 'schools' of up to six. They inhabit deserts and other sandy regions.

Behavior: Behavior modeling incomplete


Carrin 'Dark Emperors'

Reported By: unknown contributor in 2nd Edition

Role: Monster - Boss
Base Stock: Vulture

MCC Stat Block: Carrin 'Dark Emperors' (2d3 (4)): Init +4; atk quills melee +8 (1d3+6); AC 13; HD 8D7 hp 32 each; MV 10' or Fly 30' ; 1d20; SV Fort +1, Ref +0, Will +1
Mutations: (P) Poison Quills I12(M) Genius - Economic, Heightened Intelligence, Mental Shield, Telepathy

Number Appearing: 2d3
Morale: 13
Hit Dice: HD 8D7
Armor: 3 (AC 13)
Size: Large (3 Meter)

Movement: MV 10' or Fly 30'

Attack: Quills melee +8 (1d3+6)

MS: 13 PS: 40
IN: 15 DX: 12
CH: 15 CN: 15

Frequency: Rare
Organization: Coalition
Activity Cycle: Day
Diet: Scavenger
Habitat: Any Tropical or temperate
Tech Level: 4 - 6
Artifacts: K, W

Description: Description: Three meter tall mutated vultures weighing over 50kg. Each is followed by at least 1d6 blood bird followers.Behavior:They are highly intelligent. Their quills are coated with Intensity 12 contact poison to which they are immune.Society: Seps tend to hunt singly, although they're sometimes encountered in small 'schools' of up to six. They inhabit deserts and other sandy regions.

Combat: Unobserved in Combat

Society: Seps tend to hunt singly, although they're sometimes encountered in small 'schools' of up to six. They inhabit deserts and other sandy regions.

Behavior: They are highly intelligent. Their quills are coated with Intensity 12 contact poison to which they are immune.


Carrin Mech

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Centisteed 'Fast Trotters'

Reported By: unknown contributor in 1st Edition

Role: Mount
Base Stock: Horse

MCC Stat Block: Centisteed 'Fast Trotters' (1d4 (2)): Init +1; atk 2d4 x hoofs melee +8 (1d6+6); AC 11; HD 6D7 hp 24 each; MV 60' ; 1d20; SV Fort +0, Ref -2, Will +1
Mutations: (P) Increased Metabolism(M) Force Field Generation, Immune to Mental Attacks

Number Appearing: 1d4
Morale: 7
Hit Dice: HD 6D7
Armor: 1 (AC 11)
Size: Large (4 Meter)

Movement: MV 60'

Attack: 2d4 x Hoofs melee +8 (1d6+6)

MS: 15 PS: 70
IN: 2 DX: 5
CH: 2 CN: 10

Frequency: Uncommon
Organization: Herd
Activity Cycle: Day
Diet: Herbivore
Habitat: Temperate plains
Tech Level: 0 - 0
Artifacts: None

Description (Initial Observation): Description: The centisteed is a mutant strain of horse with an insectoid appearances. They have 12 - 18 legs.Behavior:They can carry 2 human-sized riders, however one rider must concentrate at controlling the mount all the time or it will try to throw and trample the riders.Combat: Cemisteeds do not initiate combat at any time. They panic with the tiniest of provocation, perceiving everything as a threat to their meager lives. Unfortunately, the centisteed tends to trample any character or creature in its way. A successful attack means that the opponent has been knocked down and trampled with ld8 hooves. Each hoof does ld6 points of damage. When the centisteed perceives danger, it immediately activates its force field generation to ward off any possible damage. If a rider is currently on the beast, the force field actually raises the character off the beast's back, causing him to fall to the ground. Centisteeds have been known to trample each other in their panic to follow another centisteed on the run. Once they get going, they are almost impossible to catch.Society: Serf, are either encountered as a small patrol, or may be found in large 'brigades' of 5d20+50 individuals. (a bridage will include 30% females and 30% children.) Serfs are militant, and prefer to dress in uniforms imitating ancient military and police designs, using these as clan symbols. They are lifely to attack other brigades of serfs as they are other enemies. Although they are a Tech Level II society, they readily use higher Tech Level equipment if shown how to operate it. They are semi-nomadic, traveling when food in a partiiclar area becomes scarce, or whth the changing of seasons. Once every few years, at the whim of the commander, a brigade travels to Gran Rads. Once there it partipates in a festival of celebration with other serf bridages, holding fladitorial contests and swapping stories. One serf clan, the Ministers of Thought, never leaves Gra Rad. Its memvers believe that a serf leader called the Forstar will be born to their caln there, and will lead the serfs to create a great new Nation.

Description (Observation 1): Centisteeds are mutated horses of insectoid appearance, each having between 12 and 18 legs ( 1d4 +5 x 2). Centisteeds are usually colored in blotches, much like a "painted" horse. Their heads are horse-shaped, but they have two compound insect eyes, giving them 360' vision. Small mandibles fill their mouth instead of teeth.

Combat: Cemisteeds do not initiate combat at any time. They panic with the tiniest of provocation, perceiving everything as a threat to their meager lives. Unfortunately, the centisteed tends to trample any character or creature in its way. A successful attack means that the opponent has been knocked down and trampled with ld8 hooves. Each hoof does ld6 points of damage. When the centisteed perceives danger, it immediately activates its force field generation to ward off any possible damage. If a rider is currently on the beast, the force field actually raises the character off the beast's back, causing him to fall to the ground. Centisteeds have been known to trample each other in their panic to follow another centisteed on the run. Once they get going, they are almost impossible to catch.

Society: Serf, are either encountered as a small patrol, or may be found in large 'brigades' of 5d20+50 individuals. (a bridage will include 30% females and 30% children.) Serfs are militant, and prefer to dress in uniforms imitating ancient military and police designs, using these as clan symbols. They are lifely to attack other brigades of serfs as they are other enemies. Although they are a Tech Level II society, they readily use higher Tech Level equipment if shown how to operate it. They are semi-nomadic, traveling when food in a partiiclar area becomes scarce, or whth the changing of seasons. Once every few years, at the whim of the commander, a brigade travels to Gran Rads. Once there it partipates in a festival of celebration with other serf bridages, holding fladitorial contests and swapping stories. One serf clan, the Ministers of Thought, never leaves Gra Rad. Its memvers believe that a serf leader called the Forstar will be born to their caln there, and will lead the serfs to create a great new Nation.

Behavior: They can carry 2 human-sized riders, however one rider must concentrate at controlling the mount all the time or it will try to throw and trample the riders.


Che'Tal 'Greater Bloodwing'

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Deer Fly

MCC Stat Block: Che'Tal 'Greater Bloodwing' (2d10 (11)): Init +2; atk bite melee +1 (1d12); AC 12; HD 4D7 hp 16 each; MV 1' or Fly 30' ; 1d20; SV Fort +0, Ref +0, Will -1
Mutations: Sonic Blast, Sonar, Gamma Eyes; Confusion; Magnetic Control

Number Appearing: 2d10
Morale: 7
Hit Dice: HD 4D7
Armor: 2 (AC 12)
Size: Medium (1 - 1.5 Meters)

Movement: MV 1' or Fly 30'

Attack: Bite melee +1 (1d12)

MS: 7 PS: 9
IN: 2 DX: 10
CH: 1 CN: 10

Frequency: Uncommon
Organization: Solitary or Mated Pair
Activity Cycle: Day
Diet: Carnivore
Habitat: temperate forests and swamps
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Giant deer flies, che'tal have yellow eyes, black spotted wings, and a dark brown body with light brown stripes.Behavior:They have a nasty bite. After finding prey with sonar, che'tal attack with confusion or a roar. After that, they use mutations or a bite randomly.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: They have a nasty bite. After finding prey with sonar, che'tal attack with confusion or a roar. After that, they use mutations or a bite randomly.


Cheguin

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Chessex 'Fear Deer'

Reported By: Dan Snuffin in Dragon Magazine 108

Role: Monster
Base Stock: White-tailed deer

MCC Stat Block: Chessex 'Fear Deer' (5d10 (27)): Init +2; atk antler gore melee -1 (1d4-2); AC 15; HD 3D7 hp 12 each; MV 31' ; 1d20; SV Fort -1, Ref +0, Will -2
Mutations: Absorption (radiation), and fear generation

Number Appearing: 5d10
Morale: 3
Hit Dice: HD 3D7
Armor: 5 (AC 15)
Size: Small (70 cm tall at shoulder)

Movement: MV 31'

Attack: Antler Gore melee -1 (1d4-2)

MS: 5 PS: 4
IN: 2 DX: 11
CH: 2 CN: 8

Frequency: Common
Organization: Unknown
Activity Cycle: Day
Diet: Grasses and shrubs
Habitat: Temperate grasslands and forests
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The chessex are small, mutated deer that are pale yellow in color. They avoid most encounters by running away or by using their fear generation powers on carnivores, who have learned to leave the chessex alone. If cornered or surprised, chessex can attack with their antlers, which are hollow and filled with poisonous fluid that can be injected into antler wounds. This poison causes affected victims to lose 1 strength point per Action Turn until a strength of 3 is reached, at which time the victim must sit and rest for as many hours as strength points were lost. At the end of that time, the victims strength returns to normal.Chessex are herbivorous and can be found in large herds in the American Midwest. Human and humanoid barbarian tribes find the chessex highly important,as the poison from their antlers can be drained, allowed to thicken for 1d4 days, and made into Intensity Level 8 poison for use on weapons. This poison causes a strength loss of only 1d4 points. The tough, leathery hides of the chessex are used as armor (equal in all respects to leather armor), and the meat of these mutant deer has proved to be quite tasty. Tribesmen use missile weapons and traps to bring down chessex. Because of their mutations, these creatures cannot be domesticated. Chessex have learned to travel radioactive lands in order to escape hunters.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Chirplick

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Chotslith, Large 'Bristle Snake'

Reported By: Kim Eastland in GW06 Module

Role: Unknown
Base Stock: Snake

MCC Stat Block: Chotslith, Large 'Bristle Snake' (1d3 (2)): Init +4; atk bite melee +8 (1d3+6) and 1d4+1 x coils melee +8 (1d3+6); AC 14; HD 8D7 hp 32 each; MV 10' ; 1d20; SV Fort +1, Ref +0, Will +0
Mutations: (M) Mental Shield

Number Appearing: 1d3
Morale: 9
Hit Dice: HD 8D7
Armor: 4 (AC 14)
Size: Large (3m)

Movement: MV 10'

Attack: Bite melee +8 (1d3+6) Bite melee +8 (1d3+6)

MS: 10 PS: 40
IN: 6 DX: 9
CH: 2 CN: 13

Frequency: Rare
Organization: Solitary
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Any non arctic and deathlands
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The Choslith is a mutated snake that is covered in 5 - 10 inch needle-like spikes. It is a constrictor and attacks by enveloping its prey and constricting around them. Once it has wrapped itself once around the prey it will start to bite it as well. The Choslith hunt by smell and are just a deadly at dark as in the light of day. They are found in all climates except arctic.Behavior:The Choslith will roll to hit with the coils and if it is successful it will have ensnared its victim. The following turn the Choslith will attempt one additional coil per turn up to the maximum. Each coil will do its damage individually. To remove a coil the victim must roll a Strength Context. The Chotslith has a +4 modifier to that roll.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: The Choslith will roll to hit with the coils and if it is successful it will have ensnared its victim. The following turn the Choslith will attempt one additional coil per turn up to the maximum. Each coil will do its damage individually. To remove a coil the victim must roll a Strength Context. The Chotslith has a +4 modifier to that roll.


Chotslith, Medium 'Bristle Snake'

Reported By: Kim Eastland in GW06 Module

Role: Unknown
Base Stock: Snake

MCC Stat Block: Chotslith, Medium 'Bristle Snake' (1d6 (3)): Init +2; atk bite melee +7 (1d3+6) and 2d3+1 x coils melee +7 (1d3+6); AC 11; HD 4D7 hp 16 each; MV 5' ; 1d20; SV Fort +0, Ref +0, Will +0
Mutations: (M) Mental Shield

Number Appearing: 1d6
Morale: 5
Hit Dice: HD 4D7
Armor: 1 (AC 11)
Size: Large (5m)

Movement: MV 5'

Attack: Bite melee +7 (1d3+6) Bite melee +7 (1d3+6)

MS: 10 PS: 25
IN: 6 DX: 9
CH: 2 CN: 9

Frequency: Common
Organization: Solitary
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Any non arctic and deathlands
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The Choslith is a mutated snake that is covered in 5 - 10 inch needle-like spikes. It is a constrictor and attacks by enveloping its prey and constricting around them. Once it has wrapped itself once around the prey it will start to bite it as well. The Choslith hunt by smell and are just a deadly at dark as in the light of day. They are found in all climates except arctic.Behavior:The Choslith will roll to hit with the coils and if it is successful it will have ensnared its victim. The following turn the Choslith will attempt one additional coil per turn up to the maximum. Each coil will do its damage individually. To remove a coil the victim must roll a Strength Context. The Chotslith has a +4 modifier to that roll.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: The Choslith will roll to hit with the coils and if it is successful it will have ensnared its victim. The following turn the Choslith will attempt one additional coil per turn up to the maximum. Each coil will do its damage individually. To remove a coil the victim must roll a Strength Context. The Chotslith has a +4 modifier to that roll.


Chowpuff

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cid'Tal 'Nymph'

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Cicada

MCC Stat Block: Cid'Tal 'Nymph' (1): Init +3; atk sap x sucker melee +6 (1d8+4); AC 15; HD 6D7 hp 24; MV 15' or Fly 8' ; 1d20; SV Fort +0, Ref +0, Will +0
Mutations: Full Carapace; Sonic Blast (see below)

Number Appearing: 1
Morale: 7
Hit Dice: HD 6D7
Armor: 5 (AC 15)
Size: Large (3 Meters)

Movement: MV 15' or Fly 8'

Attack: Sap x Sucker melee +6 (1d8+4)

MS: 9 PS: 20
IN: 2 DX: 10
CH: 1 CN: 10

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Omnivore
Habitat: Temperate Hills/Forest
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: This mutant cicada is the terror of green folk everywhere. Other than its size, it looks exactly like their small ancestors.Behavior:When a cid'tal sees prey, it flies to the attack. It uses it beak to punch a whole into the plant to get at the vascular tissue. If the prey resists, the cid'tal uses its beak and whine to kill the prey. The whine has a range of 35 meters and does 7d6 points of damage. It can be used 1/5 rounds. Remember to check equipment damage!It is unknown where the nymphs lair. The adults live for 3-4 weeks during the summer. Also the cid'tal appears only once per 17 years (and in great numbers).

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: When a cid'tal sees prey, it flies to the attack. It uses it beak to punch a whole into the plant to get at the vascular tissue. If the prey resists, the cid'tal uses its beak and whine to kill the prey. The whine has a range of 35 meters and does 7d6 points of damage. It can be used 1/5 rounds. Remember to check equipment damage!It is unknown where the nymphs lair. The adults live for 3-4 weeks during the summer. Also the cid'tal appears only once per 17 years (and in great numbers).


Claptrap

Reported By: Bob Crichton in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Clark 'Blend Dog'

Reported By: unknown contributor in MM2

Role: Pet
Base Stock: Dog

MCC Stat Block: Clark 'Blend Dog' (2d6 (7)): Init +4; atk bite melee +1 (1d8) and 2 x claws melee +1 (1d6); AC 12; HD 4D7 hp 16 each; MV 45' ; 1d20; SV Fort +1, Ref +2, Will +1
Mutations: Chameleon Powers

Number Appearing: 2d6
Morale: 8
Hit Dice: HD 4D7
Armor: 2 (AC 12)
Size: Medium (1.5)

Movement: MV 45'

Attack: bite melee +1 (1d8) bite melee +1 (1d8)

MS: 13 PS: 12
IN: 2 DX: 16
CH: 3 CN: 13

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Anywhere
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Truly neither fish nor fowl, the terl is a 2 to 3 meter long mutant baracuda that is covered in bright parrot like feathers rather than scales, and capable of breathing air. They are capable of 'swimming' through the air via telekinesis. They live in trees like birds as well. The Trel returns to the water to spawn in the spring and it is fully capable of breathing both water and air. Behavior:As with normal dogs, this breed uses simple pack tactics to surround, and bring down weakened prey, or solitary travelers. The main difference is the fact that they also will use trees to help them surround their prey. So if you are in a forest, and find yourself surrounded by a pack of these creatures, don't bother to climb a tree to escape. You'll find yourself staring down the maws of several of these animals. Just as a normal pack dog, these animals are lead by both an alpha male and alpha female. The rest of the pack is subservient to these, unless another male thinks it is strong enough to challenge the leader. Females tend to build dens high in large trees, ruins, or if nothing appropriate is available, in dens on the ground. The females give birth late in spring to litters of 2D4 pups. The pups, if caught at an early age, can easily be domesticated. Wolf climbers can not be domesticated however.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: As with normal dogs, this breed uses simple pack tactics to surround, and bring down weakened prey, or solitary travelers. The main difference is the fact that they also will use trees to help them surround their prey. So if you are in a forest, and find yourself surrounded by a pack of these creatures, don't bother to climb a tree to escape. You'll find yourself staring down the maws of several of these animals. Just as a normal pack dog, these animals are lead by both an alpha male and alpha female. The rest of the pack is subservient to these, unless another male thinks it is strong enough to challenge the leader. Females tend to build dens high in large trees, ruins, or if nothing appropriate is available, in dens on the ground. The females give birth late in spring to litters of 2D4 pups. The pups, if caught at an early age, can easily be domesticated. Wolf climbers can not be domesticated however.


Cleansing Slime

Reported By: unknown contributor in 6th Edition

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Clochwhirl

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cloudeater

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Communit

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Conola 'Hungry Ball'

Reported By: Kim Eastland in GW08 Module

Role: Monster
Base Stock: Tumble weed

MCC Stat Block: Conola 'Hungry Ball' (1d4 (2)): Init +2; atk see description; AC 12; HD 5D5 hp 15 each; MV 19' ; 1d20; SV Fort +1, Ref -1, Will -2
Mutations: (P) Sonar, Special

Number Appearing: 1d4
Morale: 5
Hit Dice: HD 5D5
Armor: 2 (AC 12)
Size: Large (5 Meters in diameter)

Movement: MV 19'

Attack: See Description

MS: 4 PS: 11
IN: 3 DX: 6
CH: 1 CN: 15

Frequency: Rare
Organization: Copse
Activity Cycle: Any
Diet: Dirt, debris, carcasses, droped items. Inanimate objects.
Habitat: Underground Tunnels, caves, or installations
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Conola are large, living spheres covered with matted hair. They travel by rolling forward, like a tumbleweed, aparently under their own muscle-power. They are relitevely unitntelligent scavengers. Ususally found in installations and other types of ruins. conola roll endlessly through the hallways consuming dirt, debris, carcasses, dropped items. Conola are completly silent.Behavior:If the concola encounters living creatures, such as a party, it will sually just brush past them and continue on its way. It is only concerned with the inanimate. Any character who is brushed by a conola should have any loose items on his person checked by the GM to make sure they have not accidently been swept away DX12 to avoid having it lifted. ST11 to avoid having the item pulled into its body. If the party leaves anything in a corridor or room that is open to a passageway for more than 6 hours, there is a 20% chance for a conola will come by and sweep up the area, taking the item or creature with it and digesting it. Slaying a conola causes its internal acidic juices to spray over an area that includes its body + a 3 meter radius. Anything and anyone niside recieves damage from the acid (I12)Combat: Conola are completly silent and always gain surpirse. When a conola brushes against something, its hars whisk it inside the covering, where it si broken down by strong acids and is consumed within 10 turns. If the area is inhabited by a concola is large, such as a natural cavern system, the cleaning is not always apparent because places like that cannot be thorougly cleaned. Only with a conola comes across something more than half its diameter in sie will it slow down to digest it a section at a time.

Combat: Conola are completly silent and always gain surpirse. When a conola brushes against something, its hars whisk it inside the covering, where it si broken down by strong acids and is consumed within 10 turns. If the area is inhabited by a concola is large, such as a natural cavern system, the cleaning is not always apparent because places like that cannot be thorougly cleaned. Only with a conola comes across something more than half its diameter in sie will it slow down to digest it a section at a time.

Society: Anthropological studies incomplete

Behavior: If the concola encounters living creatures, such as a party, it will sually just brush past them and continue on its way. It is only concerned with the inanimate. Any character who is brushed by a conola should have any loose items on his person checked by the GM to make sure they have not accidently been swept away DX12 to avoid having it lifted. ST11 to avoid having the item pulled into its body. If the party leaves anything in a corridor or room that is open to a passageway for more than 6 hours, there is a 20% chance for a conola will come by and sweep up the area, taking the item or creature with it and digesting it. Slaying a conola causes its internal acidic juices to spray over an area that includes its body + a 3 meter radius. Anything and anyone niside recieves damage from the acid (I12)


Cool Jules

Reported By: Bruce Nesmith in GW07 Module

Role: NPC
Base Stock: Human

MCC Stat Block: Cool Jules (1): Init +6; atk battle axe melee +4 (1d6+1); AC 13; HD 11D5 hp 33; NO MOVEMENT; 1d20+1d16; SV Fort +1, Ref +0, Will +0
Mutations: Unknown

Number Appearing: 1
Morale: 12
Hit Dice: HD 11D5
Armor: 3 (AC 13)
Size: Unknown

Movement: NO MOVEMENT

Attack: Battle Axe melee +4 (1d6+1)

MS: 12 PS: 13
IN: 14 DX: 12
CH: 10 CN: 14

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Coote

Reported By: Bruce Nesmith in GW07 Module

Role: Race
Base Stock: Coyote

MCC Stat Block: Coote ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cren Tosh 'Lizard Fish'

Reported By: unknown contributor in 1st Edition

Role: Monster
Base Stock: Pike / Alligator

MCC Stat Block: Cren Tosh 'Lizard Fish' (1d3 (2)): Init +1; atk bite melee +3 (1d4+1); AC 17; HD 5D7 hp 20 each; MV 30' or Swim 60' ; 1d20; SV Fort -1, Ref -2, Will -1
Mutations: (P) Shapechange into Lizard

Number Appearing: 1d3
Morale: 6
Hit Dice: HD 5D7
Armor: 7 (AC 17)
Size: Medium (2M Long)

Movement: MV 30' or Swim 60'

Attack: Bite melee +3 (1d4+1)

MS: 7 PS: 14
IN: 3 DX: 5
CH: 3 CN: 7

Frequency: Uncommon
Organization: Mated Pair (with young)
Activity Cycle: Night
Diet: Carnivore
Habitat: Pond, Lake, or Swamp or any land next to these features
Tech Level: 0 - 0
Artifacts: X

Description: Description: The cren tosh (or "lizard fish" as it is sometimes known) is a 2 meter long fish with silvery-green scales and a relatively flat body. With its mutant shapechanging ability, it can appear as various other creatures and even operate on land for up to 24 hours at a time. Behavior:The transformation power can only be used once every 24 hours. In the water the fish lives under the overhanging banks where it makes its nest which it lines with shiny objects. It is a vegetarian.Combat: Cren tosh are only marginally intelligent, and generally harmless toward other creatures (they are placid plant-eaters), but they are drawn to small, shiny objects which they use to decorate their lairs. A cren tosh is likely to try and steal such objects and escape with them, including metal coins, jewelry, and some Ancient items. They fight only when cornered, otherwise using all their abilities to escape. Cren tosh can use their Metamorphosis mutation to assume the form of any reptile of approximately their mass, gaining all of that creatures abilities (including physical ability scores and mutations, but not mental ability scores or mutations).Society: Cren tosh live in lakes, rivers, or steams, burrowing long tunnels into the muddy banks to use as a nest. They line their nests with shiny pebbles and objects they have collected, and lay their eggs there. They defend the nest fiercely until the eggs hatch, then the young cren tosh are left on their own.

Combat: Cren tosh are only marginally intelligent, and generally harmless toward other creatures (they are placid plant-eaters), but they are drawn to small, shiny objects which they use to decorate their lairs. A cren tosh is likely to try and steal such objects and escape with them, including metal coins, jewelry, and some Ancient items. They fight only when cornered, otherwise using all their abilities to escape. Cren tosh can use their Metamorphosis mutation to assume the form of any reptile of approximately their mass, gaining all of that creatures abilities (including physical ability scores and mutations, but not mental ability scores or mutations).

Society: Cren tosh live in lakes, rivers, or steams, burrowing long tunnels into the muddy banks to use as a nest. They line their nests with shiny pebbles and objects they have collected, and lay their eggs there. They defend the nest fiercely until the eggs hatch, then the young cren tosh are left on their own.

Behavior: The transformation power can only be used once every 24 hours. In the water the fish lives under the overhanging banks where it makes its nest which it lines with shiny objects. It is a vegetarian.


Crep, Pink 'Water Crep'

Reported By: unknown contributor in 1st Edition

Role: Monster
Base Stock: Lilly Pad

MCC Stat Block: Crep, Pink 'Water Crep' (1d4 (2)): Init +4; atk 6-8 x vines melee +1 (1d3-2); AC 17; HD 9D5 hp 27 each; MV Swim 5' ; 1d20+1d14; SV Fort +1, Ref -1, Will +1
Mutations: (P) Modified Vines - Mobility, Symbiosis(M) Death Field Generation, Life Leech, Molecular Disruption

Number Appearing: 1d4
Morale: 14
Hit Dice: HD 9D5
Armor: 7 (AC 17)
Size: Small (1 Meter Tall)

Movement: MV Swim 5'

Attack: 6-8 x Vines melee +1 (1d3-2)

MS: 14 PS: 5
IN: 2 DX: 7
CH: 2 CN: 15

Frequency: Uncommon
Organization: Seed Group
Activity Cycle: Day
Diet: Carnivore
Habitat: Pond, Lake, or Swamp
Tech Level: 0 - 0
Artifacts: None

Description: Description: The water crep has a pink flower and lives submerged in freshwater lakes and swamps. Surrounding the plant's bulbous flower is a mass of strong, leafy vines. The crep can move about (slowly) on its thick, flexible roots, seeking better "hunting grounds". The crep's vines are mobile and quite dexterous (although the plant is largely blind, and not very intelligent).Behavior:Yexils are slow witted, but friendly. Their size and ability to loose a laser blast from their eyes (per laser rifle) discourages predators. Yexils are immune to cold attacks. They eat manufactured clothing of all types and find synthetics especially tasty. In fact, the snappier the outfit, the better yexils like the taste. They will often trade 'useless' artifacts for 'food' of this type.Combat: Crep plants feed on other living creatures using their Life Leech mutation. They generally trap a creature with their tendrils, then drain its life force. The crep uses the drained life force to seed, dropping off mobile seeds that burrow into the ground to become new crep plants. Crep uses their tendrils the defend themselves and ward off predators. In desparate situations they use their Death Field mutation for defense.Society: Crep are found in still freshwater, along shores, and in moist, temperate climates. They migrate slowly, killing off local animal life and leaving a "trail" of crep seedlings in their path. Immature crep plants grow rooted for a season before gaining mobility and moving off on their own in search of prey.

Combat: Crep plants feed on other living creatures using their Life Leech mutation. They generally trap a creature with their tendrils, then drain its life force. The crep uses the drained life force to seed, dropping off mobile seeds that burrow into the ground to become new crep plants. Crep uses their tendrils the defend themselves and ward off predators. In desparate situations they use their Death Field mutation for defense.

Society: Crep are found in still freshwater, along shores, and in moist, temperate climates. They migrate slowly, killing off local animal life and leaving a "trail" of crep seedlings in their path. Immature crep plants grow rooted for a season before gaining mobility and moving off on their own in search of prey.

Behavior: Yexils are slow witted, but friendly. Their size and ability to loose a laser blast from their eyes (per laser rifle) discourages predators. Yexils are immune to cold attacks. They eat manufactured clothing of all types and find synthetics especially tasty. In fact, the snappier the outfit, the better yexils like the taste. They will often trade 'useless' artifacts for 'food' of this type.


Crep, Red 'Land Crep'

Reported By: unknown contributor in 1st Edition

Role: Monster
Base Stock: Lilly Pad

MCC Stat Block: Crep, Red 'Land Crep' (1d4 (2)): Init +4; atk 6-8 x vines melee +1 (1d3-2); AC 17; HD 9D5 hp 27 each; MV 5' ; 1d20+1d14; SV Fort +1, Ref -1, Will +1
Mutations: (P) Modified Vines - Mobility, Symbiosis(M) Death Field Generation, Life Leech, Molecular Disruption

Number Appearing: 1d4
Morale: 14
Hit Dice: HD 9D5
Armor: 7 (AC 17)
Size: Small (1 Meter Tall)

Movement: MV 5'

Attack: 6-8 x Vines melee +1 (1d3-2)

MS: 14 PS: 5
IN: 2 DX: 7
CH: 2 CN: 15

Frequency: Uncommon
Organization: Seed Group
Activity Cycle: Day
Diet: Carnivore
Habitat: Plains
Tech Level: -
Artifacts: None

Description: Description: The zarn or 'boring beetle' is an insect about 10 centimeters in length with an orange carapace, black limbs and underside.Behavior:carnivorous, using its flat leaves to feed via its Life Leaching abilities to whomever comes in contact.Combat: Crep plants feed on other living creatures using their Life Leech mutation. They generally trap a creature with their tendrils, then drain its life force. The crep uses the drained life force to seed, dropping off mobile seeds that burrow into the ground to become new crep plants. Crep uses their tendrils the defend themselves and ward off predators. In desparate situations they use their Death Field mutation for defense.Society: Crep are found in still freshwater, along shores, and in moist, temperate climates. They migrate slowly, killing off local animal life and leaving a "trail" of crep seedlings in their path. Immature crep plants grow rooted for a season before gaining mobility and moving off on their own in search of prey.

Combat: Crep plants feed on other living creatures using their Life Leech mutation. They generally trap a creature with their tendrils, then drain its life force. The crep uses the drained life force to seed, dropping off mobile seeds that burrow into the ground to become new crep plants. Crep uses their tendrils the defend themselves and ward off predators. In desparate situations they use their Death Field mutation for defense.

Society: Crep are found in still freshwater, along shores, and in moist, temperate climates. They migrate slowly, killing off local animal life and leaving a "trail" of crep seedlings in their path. Immature crep plants grow rooted for a season before gaining mobility and moving off on their own in search of prey.

Behavior: carnivorous, using its flat leaves to feed via its Life Leaching abilities to whomever comes in contact.


Crep,White

Reported By: Kim Eastland in GW10 Module

Role: Unknown
Base Stock: Lilly Pad

MCC Stat Block: Crep,White ( ()): Init -3; atk see description; AC 10; HD 1D5 hp 3; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D5
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Croaker

Reported By: Zirra Scrohunter in MM2

Role: Unknown
Base Stock: Cane Toad

MCC Stat Block: Croaker (3d6 (10)): Init +2; atk bite melee -2 (1d3-3); AC 13; HD 2D7 hp 8 each; MV 30' or Swim 45' ; 1d20; SV Fort -1, Ref +1, Will -1
Mutations: Displacement; Light Manipulation; Poison - Int 12; Stunning Force; Thought Imitation

Number Appearing: 3d6
Morale: 3
Hit Dice: HD 2D7
Armor: 3 (AC 13)
Size: Small (10 to 24 cm)

Movement: MV 30' or Swim 45'

Attack: Bite melee -2 (1d3-3)

MS: 7 PS: 2
IN: 2 DX: 13
CH: 5 CN: 7

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Inscectivore
Habitat: Swamps & Westlands
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: This mutated descendant of the Cane Toad looks much like its ancestor It is brown to yellow-brown, with prominent cranial crests, and a somewhat round, flattened body outline. It also retains the poison producing paratoid glands of its unmutated predecessor.Behavior:Croakers are not the bravest creatures in the world. They are small, and therefore not able to inflict much damage on larger creatures. When faced with larger creatures, they prefer to use their mutations to remain hidden. If they are spotted, they will use their Stunning Force mutation and attempt to escape if at all possible. If left with no option but to fight, they will bite and attempt to rub their bodies (which are coated with a contact poison) on any exposed flesh they can find on the enemy creatures. Croakers band together in groups for mutual protection and for breeding. They spawn year-round with suitable temperature and rainfall. Eggs are laid in long-standing water - ditches, canals, streams, and ponds.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Croakers are not the bravest creatures in the world. They are small, and therefore not able to inflict much damage on larger creatures. When faced with larger creatures, they prefer to use their mutations to remain hidden. If they are spotted, they will use their Stunning Force mutation and attempt to escape if at all possible. If left with no option but to fight, they will bite and attempt to rub their bodies (which are coated with a contact poison) on any exposed flesh they can find on the enemy creatures. Croakers band together in groups for mutual protection and for breeding. They spawn year-round with suitable temperature and rainfall. Eggs are laid in long-standing water - ditches, canals, streams, and ponds.


Crumbleweed 'Desert Rollers'

Reported By: John M. Maxstadt in Dragon Magazine 108

Role: Monster
Base Stock: Tumble mustard

MCC Stat Block: Crumbleweed 'Desert Rollers' (1): Init -3; atk see description; AC 20; HD 1D5 hp 3; MV 100' ; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Invisibility (special), spore cloud (variant), and size increase

Number Appearing: 1
Morale: 0
Hit Dice: HD 1D5
Armor: 10 (AC 20)
Size: Huge (12m in Diameter)

Movement: MV 100'

Attack: See Description

MS: 3 PS: 3
IN: 3 DX: 3
CH: 3 CN: 3

Frequency: Rare
Organization: None
Activity Cycle: All
Diet: Does not eat
Habitat: Deserts and drylands
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The crumbleweed grows from a tiny spore-like seed into a spherical bush as big as a house. Crumbleweed secrete a substance not unlike that which renders a blight invisible. However, this coating is unaffected by water, and it leaves a blurry outline that can be seen at short distances, so that creatures seldom walk into a crumbleweed by accident. This invisibility, coupled with the weeds lack of a distinctive smell, turns it from what would be a very prominent part of the desert landscape to a fairly obscure species all the more so since it is poisonous (Intensity Level 16) and totally non-nutritious, and therefore not sought after by any creature.However, the plants means of propogation has made it well known to experienced desert travelers. Crumbleweed spends its life attached to the ground by a very thin and fragile stalk, which dries up and breaks readily in a moderate wind once the plant has pollinated itself and borne seed. The wind blows the dead plant along the desert floor while it crumbles into a fine powder of seeds and dry plant fibers. Each irregularity in the ground causes more of the weed to crumble off, until finally it is all gone, having left a trail of seeds which might, under the correct conditions, grow into new crumbleweed.One irregularity which a crumbleweed might roll over and dust with seeds would be a living creature or a party traveling on the desert. The dust is an irritant, affecting creatures as Intensity Level 14 poison, causing sneezing and choking for one Action Turn for every die of damage that would be done by normal poison (treat D results as 4 + Turns of choking, going down the matrix and adding one for every D). Victims are totally incapacitated until they stop choking, but they suffer no further ill effects.Characters surprised by a crumbleweed encounter are always rolled over and all take full damage from the dust. If the party is not surprised (normal chances on the dice), they see the weeds blurry out- line just in time to try to jump aside, which requires a special DX check. The GM should roll a d6 to determine how much of the crumbleweed has already crumbled away (a 1 indicating full, 12-m size, a 6 indicating little larger than man- size (2m)) and multiply each characters DX by the result for the check. To have any chance of evading an oncoming crumbleweed, characters must jump aside as soon as they see it i.e., players must not hesitate in announcing their PCs actions. Small crumbleweeds are, of course, easier to evade than large ones.Even the largest crumbleweed wont crush any characters it rolls over, since the weight (a maximum of 250 kg) is distributed over such a large area. Most attacks have no effect on a rolling crumbleweed which is already dead, after all. Physical attacks with weapons or body parts doubles the duration of the sneezing and choking. Firey attacks of any sort cause the crumbleweed to instantly disintegrate into blazing cinders, which vanish into ash within seconds doing no damage to anyone.Heightened smell wont detect an oncoming crumbleweed, while heightened hearing picks up a faint, wispy crunching sound that does not sound dangerous to anyone who has not had experience with crumbleweed.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Crustean 'Crusty 'Ubs'

Reported By: John M. Maxstadt in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Coconut Crab

MCC Stat Block: Crustean 'Crusty 'Ubs' (1): Init +3; atk 2 x pincers melee +1 (1d6); AC 16; HD 3D7 hp 12; MV 1' or Swim 1' ; 1d20; SV Fort -1, Ref +1, Will +0
Mutations: Heightened balance (improved), heightened taste, heightened strength, light wave manipulation (limited), new body parts (speech and hearing organs), symbiotic attachment (limited), thought imitation.

Number Appearing: 1
Morale: 8
Hit Dice: HD 3D7
Armor: 6 (AC 16)
Size: Tiny (30cm)

Movement: MV 1' or Swim 1'

Attack: 2 x pincers melee +1 (1d6)

MS: 12 PS: 10
IN: 14 DX: 15
CH: 3 CN: 7

Frequency: Common
Organization: Solitary
Activity Cycle: Any
Diet: Fruits, Nuts, trash
Habitat: Beaches, lake shores, deserts (particularly around oases), ruins, and occasionally populated cities in warm climates
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: These solitary, omnivo- rous scavengers can be encountered in a wide variety of places, as indicated above. In populated cities, they live around garbage dumps, their height- ened taste enabling them to distinguish which leavings are safe to eat. They generally try to stay out of the way of bigger creatures, preferring to spend most of their time buried in sand or fine gravel with only their eyestalks exposed. When encountered, crusteans will be invisible unless surprised (on a 1 only).Crusteans are both articulate and intelligent. They have no natural ene- mies, and they are generally well- equipped to avoid encounters, but occasionally one will get lonely and take an opportunity to join a group of intelli- gent creatures for a time. Crusteans appreciate company and often enjoy helping strangers in distress, but their cranky, irascible nature often prevents them from expressing themselves prop- erly. Even with long-time friends, a crus- tean's conversation will generally alternate between griping and sarcasm, especially when it is performing a kindness.A crustean will automatically climb an opponent to find a spot that the oppo- nent cannot conveniently reach (between the shoulder blades of a human, for example), and will attempt to pinch with both claws. If it hits, it will try to hold on until its symbiotic attach- ment takes effect (which does not begin until the round after the crustean is attached). It takes a physical strength of at least 12 to pull a crustean loose if one claw is attached, or at least 16 if both are attached. If a creature cannot grasp the crustean, it may try to knock it off. This requires a combat hit at -4 and a minimum physical strength as noted above. This all assumes that the crus- tean is attached in a highly inaccessible spot a crustean will be very reluctant to attack a creature with no back. A crustean forcibly removed from an opponent has a 50% chance of losing the claw or claws that were attached. It can regenerate these when it sheds its shell(see below), but not until at least a week has passed.Crusteans can climb almost any verti- cal surface with great speed, even if the surface is moving (in the case of an opponent). However, the surface must have some cracks, crevices, or footholds in it. Crusteans light wave manipulation has no effect on lasers or black ray guns. They must shed their shells once a month (sooner if they lose a claw), and will regrow new shells and claws in 8-13 days. They can only shed their shells underwater and are extremely vulnera- ble while doing so. They must also mate underwater. A crustean can hold its breath for a long time (4 hours), but it is not a water-breather and so will not be encountered in deep water. Crusteans have no interest in treasure and arti- facts, although they understand other creatures desire for them. A visible crustean looks like a brown-and-black mottled crab about the size of a derby hat, with long legs and very large, powerful claws.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cuttleimp

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cybohunter 'Cybernetic Hunter/Tracker'

Reported By: Scott A. Hutcheon in Dragon Magazine 113

Role: Robot
Base Stock: Unknown

MCC Stat Block: Cybohunter 'Cybernetic Hunter/Tracker' (1): Init +10; atk see description; AC 11; HD 15D12 hp 98; MV 90' ; 1d20+1d20; SV Fort +0, Ref +2, Will +1
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: HD 15D12
Armor: 1 (AC 11)
Size: Very Large (5 Meter Tall Humanoid)

Movement: MV 90'

Attack: See Description

MS: 14 PS: 55
IN: 16 DX: 16
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Description: Cybohunters are the weakest and most common of all known Hunter robots. They were used to track down dangerous enemies, such as escaped prisoners and fugitives during the Social Wars. They track fleeing characters using special sensors, and kill with all of the special weapons and functions at their command. Once a mission has been de- tailed by a character with a Stage IV I.D. or a cybernetic installation (or some other ancient command area), the Cybohunter tracks immediately, ignoring any further attempts by any force to command it, until itself or the objective is destroyed. A Cybo- hunter only destroys its objective (and any creature or being that tries to interfere or stop its function in any way), not harming those that do not cross the Hunters path.The Cybohunter appears as a massive 5- meter tall humanoid. It is silver and con- structed out of a very thick duralloy compound. The head contains a horizontal band of black glass, through which shines a moving, glowing red light its eye. The tracker has various antennae on the out- side of the helmet that constantly move and act as the sensors. The remaining shape of the body is basically human in appearance, in larger proportions, with various indentations and protrusions used for holding and storing equipment and weaponry.This unit is equipped with a great vari- ety of powerful offensive and defensive features. Any and all of these features may be used at the same time, as with any Hunter-class robot.The Cybohunter generates an electrical damage field that does 3d10 hp damage to anyone who touches it. This includes those who hit it with metal of any sort, but no damage occurs to characters protected by a force field of any sort (the force field takes 5d10 hp damage per contact).The Cybohunter is capable of command- ing all nearby robots as if it were carrying a Stage V I.D. It can control any of the robots listed in the GAMMA WORLD game that were not made for offensive purposes up to a distance of 200 meters away; ro- bots that are no longer controlled or that leave the 200-meter area revert to their former instructions and command. Offen- sive robots (Death Machines, Warbots, and Security Robots) stay out of the Cybohun- ters way but do not obey its directions. The robot is equipped with a force field that can absorb up to 100 hp damage per action turn.The Cybohunter has been partially fitted with powered assault armor that covers areas not needed for combat. This armor gives the unit the structural capability to lift and support enormous weights (de- pending on each individual unitsstrength). Jumps of up to 30 meters are possible and can be made once every action turn.The Cybohunter generates an electronic- disruptor field that overloads all energy circuits not within a 5-meter diameter surrounding the unit itself. This field affects equipment and energy-using weap- ons up to a distance of 50 meters; there is a 25% chance that the item is able to with- stand the effects of this field. These de- vices become overloaded and their circuits fuse, totally destroying them.As combat is the Cybohunters main reason for existence, a great deal of its equipment is devoted to the task of de- stroying opponents. One of the Cybohun- ters main modes for accomplishing this is hand-to-hand combat. The powered fists do 9d6 hp damage. All attacks made in non-weapon combat are made at an addi- tional 1d6 hp damage to the damage listed, due to its microscopic sensors. The fore- arms of the Cybohunter have slots on the outsides that allow large blades to be extended or contracted. These arm blades do 5d6 hp damage and may possibly hit the character if the powered fist attack misses (roll twice during the same action turn for each fist; the first roll is to hit with the fist and the second roll is to de- termine if the blades hit). Attached to the back of the wrists of each hand are dural- loy claws which can be used much as the natural attacks of mutated animals are performed, causing 4d8 hp damage. The claws can be retracted or used in conjunc- tion with the arm blades (as explained above).The legs of this unit are capable of dis- charging an adhesive paste compoundalong a ridge on the outer surface of the leg. This paste does not effect the Cybo- hunters attack ability but may be used to hamper a characters movement. Charac- ters that come near or in contact with the legs have an attack made on them using the Cybohunters normal roll to hit. If this attack roll is successful, then the victim is stuck to the duralloy leg and can be auto- matically hit by any weapon. The charac- ter can escape only by the greatest effort (roll Physical Strength 4 or less on per- centile dice), which causes 2d4 hp damage to the victim whether successful or not. There are a total of 10 doses of adhesive paste that can be used for this attack. The paste is automatically removed when the character is freed or dead, using another chemical stored in the legs that causes 2d6 hp damage (acid burn) to characters that again come in contact with the robot. This acidic chemical evaporates in two action turns, and the adhesive attack is again possible afterwards.For ranged combat, the Cybohunter has a large selection of highly efficient attacks. Fitted into the index finger of each hand are independently powered laser pistols. The laser pistols do 5d8 hp damage and have a range of 90 meters. Each is pow- ered by two hydrogen energy cells that allow each pistol to make 20 shots before needing to be recharged.Attached to the right arm of the Cybo- hunter is an independently powered laser rifle. This rifle does 6d6 hp damage and has a range of 300 meters, and is powered by one hydrogen energy cell that allows six shots. Equipped to the right arm of the unit is a powered crossbow. The powered crossbow has a range of 100 meters and is powered by two chemical energy cells that are good for firing 30 bolts. The bolts consist of two types: an explosive-wrapped tip that does 6d6 hp damage on impact, and a chemical exploding tip that has the effects of a negation bomb, but confinedto only a 3-meter area. The unit is equipped with a full case of 30 bolts (15 of each type).The helmet of the Cybohunter has a built-in micro-missile launcher with a 20- missile clip. The micro-missiles have a range of 500 meters and do 7d6 hp dam- age. The robot is also constructed with a grenade launcher fitted into the back. The launcher has a range of 90 meters and carries up to 15 grenades of any type.The chest of the Cybohunter has been modified to give the unit a specially de- signed weapon. A net constructed of duralloy fibers is stored in the hidden compartment. Characters that are stand- ing in front of the robot are subject to a special mode of assault. The net can be fired up to 20 meters, spreading out and spinning to its greatest area with the weights pulling it out. The magnetic weights on the net drop around the cap- tured victims and magnetically seal to each other and to the net fibers. Characters must roll their dexterity or under on ad20, with a -4 penalty on the roll, to avoid this entrapment.The magnetic seal is very powerful and only a strength of 21 or greater is able to free the character(s). Strength may be combined from several characters to open the net. The net covers a 5-meter square area and can wrap up to three characters. As soon as victims are trapped by the net, they can be attacked again by a needler fitted into the robots chest (this weapon can only be fired after the net has been thrown). The needler is coated with an Intensity Level 3d6 poison and is equipped with a chemical energy cell for 30 shots at up to 60 meters.A communications sender is also in- cluded on the robot. The entire Cybohun- ter has its weapons and functionspowered by three atomic energy cells that last for 200 hours. These cells can be recharged by a special energy-cell charger attached to the large solar energy cell, fitted into the shoulders and helmet of the robot. It requires 10 hours of exposure to direct sunlight for the atomic energy cells to be recharged.The Cybohunter is fitted with an organic brain and always acts and fights intelli- gently. This brain has a 25% chance of containing 1d4 mental mutations caused by the massive amounts of radiation let loose during the Shadow Years. The Cybo- hunter never has physical or defective mental mutations (such units are de- stroyed by these defects over time). At- tacks using mental powers can be made normally on the Cybohunter.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Cyborg 'Borg'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Human

MCC Stat Block: Cyborg 'Borg' (1d4 (2)): Init +7; atk 1d6 x tentacles melee +9 (1d5+6); AC 14; HD 5D12 hp 33 each; MV 150' or Treads 100' ; 1d20; SV Fort +1, Ref +4, Will +4
Mutations: %25 chance of 1 Mutation. %10 Chance of another.

Number Appearing: 1d4
Morale: 18
Hit Dice: HD 5D12
Armor: 4 (AC 14)
Size: Medium (2 Meters Tall)

Movement: MV 150' or Treads 100'

Attack: 1d6 x Tentacles melee +9 (1d5+6)

MS: 21 PS: 75
IN: 18 DX: 21
CH: More observations needed CN: More observations needed

Frequency: Very Rare
Organization: Unknown
Activity Cycle: Any
Diet: None
Habitat: Any
Tech Level: 5 - 7
Artifacts: Lots and Lots

Description: Description: Cyborgs were once Ancient humans who, in order to survive, had many of their fleshy parts replaced with robot parts. They still possess near-human minds and should be treated as NPCs. But the years have taken their toll, and many cyborgs have become insane or robotic in nature. Some cyborgs have even become cannibals, eating any flesh they can capture. Cyborgs are built of metal, plastic, and protected flesh. Cyborgs form can vary greatly, so only some common features are described.Cyborgs have enhanced their strength and reaction speed. They are still living creatures and require half the normal food and drink, but always carry at least a week's worth of rations in the form of artificial foods. Cyborgs have also enhanced their senses.Most cyborgs possess reinforced arms with manipulative digits. They also tend to have 1d6 1 meter long tentacles and 1d6/2 robot tool arms. Cyborg weaponry is built into their form and they can make two attacks a turn as if possessing dual brains. They may also treat their attack rank as an experience rank to gain additional attacks by dividing their rank. Behavior:Cyborgs will be armed with two laser pistols mounted internally but focused by a fiber optic that leads to two swivel mounted lenses. They carry 2d6 grenades of varying types, concentrating mostly on concussion, poison, and tear gas since they are immune to the gas. They also have a welding torch, sonic screwdriver, vibrosaw, and protein analyzer. Cyborgs may be armed with other weapons that they use with their human hands. Cyborgs are rarely encountered and most often will be in command of other robots.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Cyborgs will be armed with two laser pistols mounted internally but focused by a fiber optic that leads to two swivel mounted lenses. They carry 2d6 grenades of varying types, concentrating mostly on concussion, poison, and tear gas since they are immune to the gas. They also have a welding torch, sonic screwdriver, vibrosaw, and protein analyzer. Cyborgs may be armed with other weapons that they use with their human hands. Cyborgs are rarely encountered and most often will be in command of other robots.


Cyn I'xon 'Yellow Living Mold'

Reported By: Kim Eastland in GW08 Module

Role: Mold
Base Stock: Mold

MCC Stat Block: Cyn I'xon 'Yellow Living Mold' (1d3 (2)): Init +2; atk 3 x claws melee +1 (1d8); AC 12; HD 3D5 hp 9 each; MV 30' ; 1d20; SV Fort +0, Ref +0, Will +0
Mutations: (P) Animal Parts - Claws (M) Intution. Takes damage from energy weapons.

Number Appearing: 1d3
Morale: 8
Hit Dice: HD 3D5
Armor: 2 (AC 12)
Size: Small (1 Meter Sphere with 3 arms and 3 legs)

Movement: MV 30'

Attack: 3 x Claws melee +1 (1d8)

MS: 9 PS: 10
IN: 9 DX: 10
CH: 0 CN: 12

Frequency: Rare
Organization: Symbosis
Activity Cycle: Any, but out of the sun
Diet: Symbotic
Habitat: Underground Tunnels, caves, or installations
Tech Level: 0 - 0
Artifacts: None

Description: Description: The sarbis looks strikingly like a 2-meter-tall bipedal aardvark. Its body is covered with coarse yellow to gray fur, and its face is dominated by a long snout. The hands, while manipulative, end in powerful claws good for digging and fighting. Sarbises can be found in almost any terrain except the coldest. Their settlements or camps invariably signal the presence of minerals, for the sarbis are passionate miners. The camps are a mixture of above and underground constructions. Sarbises are paranoid that others (especially other sarbis) might try to 'claim-jump' their diggings, so most camps are well defended with stockades and guard towers. Attack is made doubly difficult since the ground outside the camp is broken by jagged heaps of tailings. Sarbises rely on trade for food, clothing, and other interesting goods. In exchange, they sell refined minerals ingots of pig iron, copper, lead, tin, nickel; bags of sulphur, salt, and coal; whatever is useful from the earth. Because few others have the talent to dig and smelt these needed metals, sarbises are often left unmolested, even in the most hostile territories. Each camp is ruled by a strong man, a single leader who achieved his position through bullying and threat. All trading in the camp is controlled by the strong man or his minions. Sarbises will often buy artifacts useful to mining, sometimes offering other artifacts or to make useful implements in exchange. Behavior:Varks are not warlike creatures, and mainly prefer to be left alone. They favor defensive tactics, especially burrowing out of danger. However, once roused, they are tenacious fighters and will continue until death or victory is gained. They are quite comfortable with most types of Tech III weaponry and will use it to their best advantage. Sarbises are paranoid that others (especially other sarbis) might try to 'claim-jump' their diggings, so most camps are well defended with stockades and guard towers. Attack is made doubly difficult since the ground outside the camp is broken by jagged heaps of tailings. Society: Sarbises can be found in almost any terrain except the coldest . Their settlements or camps invariably signal the presence of minerals, for the sarbis are passionate miners . The camps are a mixture of above- and underground constructions. Sarbies are paranoid that others (especially other sarbis) might try to 'claim-jump' their diggings, so most camps are well defended with stockades and guard towers. Attack is made doubly difficult since the ground outside the camp is broken by jagged heaps of tailings. Sarbises rely on trade for food, clothing, and other interesting goods. In exchange, they sell refined minerals-ingots of pig iron , copper, lead, tin, nickel, bags of sulphur, salt, and coal; whatever is useful from the earth. Because few others have the talent to dig and smelt these needed metals, sarbises are often left unmolested, even in the most hostile territories . Each camp is ruled by a strong man, a single leader who achieved his posmon through bullying and threat . All trading in the camp is controlled by the strong man or his minions. Sarbises will often buy artifacts useful to mining, sometimes offering other artifacts or to make useful implements in exchange.

Combat: Unobserved in Combat

Society: Sarbises can be found in almost any terrain except the coldest . Their settlements or camps invariably signal the presence of minerals, for the sarbis are passionate miners . The camps are a mixture of above- and underground constructions. Sarbies are paranoid that others (especially other sarbis) might try to 'claim-jump' their diggings, so most camps are well defended with stockades and guard towers. Attack is made doubly difficult since the ground outside the camp is broken by jagged heaps of tailings. Sarbises rely on trade for food, clothing, and other interesting goods. In exchange, they sell refined minerals-ingots of pig iron , copper, lead, tin, nickel, bags of sulphur, salt, and coal; whatever is useful from the earth. Because few others have the talent to dig and smelt these needed metals, sarbises are often left unmolested, even in the most hostile territories . Each camp is ruled by a strong man, a single leader who achieved his posmon through bullying and threat . All trading in the camp is controlled by the strong man or his minions. Sarbises will often buy artifacts useful to mining, sometimes offering other artifacts or to make useful implements in exchange.

Behavior: Varks are not warlike creatures, and mainly prefer to be left alone. They favor defensive tactics, especially burrowing out of danger. However, once roused, they are tenacious fighters and will continue until death or victory is gained. They are quite comfortable with most types of Tech III weaponry and will use it to their best advantage. Sarbises are paranoid that others (especially other sarbis) might try to 'claim-jump' their diggings, so most camps are well defended with stockades and guard towers. Attack is made doubly difficult since the ground outside the camp is broken by jagged heaps of tailings.


Czhar-Teroth

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Czonk

Reported By: Kim Eastland in GW10 Module

Role: NPC
Base Stock: Ram

MCC Stat Block: Czonk ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Dabber 'Brown Beggars, Trash Pandas, Thief Beast'

Reported By: James Ward in 0 - Metamorphsis Alpha

Role: Race
Base Stock: Racoon

MCC Stat Block: Dabber 'Brown Beggars, Trash Pandas, Thief Beast' (2d10 (11)): Init +1; atk weapon melee +1 (1d8) and bite melee +1 (1d3); AC 15; HD 2D7 hp 8 each; MV 20' ; 1d20; SV Fort -1, Ref +0, Will +1
Mutations: (P) Light Generation(M) Empathy, Illusion Generation, Repulsion Field, Telekinesis, Telepathy

Number Appearing: 2d10
Morale: 13
Hit Dice: HD 2D7
Armor: 5 (AC 15)
Size: Small (1 Meter)

Movement: MV 20'

Attack: Weapon melee +1 (1d8) Weapon melee +1 (1d8)

MS: 14 PS: 10
IN: 10 DX: 10
CH: 5 CN: 7

Frequency: Uncommon
Organization: Clan
Activity Cycle: Day
Diet: Omnivore
Habitat: Any Temperate
Tech Level: 1 - 6
Artifacts: L,V

Description (Initial Observation): Description: One Meter tall mutated racoons that walk upright and have manipulative paws. Behavior:These Trash Pandas are highly intelligent and will usually be found in small family groups carrying Tech Level 3 equipment (but not armor)Combat: Dabbers sometimes carry Tech Level III and IV equipment and weapons. Occasionally, they even known how to use them (20% ). When dabbers fight, they use their Repulsion field mutation to ward off small projectile weapons. They use their telekinesis to lift the items to their hands. Their illusion generation is particularly strong. They can muster up visions of warbots or horrible monsters to scare their opponents off when they are at a combative disadvantage. Their telepathy and empathy give them a tremendous advantage when dealing with their opponents. They are almost impossible to ambush. As a rule, they engage in combat only to acquire fun little baubles or in self-defense if cornered.Society: abbers are found in small, family-oriented groups. These groups, in turn, are only a small section of a larger clan. These clans, or cities, consist of up to 100 dabber families. Dabbers are intrigued with anything shiny. If they see another creature with an object, they approach cautiously, asking for it. If turned down nicely, the dabber leaves distraught, but understanding and accepting that the object is cherished by its current owner. If turned away cruelly, the dabber runs away. Often (90% of the time), the dabber then comes back with up to seven friends to take the object, and anything else that strikes his and their fancy.

Description (Observation 1): Dabbers are highly intelligent, mutated racoons who walk upright. Their manipulative hands have opposable thumbs, allowing human-like manipulation of objects. Dabbers wear human clothing of all types, including boots and shoes. They maintain the raccoon face and mask, giving them a startling appearance.

Combat: Dabbers sometimes carry Tech Level III and IV equipment and weapons. Occasionally, they even known how to use them (20% ). When dabbers fight, they use their Repulsion field mutation to ward off small projectile weapons. They use their telekinesis to lift the items to their hands. Their illusion generation is particularly strong. They can muster up visions of warbots or horrible monsters to scare their opponents off when they are at a combative disadvantage. Their telepathy and empathy give them a tremendous advantage when dealing with their opponents. They are almost impossible to ambush. As a rule, they engage in combat only to acquire fun little baubles or in self-defense if cornered.

Society: abbers are found in small, family-oriented groups. These groups, in turn, are only a small section of a larger clan. These clans, or cities, consist of up to 100 dabber families. Dabbers are intrigued with anything shiny. If they see another creature with an object, they approach cautiously, asking for it. If turned down nicely, the dabber leaves distraught, but understanding and accepting that the object is cherished by its current owner. If turned away cruelly, the dabber runs away. Often (90% of the time), the dabber then comes back with up to seven friends to take the object, and anything else that strikes his and their fancy.

Behavior: These Trash Pandas are highly intelligent and will usually be found in small family groups carrying Tech Level 3 equipment (but not armor)


Dagmits 'Purple Pygmies'

Reported By: John M. Maxstadt in Dragon Magazine 126

Role: Monster Race
Base Stock: Human

MCC Stat Block: Dagmits 'Purple Pygmies' (2d8+2 (11)): Init +2; atk weapon melee +1 (1d4-1); AC 13; HD 5D5 hp 15 each; MV 15' ; 1d20; SV Fort +0, Ref -1, Will -1
Mutations: (P) Density Increate (Special), physical reflection (Nuclear), Radar(D) Fear Impulse

Number Appearing: 2d8+2
Morale: 4
Hit Dice: HD 5D5
Armor: 3 (AC 13)
Size: Small (1 meter tall)

Movement: MV 15'

Attack: Weapon melee +1 (1d4-1)

MS: 6 PS: 6
IN: 8 DX: 6
CH: 4 CN: 12

Frequency: Rare
Organization: Tribe
Activity Cycle: Day
Diet: Desert Creatures or passing animals (including humans / humanoid)
Habitat: Desert and Radioactive Wasteland
Tech Level: 1 - 1
Artifacts: Unknown

Description: Description: The few expeditions that have made it to the lunar surface and back tell dreadful tales of the strange life forms that developed after the inhabitants of Tycho Center, the Moons only manned base, were slain by disease. (See A World Gone Mad, DRAGONissue #86, and A Field Guide To Lunar Mutants,' DRAGON issue #87.) One of the mutant plants now found at Tycho Center is the so-called blaster blossom, a mutant orchid.The blaster blossom is a reactive mutant, using its powers whenever it is touched. It has two attacks. The first is a spore cloud (treated as intensity 17 con- tact poison) that can slay victims with relative ease. This is fired whenever anything touches the blossom. The sec- ond attack is a actually a series of ran- dom energy attacks, fired whenever any metallic object (such as a robot) touches the plant. In a random manner, it will use one of the following attacks (roll1d4, one attack for one action turn):1) inflict 3d10 heat damage up to 3 m from the blossoms flower stalk, in the direction of the thing that touched it; 2) fire an electrical bolt doing 2d26 damage up to 10 m from the blossoms flower stalk, in the direction of the thing that touched it;3) fire an energy-draining bolt that instantly reduces all power cells within 5 m of the blossom to half energy; or,4) energy negation activated for 2-20 action turns, within a 15 m radius. If the spores ever kill the creature who touched the plant, they will grow in the dead body and become 1-3 new blaster blossoms within three days.Behavior:These vicious, carnivorous humanoids are active day and night, using their radar to locate prey they cant see. Dagmits are small (usually 80 cm tall and broad in proportion), but very dense (up to 200 kg). This density increase is constant in dagmits from birth, and they cannot control it. It gives them a good armor class and makes them proof against all hurled and nonpowered missile weapons, needlers, and the claws and teeth of any creature with fewer than 16 HD. Nonpowered edged weapons, such as axes and swords, are blunted (-2 to hit, -1 hp damage until sharpened) on an attack roll of 1 of 2 against a dagmit. Despite their extreme density, dagmits have retained the ability to move and fight at near-normal speeds, although their dexterity is low and they cannot run as fast as unburdened Pure Strain Humans. Serfs sometimes enslave small numbers of dagmits. All artifacts make them uneasy, and they use only Tech Level I weapons them- selves notably spears, javelins, blow- guns, bolas, and slings with stones. The blowguns are equipped with insinuative poison needles of poison intensity 9.Combat: They attack almost anything that moves, but are terrified of large, self-propelled machines such as robots and vehicles (they do not usually recognize androids as machines until too late, however).

Combat: They attack almost anything that moves, but are terrified of large, self-propelled machines such as robots and vehicles (they do not usually recognize androids as machines until too late, however).

Society: Anthropological studies incomplete

Behavior: These vicious, carnivorous humanoids are active day and night, using their radar to locate prey they cant see. Dagmits are small (usually 80 cm tall and broad in proportion), but very dense (up to 200 kg). This density increase is constant in dagmits from birth, and they cannot control it. It gives them a good armor class and makes them proof against all hurled and nonpowered missile weapons, needlers, and the claws and teeth of any creature with fewer than 16 HD. Nonpowered edged weapons, such as axes and swords, are blunted (-2 to hit, -1 hp damage until sharpened) on an attack roll of 1 of 2 against a dagmit. Despite their extreme density, dagmits have retained the ability to move and fight at near-normal speeds, although their dexterity is low and they cannot run as fast as unburdened Pure Strain Humans. Serfs sometimes enslave small numbers of dagmits. All artifacts make them uneasy, and they use only Tech Level I weapons them- selves notably spears, javelins, blow- guns, bolas, and slings with stones. The blowguns are equipped with insinuative poison needles of poison intensity 9.


Darel

Reported By: unknown contributor in data source corrupted.

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Darel Darel's Brother

Reported By: unknown contributor in data source corrupted.

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Daycut 'Bird Friend'

Reported By: Kim Eastland in GW06 Module

Role: Mount
Base Stock: Bantam Chicken

MCC Stat Block: Daycut 'Bird Friend' (1d8 (4)): Init +4; atk beak melee +3 (1d10+2) and claw melee +3 (1d6+2); AC 10; HD 3D7 hp 12 each; MV 80' ; 1d20; SV Fort +0, Ref +2, Will -1
Mutations: (P) Color Blind, Light Generation(M) Absorption-Sonics

Number Appearing: 1d8
Morale: 6
Hit Dice: HD 3D7
Armor: 0 (AC 10)
Size: Large (4m)

Movement: MV 80'

Attack: Beak melee +3 (1d10+2) Beak melee +3 (1d10+2)

MS: 6 PS: 16
IN: 10 DX: 16
CH: 4 CN: 11

Frequency: Uncommon
Organization: Herd
Activity Cycle: Unknown
Diet: Insectivore
Habitat: Any Except Deathlands
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: (Mount) Daycuts are four-meter tall bipedal birds who have no flight wings, but are covered with large feathers. Once properly trained, a Daycut will tolerate a saddle, but prefers a rider who rides bareback. Daycuts can be found in most geographical locations and come in a wide variety of plumage and colors to match their native surroundings.Behavior:An opponent who wishes to attack a weaving Daycut does so at -2 dice if the Daycut is not carrying a rider and -1 dice if they are carrying a rider. Once in battle, daycust are quite fierce and loyal. May are the accounts foa Daycut who died while standing over its fallen rider, protecting him, instead of fleeting to safety. Inline some other mounts they have no ability to pick a rider backup and return him to safety.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: An opponent who wishes to attack a weaving Daycut does so at -2 dice if the Daycut is not carrying a rider and -1 dice if they are carrying a rider. Once in battle, daycust are quite fierce and loyal. May are the accounts foa Daycut who died while standing over its fallen rider, protecting him, instead of fleeting to safety. Inline some other mounts they have no ability to pick a rider backup and return him to safety.


Death Machine 'Death Machine'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Death Machine 'Death Machine' (1): Init +16; atk see description; AC 19; HD 63D12 hp 410; MV Treads 150' or GravPods 300' ; 1d20+1d20; SV Fort +3, Ref +6, Will +0
Mutations: None

Number Appearing: 1
Morale: 21
Hit Dice: HD 63D12
Armor: 9 (AC 19)
Size: 15 Meters Long

Movement: MV Treads 150' or GravPods 300'

Attack: See Description

MS: 10 PS: 650
IN: 21 DX: 25
CH: More observations needed CN: More observations needed

Frequency: Extremely Rare
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Military Base, Former War Zone
Tech Level: 6 - 7
Artifacts: None

Description: Description: This 15 meter long, 9 meter wide, 3 meter high killing machine is covered with knobby projections housing sensors and weapons. It floats on antigrav pods. It can also move around on the ground on treads. When activated, its gun ports rotate constantly cycling through all potential targets it can sense.Behavior:Death Machines are very rare and will only be found near CI's that they are assigned to defend and from which they take orders. They almost always attack those who can't show Stage V I.D.Mission: To accomplish assigned military objectives, including, but not limited to the destruction of men and materials of the enemy while defending the men and materials of its own and allied bases. Secondarily to avoid harming innocent noncombatants.Equiptment: 2 x Blaster Cannons that do 25d6 damage at a 3000 meter range. 6 x Black Ray Guns with a 300-meter range. 4 x Trek Guns that do the same damage as Trek Bombs and have a range of 200 meters16 x Mark VII Blaster Batteries of 4 guns each. 10 x Mark CII MasterBlasters 500m Range of 4 guns each. 8x Laser Batteries of 4 guns each (10d6 & 750m, 20d6 &1500m, 15d6 & 3000m) 6 Mini-missile Launchers with 5d20 missiles fired individually1 x Fusion Bomb Launcher with 5d10 Fusion Bombs with 3000m Range 1 x Energy Damping Field fuses the circuits of Robots coming within 50 meters of the Death Machine and does 20 points of damage to all Energy Screens except its own within that range. The Death Machine's own Energy Screen can take 400 points of damage. Healing / Repair: A Death Machine can repair 5 point of Damage per turn until it suffers half damager then it can only repair 1 hitpoint of damage per minute. When reduced to less than 50 hit points it can only repair 1 hitpoint a minute. Some death machines may shutdown when reduced to 20 hit points so that they may repair themselves and attack later.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Death Machines are very rare and will only be found near CI's that they are assigned to defend and from which they take orders. They almost always attack those who can't show Stage V I.D.


Deathmoss

Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW1

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Deathsire

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Debgon 'Crested Dragon'

Reported By: Kim Eastland in GW08 Module

Role: Dragon
Base Stock: Lizard

MCC Stat Block: Debgon 'Crested Dragon' (1d2 (1)): Init +3; atk bite melee +3 (1d4+1) and claw melee +3 (1d3+1); AC 14; HD 6D7 hp 24; MV 25' or Fly 25' ; 1d20; SV Fort +1, Ref +0, Will +0
Mutations: (P) Immune to fire, Sonic, stun, paralysis, lasers, heat, Anti-Life Leech, Fiery Breath

Number Appearing: 1d2
Morale: 10
Hit Dice: HD 6D7
Armor: 4 (AC 14)
Size: 4 Meters Long

Movement: MV 25' or Fly 25'

Attack: Bite melee +3 (1d4+1) Bite melee +3 (1d4+1)

MS: 10 PS: 13
IN: 10 DX: 10
CH: 14 CN: 14

Frequency: Extremely Rare
Organization: Mated Pair
Activity Cycle: Any
Diet: Carnivore
Habitat: Underground Tunnels, caves, or installations
Tech Level: 2 - 7
Artifacts: Lots of small shiny things

Description: Description: This gon is the smallest of the species. It is noted for its red speckled skin and the great armored crest atop its head.Behavior: It may either bite and claw as an attack or breath flame up to 25 feet. It usually hords small, shiny objects. All gons are intelligent and have some form of mental powers that allows them to manipulate objects like a human for the purpose of passing through doors, moving objects about, etc. Despite their size they can squeeze into small areas and are usually found in underground tunnels, caves, or installiations. All gons establish dens and hoard loot as a natual instinct, though they often hoard different types of treasure. Gons have excellent armor-like skin. This skin can only be removed from a dead gon through 4d6 hours of uninterupted work. A character with the occupation of Hunter will be able to fashion one of these skins into a single suit of armor for a normal sized character two suits for characters who are smaller. Each suit will take at least 2d3 weeks to create. The armor class of the suit will be 2 and the suit will be allow the wearer to take half damage from laser and heat attacks.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: It may either bite and claw as an attack or breath flame up to 25 feet. It usually hords small, shiny objects. All gons are intelligent and have some form of mental powers that allows them to manipulate objects like a human for the purpose of passing through doors, moving objects about, etc. Despite their size they can squeeze into small areas and are usually found in underground tunnels, caves, or installiations. All gons establish dens and hoard loot as a natual instinct, though they often hoard different types of treasure. Gons have excellent armor-like skin. This skin can only be removed from a dead gon through 4d6 hours of uninterupted work. A character with the occupation of Hunter will be able to fashion one of these skins into a single suit of armor for a normal sized character two suits for characters who are smaller. Each suit will take at least 2d3 weeks to create. The armor class of the suit will be 2 and the suit will be allow the wearer to take half damage from laser and heat attacks.


Debris Removal System

Reported By: unknown contributor in 6th Edition - Beyond the Horizon

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Defense Borg 'Borg'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Defense Borg 'Borg' (1d4-2 (0)): Init +14; atk see description; AC 19; HD 39D12 hp 254; MV 100' or Hoverfans 60' or GravPods 200' ; 1d20+1d20; SV Fort +3, Ref +4, Will +0
Mutations: %10 chance of 1 mental mutation

Number Appearing: 1d4-2
Morale: 18
Hit Dice: HD 39D12
Armor: 9 (AC 19)
Size: 3 Meters in Diameter

Movement: MV 100' or Hoverfans 60' or GravPods 200'

Attack: See Description

MS: 10 PS: 180
IN: 18 DX: 21
CH: More observations needed CN: More observations needed

Frequency: Rare
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Military Base, Former War Zone
Tech Level: 6 - 7
Artifacts: None

Description: Description: This 3 meter diameter sphere has a 1 meter turret on top and two 6 meter long tentacles. It also has a 100 Hit Point Energy Screen and twin tractor/pressor beams that can move 500 kilograms at a 60-meter range. Its main weapons are 3 batteries of 5 Lasers each. All 3 batteries can be fired at once and they have a 900 meter range and do 20d6 damage per battery. Other weapons include 3 Grenade Launchers with 4d10 Grenades each of mixed types (all launchers can be fired simultaneously) and 2 Micro-missile Launchers with 2d20 missiles apiece (which must be fired separately). Grenade Launchers have a 300 meter range and Micro-missiles have a 3000 meter range. A Defense Borg may make additional attacks by dividing his attack rank between various attacks, However, his Rank decrease as his Endurance decreases from damage (loss of 1 per 4 hit points of damage).A Rarity has been found of a Defense Borg whose brain has mutated and possess one mental mutation.Behavior:Defense Borgs are Robots with organic brains and will almost always be assigned to defend an Installation under the supervision of a Cybernetic Unit or Supervisory Borg. They are nearly as rare as Death Machines.Healing / Repair: A Defense Borg can repair 1 point of Damage per turn until it suffers half damage then it can only repair 1 hitpoint of damage per minute.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Defense Borgs are Robots with organic brains and will almost always be assigned to defend an Installation under the supervision of a Cybernetic Unit or Supervisory Borg. They are nearly as rare as Death Machines.


Dek'r

Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Deng Kheshes 'Spiny Recluses'

Reported By: John M. Maxstadt in Dragon Magazine 108

Role: Monster
Base Stock: Giant saguaro cactus

MCC Stat Block: Deng Kheshes 'Spiny Recluses' (1d12 (6)): Init +3; atk see description; AC 14; HD 7D5 hp 21 each; NO MOVEMENT; 1d20; SV Fort +1, Ref -1, Will -1
Mutations: Chemical sense, mobility (variant), sonic blast, and thorns/spikes (variant)

Number Appearing: 1d12
Morale: More observations needed
Hit Dice: HD 7D5
Armor: 4 (AC 14)
Size: Large (6m tall and 35cm in diameter)

Movement: NO MOVEMENT

Attack: See Description

MS: 8 PS: 15
IN: 1 DX: 6
CH: 1 CN: 14

Frequency: Uncommon
Organization: Clusters
Activity Cycle: Day
Diet: Soil Nutrients
Habitat: North American deserts
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Garrels are agile mam- mals of reasonable intelligence that have developed several special skills to foil predators. They are intensely curious beings, and they love to collect small pieces of both metal and plastic, espe- cially if they are shiny, have strange shapes, or are in some other way attrac- tive to the garrel. Because of this, gar- rels often unwittingly have one or two small artifacts in their possession, mak- ing them targets for treasure hunters(especially for Archivists). However, it is unlikely that the garrels need fear extinction at the hands of such as these.When not gathering food, a garrel is always on the lookout for new items to add to its collection. Anyone who camps in or near a forest inhabited by garrels can expect at least one of these creatures to be lurking nearby, just out of sight. The garrel will wait until it sees something attractive thats also unguarded. It will then use its teleport object ability to gain possession of the item and will then return to its lair, most often a hollow tree trunk or a small burrow, where the garrel will put the item with the others it has accumulated.If a garrel is attacked, either by a predator or by angry beings whose equipment has been borrowed,' its first reaction will be to flee, holding any treasures it has acquired for as long as it can, using its speed, agility, tree-climbing skills, and any available foliage to speed its escape. Garrels prefer forests with a thick blanket of undergrowth so that they can lose pursuit with a minimum of effort. During the chase, the garrel will trust its displacement ability to send it to safety if it is at any time in imminent danger of being killed.If displacement cannot be used, the garrel will then use its stunning force to buy time. Garrels are immune to the effects of another garrels stunning force attack. If both of the previous powers have been used and the garrel is still in danger, it will then attack its pursuer, biting with its sharp teeth and never relenting.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Deranged

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Desert Riders

Reported By: unknown contributor in 6th Edition - Beyond the Horizon

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Diablos

Reported By: BJ Johnson in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Digger

Reported By: BJ Johnson in MM2

Role: Race
Base Stock: Armadillo

MCC Stat Block: Digger (2d6+4 (11)): Init +2; atk 2 x claws melee +3 (1d10+2) and weapon melee +3 (1d6+2); AC 15; HD 3D7 hp 12 each; MV 45' ; 1d20; SV Fort +2, Ref +0, Will +1
Mutations: Scientific Genius; Modified Body Parts -Burrowing claws,hands;New Body Parts- crude vocal cords; Mind Shield; Full Carapace; Full Biped.

Number Appearing: 2d6+4
Morale: 5
Hit Dice: HD 3D7
Armor: 5 (AC 15)
Size: Medium (1m)

Movement: MV 45'

Attack: 2 x Claws melee +3 (1d10+2) 2 x Claws melee +3 (1d10+2)

MS: 13 PS: 16
IN: 16 DX: 10
CH: 11 CN: 16

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Dry temperate or deserts
Tech Level: 3 - 7
Artifacts: Unknown

Description: Description: Diggers are a civilized breed of mutant armadillo. They live in loose tribal communities of burrows and stone structures. They are posessed of a full carapace, as well as burrowing claws. Digger society is ruled by Shamans. Most settlements of these creatures will pay nearby towns of humans or Kaiute packs, whoever's stronger, with liquor and gunpowder for protection, so they can tend their roots in peace. If they arm themselvs at all it's usually with some form of rifle, musket, or shotgun if they gan get it. They use their claws if they can' t.Behavior:They are posessed of a full carapace, as well as burrowing claws that allow them to do 1d10 per hit in combat and burrow up to 3 feet a round. These creatures are totally immune to telepathic Mental Attacks. Digger society is ruled by Shamans, who each have 1d4-1 Mental Mutations. They are skilled herbalists, and are the source of many of the folk medicines, such as Medicine Paints (a.k.a. Neutralizing Pigments), available in the New West. They also make moonshine vodka and know the secret of gunpowder. Diggers are generally non- violent, but will fight if cornered.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: They are posessed of a full carapace, as well as burrowing claws that allow them to do 1d10 per hit in combat and burrow up to 3 feet a round. These creatures are totally immune to telepathic Mental Attacks. Digger society is ruled by Shamans, who each have 1d4-1 Mental Mutations. They are skilled herbalists, and are the source of many of the folk medicines, such as Medicine Paints (a.k.a. Neutralizing Pigments), available in the New West. They also make moonshine vodka and know the secret of gunpowder. Diggers are generally non- violent, but will fight if cornered.


Disaster Bot 'Rescue Bot'

Reported By: unknown contributor in 4th Edition

Role: Robot
Base Stock: Unknown

MCC Stat Block: Disaster Bot 'Rescue Bot' (2d6 (7)): Init +3; atk 2 x hands melee +8 (1d4+6) and 2 x tentacles melee +8 (1d10+6); AC 16; HD 4D12 hp 26 each; MV GravPods 63' ; 1d20; SV Fort +2, Ref +1, Will +0
Mutations: None

Number Appearing: 2d6
Morale: 12
Hit Dice: HD 4D12
Armor: 6 (AC 16)
Size: Medium (2 Meters Disk)

Movement: MV GravPods 63'

Attack: 2 x hands melee +8 (1d4+6) 2 x hands melee +8 (1d4+6)

MS: 12 PS: 25
IN: 15 DX: 15
CH: More observations needed CN: More observations needed

Frequency: Common
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Fire Stations
Tech Level: 6 - 7
Artifacts: None

Description: Description: The top of this oval robot looks like a serving plate. A smooth mass of metal hangs down a full meter below this concave area. Two 2-meter-long retractable tentacles are mounted along the edges. It floats on antigrav pods. It uses a calm, smooth female voice for victims, anda bold, authortative male voice for bystanders.Behavior:Upon arriving at the scene, the robot spends a few rounds questioning observers, if any, while searching for signs of life. It then determines the most effective course of action to save the most lives. Only after all lives are accounted for willit concern itself with preventing property damage. Each person located is placed on the robot's upper surface and weak force field encloses them. Fresh air is pumped in and emergency medical treatment is rendered if necessary. The robot carries each reduced individual to safety and then gives and gets the next one. Medical care is not given once the victim is safe from the disaster scene. The robot will politely, but forcefully, remove looters or other dangerous individuals from the scene, using a stun ray or screamer.Mission: To save human lives and prevent or minimize property damage in the event of a natural disaster, such as fire, flood, earthquake, industrial accident, explosion, plane crash, etc.Equiptment: 8x Telescopic Cameras8x IR Cameras4 x Spotlights1 x Lifeforce Detector1 x Communicator1 x Envirolizer1 x Geiger Counter,1 x Medkit Tech Level 51 x Remote Hand4 x Fire Extinguishers4 x Air Fliters4 x oxygen tanks1 x Stun Ray Pistol1 x laser Pistol1 x screamer1 x chainsaw

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Upon arriving at the scene, the robot spends a few rounds questioning observers, if any, while searching for signs of life. It then determines the most effective course of action to save the most lives. Only after all lives are accounted for willit concern itself with preventing property damage. Each person located is placed on the robot's upper surface and weak force field encloses them. Fresh air is pumped in and emergency medical treatment is rendered if necessary. The robot carries each reduced individual to safety and then gives and gets the next one. Medical care is not given once the victim is safe from the disaster scene. The robot will politely, but forcefully, remove looters or other dangerous individuals from the scene, using a stun ray or screamer.


Doc Shadow

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Dracus 'Bat Folk'

Reported By: William Tracy in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Vampire Bat

MCC Stat Block: Dracus 'Bat Folk' (1d8 (4)): Init +4; atk bite melee (1d4-1) and 2 x claws melee (1d3-1); AC 17; HD 3D7 hp 12 each; MV 3' or Fly 18' ; 1d20; SV Fort -1, Ref +2, Will +1
Mutations: Beguiling, dark dependency, fear generation, infravision, intuition, new body parts (hands and long legs), regeneration, sonic blast, weather manipulation

Number Appearing: 1d8
Morale: 4
Hit Dice: HD 3D7
Armor: 7 (AC 17)
Size: Medium (1.5 Meters Tall)

Movement: MV 3' or Fly 18'

Attack: Bite melee (1d4-1) Bite melee (1d4-1)

MS: 14 PS: 8
IN: 9 DX: 16
CH: 5 CN: 8

Frequency: Uncommon
Organization: Colony
Activity Cycle: Night
Diet: Mammalian blood
Habitat: Underground caverns (in the daytime); roam freely at night
Tech Level: 1 - 3
Artifacts: Unknown

Description: Description: Dracs are mutant, humanoid-shaped bats, with hollow bones and wings allowing them to fly normally. Their hands form part of their wings, so they cannot grasp an item and fly at the same time.At night dracs go in search of mamma- lian prey, locating it from the air and surrounding their victims with fog using weather manipulation. They will then use infravision to aim sonic blasts at their victims while staying out of reach. If cornered, they will use their fear generation talent to defend themselves. They will flee rather than fight, if at all possible. After a victim is dead or dis- abled, dracs will land and use their hollow fangs to draw all the blood from the bodies, draining 1d4 hit points per action turn from living victims until twice the number of hit points a victim possesses has been drained (leaving the victim dead and without any blood).It has been suspected that dracs were purposefully engineered by unknown beings, given their strong resemblance to the Ancients concept of vampires. Whether or not this is so remains to be seen. They do not appear to work for any higher power.Dracs will usually not carry any tools or equipment, though a rare one, usually the leader of a hunting pack, will have some equipment of Tech Level II. Dracs will only associate with their own kind. They will never become hirelings or followers.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Draguns 'Sea Gators'

Reported By: Danny Moynihan in Dragon Magazine 108

Role: Monster
Base Stock: American alligator

MCC Stat Block: Draguns 'Sea Gators' (1d4-2 (0)): Init +1; atk bite melee +8 (1d24+6) and ram melee +8 (1d20+6); AC 12; HD 7D7 hp 28; MV Swim 40' ; 1d20; SV Fort +0, Ref -3, Will -3
Mutations: Gills, new body part (pro- jectile-firing digestive system), taller, and water dependency

Number Appearing: 1d4-2
Morale: 6
Hit Dice: HD 7D7
Armor: 2 (AC 12)
Size: Huge (15m Long)

Movement: MV Swim 40'

Attack: Bite melee +8 (1d24+6) Bite melee +8 (1d24+6)

MS: 3 PS: 63
IN: 2 DX: 2
CH: 2 CN: 11

Frequency: Rare
Organization: Individual or mated pairs
Activity Cycle: All
Diet: All animal life
Habitat: Caribbean sea and Atlantic Ocean
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Draguns still resemble their ancestral alligator forms, though they are much larger in size and cannot leave the water. They establish territorial areas across sea beds, defending them fiercely (even against passing ships and submarines). Being particularly stupid and rather clumsy, draguns may be slowed and stopped by heavy, steel-cable nets dropped across their paths. They seem to like basking on the surface of the ocean during sunny days, and are often encoun- tered during these times.Draguns possess a rudimentary form of communication consisting of bellows, croaks, and grunts, all of which are uttered while the dragun is floating on the surface. Mutant reptiles may learn to imitate these sounds with some success (50% chance of getting a vocalization correct), and this technique, combined with an amplifier, has been used to attract or drive away these beasts.Draguns have three forms of attack. They prefer to bite and swallow prey that is man-sized or smaller, there being a 15% chance per bite that such prey is gulped down whole. A swallowed character takes 2d6 damage per Action Turn from slow suffocation and drowning on water the dragun swallowed, plus an amount of damage equal to his armor class from digestive acids. The victim can only attack with a daggers, claws, or teeth against the draguns insides (AC 9). The dragun must be slain in order for a victim to be removed. Once this is done, 100 hit points damage must be inflicted on the (dead) draguns midsection, either by persons outside the dragun or by a swallowed victim, to free the captive. Note that a dead dragun floats easily and may be towed to land.Draguns also like to ram ships and other creatures that are floating on the surface of the water, using their snouts as batter- ing rams. A vessel of sailboat size or smaller is 90% likely to capsize if rammed; a ship the size of a sailed frigate would have a 5% chance of rolling over.Finally, draguns have a new body part: a gizzard that collects large stones and can expel them forcefully out the draguns open mouth. A fired stone weighs 4d4 lbs., has a 40-m range, and does 6d6 to what- ever it strikes. Draguns only fire stones when floating, not underwater. Because of this effect, and because of the blasting sound made when the stone is launched, the original name of dragon was modi- fied to its current form. A dragun has ld4 such stones which may be fired at any particular time.If a dragun senses any sort of poison gas on the waters surface, it immediately submerges and flees the area.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Drake Tribian

Reported By: unknown contributor in Midnight in the Mystery Garden

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Drona

Reported By: Bruce Nesmith in GW07 Module

Role: NPC
Base Stock: Human

MCC Stat Block: Drona (1): Init +3; atk battle axe melee +3 (1d6+1); AC 20; HD 8D5 hp 24; NO MOVEMENT; 1d20; SV Fort +1, Ref -1, Will +1
Mutations: (P) Chameleon Powers, Regeneration, Heightened Percision(M) Levitation, Force Field Generation, Life Leech, Mental Blast

Number Appearing: 1
Morale: 14
Hit Dice: HD 8D5
Armor: 10 (AC 20)
Size: Unknown

Movement: NO MOVEMENT

Attack: Battle Axe melee +3 (1d6+1)

MS: 14 PS: 13
IN: 16 DX: 7
CH: 12 CN: 14

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: 2 - 6
Artifacts: Unknown

Description: Description: Physically tallker then average and considered handsome by most. The colors of his skin are in constant state of change, frequently betraying his feelings. He usually cloths himself in colorful patterns rather than animal fursEquiptment: Battle Axe

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Dry Grass

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Duster

Reported By: unknown contributor in data source corrupted.

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Dyllon 'Prickly Folk'

Reported By: Scot Hoover in MM2

Role: Race
Base Stock: Porcupine

MCC Stat Block: Dyllon 'Prickly Folk' (2d6 (7)): Init +2; atk weapon melee +2 (1d8); AC 11; HD 6D7 hp 24 each; MV 30' ; 1d20; SV Fort +2, Ref -1, Will +2
Mutations: Pyrokinesis; Force Field Generation; Death Field Generation; Weight Decrease [D]; Taller or Shorter; Light Generation; Gas Generation- paralysis musk; Quills/ Spines

Number Appearing: 2d6
Morale: 8
Hit Dice: HD 6D7
Armor: 1 (AC 11)
Size: Medium (1.5 Meters)

Movement: MV 30'

Attack: Weapon melee +2 (1d8)

MS: 16 PS: 10
IN: 17 DX: 7
CH: 10 CN: 16

Frequency: Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Omnivore
Habitat: Mountains
Tech Level: 4 - 7
Artifacts: Unknown

Description: Description: Dyllon are a race of insular mutant porcupine. They never grow much taller than a ten year old, and are covered in a mass of long, sharp brown quills. They also have an organ on their rear that can produce either light or musk, depending on them. Occasionally (10%) one is born that is much bigger than the others, and these are always tribal leaders, known as the Bobs. Strangely, the Bobs do not share the quills of their smaller relatives, and instead are a frail, naked pink, and usually seen wearing heavy robes as protection. Dyllon live in small tribes of up to 30 members. They construct plastered, squat adobe houses for shelter, but for the most part spend their time hunting or farming the grasslands. They are also extremely adept scavengers.Behavior:Dyllon also have the Pyrokinesis mutation which they use in mutual defense. Any predators approaching a Dillon village will have to deal with a lot of brush fires Occasionally (10%) one is born that is much bigger than the others, and these are always tribal leaders, known as the Bobs. The Bobs possess the Death Field Generation mutation, which they use to kill intruders approaching the village, as well as Force Field Generation which will provide 10Hp for every Dyllon within 100m of the Bob, again as protection for the village. All Dyllon are immune to the effects of the Bobs mutations. Any Bob has a 40% chance of possessing a weapon of TL IV or higher. Other dyllon may also have artifacts (15%)

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Dyllon also have the Pyrokinesis mutation which they use in mutual defense. Any predators approaching a Dillon village will have to deal with a lot of brush fires Occasionally (10%) one is born that is much bigger than the others, and these are always tribal leaders, known as the Bobs. The Bobs possess the Death Field Generation mutation, which they use to kill intruders approaching the village, as well as Force Field Generation which will provide 10Hp for every Dyllon within 100m of the Bob, again as protection for the village. All Dyllon are immune to the effects of the Bobs mutations. Any Bob has a 40% chance of possessing a weapon of TL IV or higher. Other dyllon may also have artifacts (15%)


E'Glee 'Baldee'

Reported By: Michael Price & Garry Spiegle in GW3

Role: Mount
Base Stock: Bald Eagle

MCC Stat Block: E'Glee 'Baldee' (1d8 (4)): Init +6; atk claw melee +7 (1d30+4) and bite melee +7 (1d16+4); AC 16; HD 9D7 hp 36 each; MV Fly 45' ; 1d20+1d14; SV Fort +1, Ref +1, Will +0
Mutations: Fear Generation; Heightened Precision; Heightened Sense; Limited Time Suspension; Oversized Body Parts; Phobia [D]; Regeneration

Number Appearing: 1d8
Morale: 8
Hit Dice: HD 9D7
Armor: 6 (AC 16)
Size: Huge (8 Meter Wingspan)

Movement: MV Fly 45'

Attack: Claw melee +7 (1d30+4) Claw melee +7 (1d30+4)

MS: 11 PS: 21
IN: 10 DX: 13
CH: 10 CN: 13

Frequency: Very Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Mountains
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: These huge winged creatures are the mutated descendents of the American Bald Eagle. The e'glee live on the craggy slopes of the highest mountains. Having a wing span 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 when 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 of 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 are 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. E'glee heal damage by Regeneration.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Echost

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ecology Bot - Agricultural 'Farmbot'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Ecology Bot - Agricultural 'Farmbot' (1d8 (4)): Init +3; atk 1d6 x tentacles melee +8 (1d14+6); AC 17; HD 4D12 hp 26 each; MV Treads 50' or Hoverfans 100' ; 1d20; SV Fort +2, Ref +1, Will -1
Mutations: None

Number Appearing: 1d8
Morale: 15
Hit Dice: HD 4D12
Armor: 7 (AC 17)
Size: 6 Meters Long

Movement: MV Treads 50' or Hoverfans 100'

Attack: 1d6 x Tentacles melee +8 (1d14+6)

MS: 6 PS: 120
IN: 15 DX: 15
CH: More observations needed CN: More observations needed

Frequency: Common
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Rural
Tech Level: 5 - 7
Artifacts: None

Description: Description: These 3 x 6 x 1 meter ovoids have 1d4+2 tentacles, each 6 meters long and tipped with touch sensors and 3 pronged manipulative claws. There is a 50% chance that each tentacle will have an electronic stun device (works by touch with the same effect as a Stun Grenade) in the end as well. Special devices that retract into the Robot's body include a soil analysis lab, plow, disc, rake, mower, flame gun, vibro saw and nozzles with a 9 meter range containing water, herbicides, fungicides, fertilizers and insecticides. None of these devices can be used as weapons. If the player wants a Robot reprogrammed to use them in this role, the GM must decide what damage they do and how effective they are.Behavior:These Robots are common in rural areas.Mission: To care for the crops, animals, buildings and grounds of a farm.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: These Robots are common in rural areas.


Ecology Bot - Timber 'Forestbot'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Ecology Bot - Timber 'Forestbot' (1): Init +13; atk see description; AC 17; HD 31D12 hp 202; MV 23' ; 1d20+1d20; SV Fort +2, Ref +3, Will -1
Mutations: None

Number Appearing: 1
Morale: 15
Hit Dice: HD 31D12
Armor: 7 (AC 17)
Size: 25 Meters Long

Movement: MV 23'

Attack: See Description

MS: 8 PS: 1200
IN: 4 DX: 18
CH: More observations needed CN: More observations needed

Frequency: Rare
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Forest
Tech Level: 5 - 7
Artifacts: None

Description: Description: This gigantic robot was designed to move through the forest marking selected trees with a huge paint gun for future tree thinning. The marked trees are cut down, lifted, and stacked on it's rear mounted flat platform. The unit is equipped with a long 25m crane arm that can cut down trees (3d10 damage) and lift up to 25 tons. The unit also is equipped with a large paint gun that is capable of doing 1d10 damage from impact and permanently staining whatever it hits. Mission: To care for the crops, animals, buildings and grounds of a Forest.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ecology Bot - Wilderness 'Rangerbot'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Ecology Bot - Wilderness 'Rangerbot' (1d4 (2)): Init +6; atk 2 x tentacles melee +9 (1d14+6); AC 17; HD 5D12 hp 33 each; MV Treads 100' or Hoverfans 200' ; 1d20; SV Fort +2, Ref +3, Will -1
Mutations: None

Number Appearing: 1d4
Morale: 15
Hit Dice: HD 5D12
Armor: 7 (AC 17)
Size: 6 Meters Long

Movement: MV Treads 100' or Hoverfans 200'

Attack: 2 x Tentacles melee +9 (1d14+6)

MS: 6 PS: 150
IN: 15 DX: 18
CH: More observations needed CN: More observations needed

Frequency: Uncommon
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Forest, Mountain, Wilderness
Tech Level: 5 - 7
Artifacts: None

Description: Description: This mechanical Forest Ranger is about the same size and shape as the Ecology Bot-Agricultural. It has two 6 meter long tentacles and four 3 meter long tentacles. All are equipped the same as the tentacles on the Ecology Bot - Agricultural (but there is an 80% chance they have electrical stun). All have soil, air and water analysis labs, nozzles for spraying the same liquids as Ecology Bots - Agricultural, (but with defoliants in addition), a sonic torch, laser torch, flame gun and vibro saw. Each has capture equipment including a paralysis field with a 30 meter range (works like a Stun Grenade), a net launcher with 3 weighted throwing nets and a 20 meter range, and a collapsible man-sized duralloy cage. A veterinary Medi-kit will be included that works on Mutated Animals the way a normal Medi-kit does on Pure Strain Humans. The kit also has surgical tools for the Robot's use. Behavior:This Robot is usually found in forests or mountains in a Programmed state.Mission: To care for the crops, animals, buildings and grounds of wilderness parkland.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: This Robot is usually found in forests or mountains in a Programmed state.


Ecology Robot

Reported By: Paul Kenney in Mud Glat Walker

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Econet

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ed Ep 'Paradise Tree'

Reported By: Kim Eastland in GW06 Module

Role: Unknown
Base Stock: Maple Tree

MCC Stat Block: Ed Ep 'Paradise Tree' (1): Init +7; atk see description; AC 12; HD 75D5 hp 225; NO MOVEMENT; 1d20+1d20; SV Fort +4, Ref -3, Will -3
Mutations: (P) Invulnerable to fire, heat, and chemical defoliants.

Number Appearing: 1
Morale: 2
Hit Dice: HD 75D5
Armor: 2 (AC 12)
Size: Medium (2.5 Meters)

Movement: NO MOVEMENT

Attack: See Description

MS: 2 PS: 6
IN: 2 DX: 2
CH: 2 CN: 20

Frequency: Very Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Nutrition from the Soil
Habitat: Forests
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The paradise tree is very rare and quite small. It looks like a heavily nut-laden oak tree. The tree never grows anywhere closer to another one, can not be harmed by fire, heat, or chemical defoliants. It can ether be extremely hardy or very frail. It produces a variety of nuts from other trees.Behavior:Brazil Nut: 1/50 hit points. This dark brown nut contains an extremely dangerous spore within it. Any creature who is within 1' of the nut opening drops dead immediately. A character is allowed an intelligence at DC 12 to determine if they have heard rumors of such a nut.Walnut (1 / 15 hit points): This nut has a spore in it that looks similar to the spore in the Brazil nut, and it behaves the same way, except 20 minutes later the victim will completely revie none the worse for wear. These nuts are prized among some tribes for religious rites. Additionally healers use them to stabilize extreme victims while they operate on them.Acorn (1 / 25 hit points). This nut immediately returns a living character to full health.Pecan (1 / 10 hit points). This nut will heal 1d10 points of damage that wasn't caused by radiation.Cashew (1 / 20 hit points). This nut has a random poison of 3d6 intensity. Hazel (1/30 hit points) This nut has mind altering drugs in it. Any character eating this will be treated as if they have a phobia for 1d10 weeks.Butternut (1/35) This nut provides radiation immunity of any level for 1d6 hours.Macadamia (1 / 5) This nut acts as the light generatoin power when cracked open. Its hull is very thin and if thrown it will crack open. Pine Nut (1 / tree) The GM decides the effect of this nut.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Brazil Nut: 1/50 hit points. This dark brown nut contains an extremely dangerous spore within it. Any creature who is within 1' of the nut opening drops dead immediately. A character is allowed an intelligence at DC 12 to determine if they have heard rumors of such a nut.Walnut (1 / 15 hit points): This nut has a spore in it that looks similar to the spore in the Brazil nut, and it behaves the same way, except 20 minutes later the victim will completely revie none the worse for wear. These nuts are prized among some tribes for religious rites. Additionally healers use them to stabilize extreme victims while they operate on them.Acorn (1 / 25 hit points). This nut immediately returns a living character to full health.Pecan (1 / 10 hit points). This nut will heal 1d10 points of damage that wasn't caused by radiation.Cashew (1 / 20 hit points). This nut has a random poison of 3d6 intensity. Hazel (1/30 hit points) This nut has mind altering drugs in it. Any character eating this will be treated as if they have a phobia for 1d10 weeks.Butternut (1/35) This nut provides radiation immunity of any level for 1d6 hours.Macadamia (1 / 5) This nut acts as the light generatoin power when cracked open. Its hull is very thin and if thrown it will crack open. Pine Nut (1 / tree) The GM decides the effect of this nut.


Ekola 'Furball'

Reported By: Kim Eastland in GW06 Module

Role: Pet
Base Stock: Kangaroo rat

MCC Stat Block: Ekola 'Furball' (1d20 (10)): Init +0; atk see description; AC 10; HD 2D7 hp 8 each; MV 5' ; 1d20; SV Fort -1, Ref -1, Will -1
Mutations: (M) Temporal fugue

Number Appearing: 1d20
Morale: 2
Hit Dice: HD 2D7
Armor: 0 (AC 10)
Size: Tiny (15cm)

Movement: MV 5'

Attack: See Description

MS: 6 PS: 5
IN: 9 DX: 7
CH: 4 CN: 6

Frequency: Common
Organization: Unknown
Activity Cycle: Unknown
Diet: Herbivore
Habitat: Ruins, plains, forest, hills, mountains, desert, and swamps
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The Ekola are 6 inch long mammals that closely resemble kangaroo rats. They have four limbs and a prehensile tail, but most of their movement is primarily done by hopping on their hind legs. When hopping the tail is wound around the body trunk to protect it. Naturalists believe that an ekotla's tail is as sensitive as a human fingertip and can easily sort and pick up even minute items. Their body is covered with soft, long fur that is either all white, black or black and white stripes. Behavior:They make for great pets and can be trained numerous tricks and commands. They can learn 1d16 separate command phrases. They are hunted in the wilderness for their warm fur to line gloves and shoes.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: They make for great pets and can be trained numerous tricks and commands. They can learn 1d16 separate command phrases. They are hunted in the wilderness for their warm fur to line gloves and shoes.


Elefgainth

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Encleaver

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Encroaches 'Them'

Reported By: John M. Maxstadt in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: American Cockroach

MCC Stat Block: Encroaches 'Them' (10d100 (505)): Init +3; atk see description; AC 19; HD 1D7 hp 4 each; NO MOVEMENT; 1d20; SV Fort +2, Ref +2, Will -3
Mutations: Physical reflection (greatly improved; see below)

Number Appearing: 10d100
Morale: 10
Hit Dice: HD 1D7
Armor: 9 (AC 19)
Size: Tiny (6cm long)

Movement: NO MOVEMENT

Attack: See Description

MS: 1 PS: 1
IN: 1 DX: 16
CH: 1 CN: 17

Frequency: Common
Organization: Swarm
Activity Cycle: Any
Diet: Prepared Food, Garbage
Habitat: Ruins
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Encroaches are found wherever food to their liking (i.e., food prepared for humans) is available. They inhabit ruins instead of populated cities because of their talent for turning popu- lated cities into deserted ruins. They are prolific and voracious, and there is vir- tually no way to remove them from any sort of building. Furthermore, they frequently (GMs option) carry terrible diseases similar to those used by plants with the bacterial symbiosis mutation. Encroaches are very fast for their size, but they are unintelligent and generally do not move more than a few meters in a straight line. It is their habit to spread their kind by hitching rides on more mobile creatures when the local popula- tion reaches saturation point or the food supply is exhausted (which is virtually always).Character parties will encounter encroaches in abandoned storerooms and kitchens. The little insects will pour out of cupboards and containers and try to crawl all over the party. They can be outrun by creatures faster than themsel- ves who are not surprised. Otherwise, nothing will prevent each and every character from being literally covered with encroaches. Encroaches are immune to all forms of electromagnetic,thermal and nuclear attack (and to poison as well); only direct kinetic force (squashing) will harm them. It is futileattack them en masse, since each one that is killed will be replaced tenfold. Slapping, picking off and stomping, rolling on the ground, and similar strate- gies will kill all but 1-10 per character. These will remain on a characters per- son or in his or her gear until they are brought to a new environment (which need not be too far away from the old environment) where there is food. Meanwhile, the encroaches will devour any carried food supplies that are not perfectly sealed.Any character who has housed encroaches for an hour or more will have 1-10 encroach eggs laid on his or her person, clothes, or gear. These eggs will hatch in two days, producing new encroaches ready to mate and start a new colony. The eggs will inevitably be in an inaccessible location (if that is in any way possible), but they can be killed with a fresher or energy bath, or disposed of by leaving the gear behind.Cities that have had experience with encroaches will ordinarily have devised horrible forms of execution specifically for any person or creature that infests the town with them.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Engineering Bot - Heavy 'Heavy Construction Bot'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Engineering Bot - Heavy 'Heavy Construction Bot' (1d4 (2)): Init +7; atk 4 x tentacles melee +13 (1d14+6); AC 18; HD 13D12 hp 85 each; MV Treads 150' or GravPods 100' ; 1d20+1d20; SV Fort +3, Ref +0, Will -1
Mutations: None

Number Appearing: 1d4
Morale: 6
Hit Dice: HD 13D12
Armor: 8 (AC 18)
Size: 18 by 6 meters

Movement: MV Treads 150' or GravPods 100'

Attack: 4 x Tentacles melee +13 (1d14+6)

MS: 6 PS: 150
IN: 6 DX: 11
CH: More observations needed CN: More observations needed

Frequency: Uncommon
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Any
Tech Level: 5 - 7
Artifacts: None

Description: Description: This cigar-shaped unit is 18 meters long and 6 meters in diameter. Its 4 retracting 12 meter long cranes can lift 2000 kilograms each and its 8 heavy duty 18-meter long tentacles can handle 800 kilograms each. The Robot also has four 6-meter tentacles for handling human equipment. A tractor/pressor beam can lift 2000 kilograms at a 30-meter range. Special equipment includes batteries of 2d4 sonic torches, lasers, atomic torches and power tools. Most units also have 6d12 triangular duralloy sheets and a supply of assorted rivets, plates, bolts, etc. plus the special tools needed to use them. All units are sealed for underwater use.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Engineering Bot - Light 'Light Construction Bot'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Engineering Bot - Light 'Light Construction Bot' (1d6 (3)): Init +2; atk 2d4 x tentacles melee +7 (1d10+6); AC 17; HD 2D12 hp 13 each; MV GravPods 150' ; 1d20; SV Fort +2, Ref +1, Will -1
Mutations: None

Number Appearing: 1d6
Morale: 9
Hit Dice: HD 2D12
Armor: 7 (AC 17)
Size: 1 Meter Tall. 2 Meters Wide

Movement: MV GravPods 150'

Attack: 2d4 x Tentacles melee +7 (1d10+6)

MS: 6 PS: 100
IN: 9 DX: 13
CH: More observations needed CN: More observations needed

Frequency: Uncommon
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Any
Tech Level: 5 - 7
Artifacts: None

Description: Description: This 1 meter high, 1 meter wide, 2 meters long unit has 2d4 3-meter long tentacles, each of which can lift 100 kilograms and use human tools. It has a tractor/pressor beam that can move 500 kilograms at a 12-meter range. Special equipment includes a sonic torch, micro-laser, power winches and power tools. Small numbers of replacement parts are stored inside its steel hull. It can operate underwater and in near-vacuum.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Engineering Bot - Standard 'Construction Bot'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Engineering Bot - Standard 'Construction Bot' (1d4 (2)): Init +5; atk 4 x tentacles melee +8 (1d14+6); AC 17; HD 4D12 hp 26 each; MV 75' or GravPods 200' ; 1d20; SV Fort +2, Ref +3, Will -1
Mutations: None

Number Appearing: 1d4
Morale: 10
Hit Dice: HD 4D12
Armor: 7 (AC 17)
Size: Unknown

Movement: MV 75' or GravPods 200'

Attack: 4 x Tentacles melee +8 (1d14+6)

MS: 8 PS: 400
IN: 10 DX: 18
CH: More observations needed CN: More observations needed

Frequency: Uncommon
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Any
Tech Level: 5 - 7
Artifacts: None

Description: Description: This unit is a 30-meter cube. It has 2 retractable 6-meter Cranes able to lift 1000 kilograms each. Its four 6-meter tentacles can each lift 250 kilograms and its tractor/pressor beam can lift 500 kilograms at a 10-meter range. The unit has the same special features and materials as the Engineering Bot-Light and is sealed for underwater operations.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Engineering Robot

Reported By: Paul Kenney in Mud Glat Walker

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Equinoid 'Man-Beast'

Reported By: James Ward in GW08 Module

Role: Race
Base Stock: Horse

MCC Stat Block: Equinoid 'Man-Beast' (1d10 (5)): Init +10; atk horn melee +6 (1d7+2); AC 13; HD 14D5 hp 42 each; MV 30' ; 1d20+1d20; SV Fort +3, Ref +3, Will +3
Mutations: (P) Energy Absorption, Heightened Precision, Regeneration, Ultravision(M) Mechanical Genius, Life Leech, Summoning

Number Appearing: 1d10
Morale: 10
Hit Dice: HD 14D5
Armor: 3 (AC 13)
Size: Normal (2 Meters in Height)

Movement: MV 30'

Attack: Horn melee +6 (1d7+2)

MS: 18 PS: 17
IN: 18 DX: 18
CH: 15 CN: 18

Frequency: Rare
Organization: Team
Activity Cycle: Day
Diet: Herbivore
Habitat: Mountans, in caves or underground shelters
Tech Level: 2 - 7
Artifacts: Tech level 2 or 3. Favors flamethrowers and Paralysis Rods

Description (Initial Observation): Description: These vaguely centaur-like creatures are two meters in height and live in mountainous regions, using natural or artifical-exacated caverns for shelter. Equinoids have an extremely strong sense of cultural identiy. Their young are kept isolated from all "contamination" by non-Equinoid thought and ideas; any spies or inflitrators caught within their caverans are immediately executed. Except for this protectionists attitude regarding their young, Equinoids are generally friendly to other races.Equiptment: An equinoid is generally armed with at least one Tech Level 3 or 4 weapon, usually a paralysis rod and flamethrowerSociety: Equinoids seek to rebuild an advanced civilization modeled on that of the Ancients; they are thus sympathetic to the Restorationsis.

Description (Observation 1): These vaguely centaur-like creatures are two meters in height and live in mountainous regions, using natural or artifical-exacated caverns for shelter. Equinoids have an extremely strong sense of cultural identiy. Their young are kept isolated from all "contamination" by non-Equinoid thought and ideas; any spies or inflitrators caught within their caverans are immediately executed. Except for this protectionists attitude regarding their young, Equinoids are generally friendly to other races.

Combat: Unobserved in Combat

Society: Equinoids seek to rebuild an advanced civilization modeled on that of the Ancients; they are thus sympathetic to the Restorationsis.

Behavior: Behavior modeling incomplete


Erdgon 'Finned Dragon'

Reported By: Kim Eastland in GW08 Module

Role: Dragon
Base Stock: Lizard

MCC Stat Block: Erdgon 'Finned Dragon' (1): Init +4; atk bite melee +3 (1d5+1) and claw melee +3 (1d4+1); AC 15; HD 8D7 hp 32; MV 38' or Fly 38' ; 1d20; SV Fort +1, Ref +0, Will +0
Mutations: (M) Beguiling. Immunity to any electircal or lightneing attacks, Electrical Generation.

Number Appearing: 1
Morale: 11
Hit Dice: HD 8D7
Armor: 5 (AC 15)
Size: Large (5 Meters Long)

Movement: MV 38' or Fly 38'

Attack: Bite melee +3 (1d5+1) Bite melee +3 (1d5+1)

MS: 11 PS: 15
IN: 11 DX: 12
CH: 6 CN: 15

Frequency: Extremely Rare
Organization: Solitary hunter
Activity Cycle: Any
Diet: Carnivore
Habitat: Underground Tunnels, caves, or installations
Tech Level: 4 - 7
Artifacts: Lots of sparky things. Batteries, etc..

Description: Description: This goin has a white srreaked skin and a huge fin on its back. It is 5 meters in length.Combat: Its electrical generation power can zap a target at a range of 9 meters (1d10).Equiptment: There is a 50% chance the Erdgon will have electrical treasure, tools, and weapons at their disposal. They will not be able to use any item that requires hands, but they will be able to operate any item that accepts vocial inputs or can be set as an obsticle. Society: Solitary until mating season. Then two Erdgon's will seek each other out and mate. A female will ensure the eggs are hidden well underground and protect the clutch until they are ready to hatch. The mother will then leave the clutch a day or two before the eggs hatch.

Combat: Its electrical generation power can zap a target at a range of 9 meters (1d10).

Society: Solitary until mating season. Then two Erdgon's will seek each other out and mate. A female will ensure the eggs are hidden well underground and protect the clutch until they are ready to hatch. The mother will then leave the clutch a day or two before the eggs hatch.

Behavior: Behavior modeling incomplete


Ermon

Reported By: Kim Eastland in GW08 Module

Role: NPC
Base Stock: Human

MCC Stat Block: Ermon ( ()): Init -3; atk see description; AC 10; HD 1D5 hp 3; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D5
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ert 'Stonefish'

Reported By: unknown contributor in 1st Edition

Role: Monster - Harvestable
Base Stock: Salmon

MCC Stat Block: Ert 'Stonefish' (1d4 (2)): Init +0; atk bite melee (1d4-1); AC 11; HD 2D7 hp 8 each; MV Swim 60' ; 1d20; SV Fort -1, Ref -1, Will -3
Mutations: (P) Petrify Poison I12

Number Appearing: 1d4
Morale: 5
Hit Dice: HD 2D7
Armor: 1 (AC 11)
Size: Small (1m)

Movement: MV Swim 60'

Attack: Bite melee (1d4-1)

MS: 2 PS: 7
IN: 2 DX: 7
CH: 2 CN: 7

Frequency: Common
Organization: School
Activity Cycle: Any
Diet: Carniverous
Habitat: swamps, bogs, ponds, lakes, and rivers
Tech Level: 0 - 0
Artifacts: None

Description: Description: The ert is a normal looking fish with silvery scales growing up to a meter long at maturity, similar in many respects to its ancestor, the salmon. It's ordinary appearance disguises an unusual defensive mutation.Behavior:This fish will inject a dose of chemicals into those it bites, causing them to petrify and turn to stone within 60 seconds. Poison is an Intensity 12 Poison.Combat: Ert have a mutated gland the secretes a chemical that rapidly calcifies living tissue. In effect, a creature bitten by an ert turns to chalky, white stone. Treat the ert's poison as a paralytic agent, except that on a critical failure of the Constitution feat check the victim is permanently calcified. Otherwise the chemical has the same effect as a paralytic poison (which can still kill if a paralyzed victim falls into the water).Society: Ert are found in cold mountain streams and lakes, and their habitats can sometimes be picked out by the calcified bodies or one or more predators. Each summer the ert spawn and hundreds of them make their way upstream. They are particularly dangerous at this time and likely to attack other creatures that approach their spawning grounds.

Combat: Ert have a mutated gland the secretes a chemical that rapidly calcifies living tissue. In effect, a creature bitten by an ert turns to chalky, white stone. Treat the ert's poison as a paralytic agent, except that on a critical failure of the Constitution feat check the victim is permanently calcified. Otherwise the chemical has the same effect as a paralytic poison (which can still kill if a paralyzed victim falls into the water).

Society: Ert are found in cold mountain streams and lakes, and their habitats can sometimes be picked out by the calcified bodies or one or more predators. Each summer the ert spawn and hundreds of them make their way upstream. They are particularly dangerous at this time and likely to attack other creatures that approach their spawning grounds.

Behavior: This fish will inject a dose of chemicals into those it bites, causing them to petrify and turn to stone within 60 seconds. Poison is an Intensity 12 Poison.


Ert Telden 'Firefish'

Reported By: unknown contributor in 1st Edition

Role: Monster - Harvestable
Base Stock: Salmon

MCC Stat Block: Ert Telden 'Firefish' (1d6 (3)): Init +0; atk flames melee +1 (1d8) and explodes melee +1 (1d10); AC 14; HD 4D7 hp 16 each; MV Swim 30' ; 1d20; SV Fort -1, Ref -2, Will -3
Mutations: (p) Immolation

Number Appearing: 1d6
Morale: 6
Hit Dice: HD 4D7
Armor: 4 (AC 14)
Size: Small (1m)

Movement: MV Swim 30'

Attack: Flames melee +1 (1d8) Flames melee +1 (1d8)

MS: 2 PS: 10
IN: 2 DX: 5
CH: 2 CN: 7

Frequency: Common
Organization: School
Activity Cycle: Any
Diet: Carniverous
Habitat: swamps, bogs, ponds, lakes, and rivers
Tech Level: 0 - 0
Artifacts: None

Description: Description: Ert telden are sleek fish up to a meter long, with black scales, often tinged with red or orange along their fins. They have "whiskers" along their chin like a catfish.Behavior:This fish can secrete an oil which makes it burst into flame and burn anything within 10 meters. If the fish is removed from the water and exposed to air, it will explode in 1d3 rounds. It will cause its damage to everything within 30 meters. Some intelligent species raise these fish and use catapults to deliver them in battle. a standard catapult will carry 12 fish ever 3 turns and has a range of 300 meters.Combat: Ert telden have an unusual defense mechanism and are often called "fire fish" because of it. When panicked or killed, ert telden screte an oil that causes their flesh to burn fiercely on contact with air. When removed from the water, an ert telden becomes extremely hot, the following round, it explodes, doing damage like an incendiary grenade.Society: Ert telden are found in still water like marshes and swamps, where they bottom-feed on water plants and other organic matter. Some villages and tribes in Gamma Terra understake the dangerous task of capturing or raising ert telden, keeping them in shallow pools and flinging them over walls by hand or by catapult as weapons.

Combat: Ert telden have an unusual defense mechanism and are often called "fire fish" because of it. When panicked or killed, ert telden screte an oil that causes their flesh to burn fiercely on contact with air. When removed from the water, an ert telden becomes extremely hot, the following round, it explodes, doing damage like an incendiary grenade.

Society: Ert telden are found in still water like marshes and swamps, where they bottom-feed on water plants and other organic matter. Some villages and tribes in Gamma Terra understake the dangerous task of capturing or raising ert telden, keeping them in shallow pools and flinging them over walls by hand or by catapult as weapons.

Behavior: This fish can secrete an oil which makes it burst into flame and burn anything within 10 meters. If the fish is removed from the water and exposed to air, it will explode in 1d3 rounds. It will cause its damage to everything within 30 meters. Some intelligent species raise these fish and use catapults to deliver them in battle. a standard catapult will carry 12 fish ever 3 turns and has a range of 300 meters.


Etar 'Plains People'

Reported By: Kim Eastland in GW10 Module

Role: Race
Base Stock: Puma

MCC Stat Block: Etar 'Plains People' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Euryl 'Mayday Bug'

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Mayfly

MCC Stat Block: Euryl 'Mayday Bug' (1d4+1 (3)): Init +3; atk 2 x tusks melee +2 (1d12+1); AC 11; HD 3D7 hp 12 each; MV Swim 15' ; 1d20; SV Fort +0, Ref +1, Will -2
Mutations: Anti-Life Leech; Chameleon Powers; Detect Life

Number Appearing: 1d4+1
Morale: 8
Hit Dice: HD 3D7
Armor: 1 (AC 11)
Size: Large (2-3 Meters)

Movement: MV Swim 15'

Attack: 2 x Tusks melee +2 (1d12+1)

MS: 5 PS: 13
IN: 2 DX: 13
CH: 1 CN: 10

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Omnivore
Habitat: Cold Streams, Cold Rivers
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The euryl looks like most aquatic insect larvae: long, thin with the legs cramped up near the head. The long antennae, large tusks, and frilly gills on its abdomen identify it as a euryl (mutant mayfly). Unlike its ancestors, the euryl will remain in its larval state (but still will be able to reproduce). They are found in gravelly areas looking for food.Behavior:Euryl are non combative, and will not attack things larger than itself unless provoked. It uses detect life to sense prey and predators. If attacked it will try to flee.Euryl are hunted for food by MA and MH. In some areas they are an important farmed animal.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Euryl are non combative, and will not attack things larger than itself unless provoked. It uses detect life to sense prey and predators. If attacked it will try to flee.Euryl are hunted for food by MA and MH. In some areas they are an important farmed animal.


Eyebane

Reported By: Bob Crichton in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Familiar

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Fashen

Reported By: unknown contributor in 6th Edition

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Felgon 'Studded Dragon'

Reported By: Kim Eastland in GW08 Module

Role: Dragon
Base Stock: Lizard

MCC Stat Block: Felgon 'Studded Dragon' (1): Init +6; atk bite melee +5 (1d6+2) and claw melee +5 (1d5+2); AC 16; HD 9D7 hp 36; MV 50' or Fly 50' ; 1d20+1d14; SV Fort +2, Ref +1, Will +0
Mutations: (M) Illusion Generation, Immunity to any Gas or Spre, Poison Gas Breath.

Number Appearing: 1
Morale: 14
Hit Dice: HD 9D7
Armor: 6 (AC 16)
Size: Large (6 Meters Long)

Movement: MV 50' or Fly 50'

Attack: Bite melee +5 (1d6+2) Bite melee +5 (1d6+2)

MS: 12 PS: 17
IN: 12 DX: 14
CH: 7 CN: 16

Frequency: Extremely Rare
Organization: Solitary hunter
Activity Cycle: Any
Diet: Carnivore
Habitat: Underground Tunnels, caves, or installations
Tech Level: 4 - 7
Artifacts: Storage Tanks, Containers, and lots of technology

Description: Description: This gon is six meters long with green-brown hide, studded with small, black horns.Combat: Its breath can strike targets up to 11 meters away (I12 Poison).Equiptment: Felgon hoard everything, but prefer containers, storage tanks, and other items they can store more loot in. It is extremely tidy.Society: Solitary until mating season. Then two Erdgon's will seek each other out and mate. A female will ensure the eggs are hidden well underground and protect the clutch until they are ready to hatch. The mother will then leave the clutch a day or two before the eggs hatch.

Combat: Its breath can strike targets up to 11 meters away (I12 Poison).

Society: Solitary until mating season. Then two Erdgon's will seek each other out and mate. A female will ensure the eggs are hidden well underground and protect the clutch until they are ready to hatch. The mother will then leave the clutch a day or two before the eggs hatch.

Behavior: Behavior modeling incomplete


Fen 'Man-Fish'

Reported By: unknown contributor in 1st Edition

Role: Race
Base Stock: Human

MCC Stat Block: Fen 'Man-Fish' (1d10 (5)): Init +3; atk weapon melee +3 (1d6+1) and tail slap melee +3 (1d10+1); AC 13; HD 8D5 hp 24 each; MV 10' or Fly 30' or Swim 60' ; 1d20; SV Fort +0, Ref -1, Will -1
Mutations: (P) Shapechange

Number Appearing: 1d10
Morale: 12
Hit Dice: HD 8D5
Armor: 3 (AC 13)
Size: Medium (2 Meter)

Movement: MV 10' or Fly 30' or Swim 60'

Attack: Weapon melee +3 (1d6+1) Weapon melee +3 (1d6+1)

MS: 8 PS: 14
IN: 5 DX: 7
CH: 2 CN: 12

Frequency: Very Rare
Organization: Lyceum
Activity Cycle: Day
Diet: Omnivore
Habitat: Any Water or Coastal
Tech Level: 2 - 6
Artifacts: M

Description (Initial Observation): Description: Intelligent humanoids that have adapted to living on both land and in the water. The fen is a 2 meter tall humanoid fish with both lung and gills (similar to a prehistoric lungfish). It has pearly white, almost translucent, flesh and scales and can walk (slowly) on land on its stubby legs. It has hands able to crudely manipulate objects (including weapons).Behavior:They can remain out of the water for only 24 hours at a time. They are not affected by attacks involving Heat or lasers for the first 5 turns they are attacked. They are also resistant to poison and radiation as if they they have a Fortitude save of +3. They can also transform themselves a bird of the same mass. They also known how to construct and use all Tech Level 1 gear.Combat: The fan has several natural attack forms at its disposal. While in its standard man-fish form, it can use its tail to slap an opponent standing behind or to its sides for 4d6 points of damage. It can also attack with any weapon it might have. The fan also can use any weapon that does not require fine manipulation, since its fingers are heavily webbed. In its bird form, the fan has three attack forms that it may direct at only one opponent during a single ground of It can buffet with its wings for ld6 points of damage per wing, and it can peck with its beak for 2d6 points of damage.Fens can only remain out of water for 24 hours at a time. They emerge from the water singly and in small groups to scavenge things from the land, particularly ancient artifacts and other useful trinkets, and they're not adverse the stealing things they want. Fen can't bite, but they can strike with their strong tails and wield weapons. They're mistrustful of surface creatures.Society: When in water, fens live in a society they call a lyceum. These lyceums swim together then whole lives, hunting during the early dawn and dusk. Basically omnivores, they eat both the flora and the fauna living at the sea or lake bottom. Fens are most prevalent in coastal areas and near large lakes. They are basically friendly and harmless, desiring only to live and let live. Fens retreat back to the water when they are outnumbered by surface creatures.

Description (Observation 1): fan are intelligent humanoids who are adapted for living on boch land and water. They possess fish-like tails, stubby legs, and both lungs and gills. They can remain out of water for as long as 24 hours. If they do not return to a watery environment at that time, they lose 1d6 hit points each additional hour until they submerge. While in their standard form, fens wear fish in armor, giving them the AC bonus of studded leather ( + 3 AC). Fens can shapechange into a bird of their own size and weight twice per day. This allows them to escape both aquatic and land based predators with ease. While in their bird form, fens can only fly at a movement rate of 24. They cannot accelerate to a higher speed as a normal bird can. It takes two rounds for a fan to change from one form to the other. When a fan shape changes, equipment worn or carried does not become part of the bird form.

Combat: The fan has several natural attack forms at its disposal. While in its standard man-fish form, it can use its tail to slap an opponent standing behind or to its sides for 4d6 points of damage. It can also attack with any weapon it might have. The fan also can use any weapon that does not require fine manipulation, since its fingers are heavily webbed. In its bird form, the fan has three attack forms that it may direct at only one opponent during a single ground of It can buffet with its wings for ld6 points of damage per wing, and it can peck with its beak for 2d6 points of damage.Fens can only remain out of water for 24 hours at a time. They emerge from the water singly and in small groups to scavenge things from the land, particularly ancient artifacts and other useful trinkets, and they're not adverse the stealing things they want. Fen can't bite, but they can strike with their strong tails and wield weapons. They're mistrustful of surface creatures.

Society: When in water, fens live in a society they call a lyceum. These lyceums swim together then whole lives, hunting during the early dawn and dusk. Basically omnivores, they eat both the flora and the fauna living at the sea or lake bottom. Fens are most prevalent in coastal areas and near large lakes. They are basically friendly and harmless, desiring only to live and let live. Fens retreat back to the water when they are outnumbered by surface creatures.

Behavior: They can remain out of the water for only 24 hours at a time. They are not affected by attacks involving Heat or lasers for the first 5 turns they are attacked. They are also resistant to poison and radiation as if they they have a Fortitude save of +3. They can also transform themselves a bird of the same mass. They also known how to construct and use all Tech Level 1 gear.


Fenkuin

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Feral Machine

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Fhot l'Xon 'Orange Living Mold'

Reported By: Kim Eastland in GW08 Module

Role: Mold
Base Stock: Mold

MCC Stat Block: Fhot l'Xon 'Orange Living Mold' (1): Init +4; atk 4 x claws melee +3 (1d3+1); AC 13; HD 5D5 hp 15; MV 30' ; 1d20; SV Fort +1, Ref +1, Will +0
Mutations: (P) New Body Parts - Claws, Aromatic Powers - Poison (Intensity 10) Displacement. Takes normal damage from projectile weapons (needlers, slug throwers, bows)

Number Appearing: 1
Morale: 10
Hit Dice: HD 5D5
Armor: 3 (AC 13)
Size: Normal 2 Meters)

Movement: MV 30'

Attack: 4 x Claws melee +3 (1d3+1)

MS: 12 PS: 13
IN: 12 DX: 13
CH: 0 CN: 15

Frequency: Extremely Rare
Organization: Symbosis
Activity Cycle: Any, but out of the sun
Diet: Symbotic
Habitat: Underground Caves and Ruins
Tech Level: 0 - 0
Artifacts: None

Description: Description: A two meter tall egg-shaped quadruped with two pairs of arms. This orange living mold looks like a bizarre egg. It is usually solitary and feeds on lesser I'Xon. Behavior:The feelers and 'eyes' combine to give the n'thlai radar/sonar and 360 degree sight. They can not be surprised. Vegetarians, Nature Worshippers, Healers, Comando Fighters.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: The feelers and 'eyes' combine to give the n'thlai radar/sonar and 360 degree sight. They can not be surprised. Vegetarians, Nature Worshippers, Healers, Comando Fighters.


Fid-Chick

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Filamentron

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Fire Eater

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Firebugs 'The Black Plague'

Reported By: John M. Maxstadt in Dragon Magazine 108

Role: Monster
Base Stock: Black hearth cricket

MCC Stat Block: #VALUE!
Mutations: Absorption (heat), force field generation, heat generation (variant), heightened vision, taller, and a unique mutation (incendiary spittle)

Number Appearing: 2d8
Morale: 6
Hit Dice: HD 6D7
Armor: 6 (AC 16)
Size: Large (3m Long)

Movement: MV 15' or Fly 313'

Attack: Bite melee +6 (1d10+4) Bite melee +6 (1d10+4)

MS: 11 PS: 21
IN: 8 DX: 11
CH: 6 CN: 12

Frequency: Rare
Organization: Swarm
Activity Cycle: Night
Diet: Grasses and Grains
Habitat: Mostly cultivated fields, as well as meadows and grasslands
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: These vicious and destructive pests delight in ravaging fields cultivated by humans and humanoids. They attack anyone or anything that tries to interfere with them. They can bite, but more frequently they spit a glob of highly volatile, Greek-fire-like liquid that ignites on contact with open air. It hits any unob- structed target within 8 m and burns for 2d6 damage (unless the target is immune to heat and fire). It continues to burn for 5 Action Turns, doing 2d6 damage per turn, unless it is smothered out. To do this, the creature must roll on the ground for a full Action Turn; water (excepting full immer- sion) or cyrokinesis wont put out this fire. Firebugs can spit this liquid once every four Action Turns. The bodies of firebugs are also very hot, and any creature touch- ing them takes 1d4 damage the extent of their heat generation powers.Most communities plagued by firebugs resign themselves to the loss of part of their grain. But firebugs are destructive by inclination as well as by ecological niche. They sometimes burn a field or attack a harmless passer-by out of sheer vicious- ness. They are also extraordinarily vindic- tive and typically respond to the loss of a fight by burning down the nearest village. Firebugs are also arrogant and seldom retreat from a fight. When they do flee, they are nearly impossible to catch, even though flightless, as they put up their force fields and hop 50 m in one jump, 5 times per Action Turn (ten times at fast speed).Firebugs are glossy black in color, with orange-red eyes like burning coals.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Flesh Cutter Ant

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Fleshin 'Flying Fish'

Reported By: unknown contributor in 1st Edition

Role: Monster
Base Stock: Flying Fish

MCC Stat Block: Fleshin 'Flying Fish' (2d8 (9)): Init +0; atk bite melee +2 (1d16+1); AC 12; HD 4D7 hp 16 each; MV Fly 27' or Swim 60' ; 1d20; SV Fort +0, Ref -2, Will -1
Mutations: (P) Shapechange (10) gator only, New body parts, spines, poison spines (intensity 15 delilitative). Immune to own poison, Feeding Frenzy

Number Appearing: 2d8
Morale: 14
Hit Dice: HD 4D7
Armor: 2 (AC 12)
Size: Medium (2 Meters Long)

Movement: MV Fly 27' or Swim 60'

Attack: Bite melee +2 (1d16+1)

MS: 7 PS: 15
IN: 2 DX: 5
CH: 2 CN: 12

Frequency: Very Rare
Organization: School
Activity Cycle: Day
Diet: Carnivore
Habitat: Any Lake or Ocean
Tech Level: 0 - 0
Artifacts: None

Description: Description: These 6 foot long fish live only in large bodies of water, however, they are able to leap into the air and slide using their broad pectoral fins as wings. They can spend an unlimited amount of time gliding, actually flapping their fins to gain speed and height. However after 5 rounds they need to return to the water or they suffocate in the air. Fleshins may shapechange into an gator at will and can maintain this form for as along as 24 hours. While in this form, the Fleshins have the physical appearance and natural AC of an gator. The tentacles they gain in the transformation use debilitative poison, though, not gator paralytic poison. The fleshin is physically related to the flying dish, but its mind is far closer to that of the shark. They tend to swim in small schools, hunting and marauding both above and below the water. Unwary birds and dish of any size are common prey. The scent of glood can bring fleshins from kilometers away. Behavior:Fleshins are strictly carnivores, attacking anything and everything when they are hungry. The scent of blood in the water can drive them into a feeding frenzy, initiated by a failed morale check when first scenting this blood. If in a feeding frenzy, fleshins will attack until killed, ignoring morale. They will attack targets up to 10 meters above the water, frequently with surpirse, by leaping out of the water and biting. If their bite is successful, the automatically whip their back spines up into the target they have bitten. The spines on their back and flide fins are poisonous (Intensity 15 devilitative), but do only a single point of physical damage. Aside from this surpise leap, the spines work as the quills or spines mutations. If agliding attack results in a landing on dry land. the fleshin shapchanges into a gator. It may or may not head for the open water, depending upon the situation and whether or not it is subject to bloodlust at that moment.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Fleshins are strictly carnivores, attacking anything and everything when they are hungry. The scent of blood in the water can drive them into a feeding frenzy, initiated by a failed morale check when first scenting this blood. If in a feeding frenzy, fleshins will attack until killed, ignoring morale. They will attack targets up to 10 meters above the water, frequently with surpirse, by leaping out of the water and biting. If their bite is successful, the automatically whip their back spines up into the target they have bitten. The spines on their back and flide fins are poisonous (Intensity 15 devilitative), but do only a single point of physical damage. Aside from this surpise leap, the spines work as the quills or spines mutations. If agliding attack results in a landing on dry land. the fleshin shapchanges into a gator. It may or may not head for the open water, depending upon the situation and whether or not it is subject to bloodlust at that moment.


Flipp 'Clicker Fish'

Reported By: William Tracy in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Bottlenose Dolphin

MCC Stat Block: Flipp 'Clicker Fish' (2d4 (5)): Init +3; atk ram melee +1 (1d6); AC 18; HD 4D7 hp 16 each; MV Swim 30' ; 1d20; SV Fort +0, Ref +1, Will +2
Mutations: Actual metamorphosis, directional sense, dual brain, empathy, heightened hearing, heightened intelligence, intuition, radar/sonar (improved over natural talent), sound imitation, temporal fugue, time distortion, time manipulation (see below), time suspension

Number Appearing: 2d4
Morale: 6
Hit Dice: HD 4D7
Armor: 8 (AC 18)
Size: Medium (2 Meters Long)

Movement: MV Swim 30'

Attack: Ram melee +1 (1d6)

MS: 16 PS: 11
IN: 16 DX: 15
CH: 10 CN: 11

Frequency: Rare
Organization: Pod
Activity Cycle: Day
Diet: Plants and small fish
Habitat: Ocean
Tech Level: 1 - 6
Artifacts: Unknown

Description: Description: The flipps true physi- cal form has not changed at all from its ancestral dolphin shape. Like its ances- tor, it attacks by ramming victims in the water at high speed with its snout.Though these intelligent mammals have no technology, they possess their own culture and society. They havebeen known to save Pure Strain Humans and humanoids from drowning, though they are indifferent to the plight of mutated animals. Flipps have never joined the Zoopremists alliance.Flipps have been known to use their actual metamorphosis mutation to join parties of land-dwelling adventurersthat they have befriended. Of course, they must somehow acquire weapons and clothing on their own. If turned into their true form (as per the actual meta- morphis mutation), they will take 4 points of damage per round while out of water, until they are able to assume a new form or reach a water supply to keep their skins from drying out.Only 2% of all flipps encountered will have the time manipulation mutation. For many years, flipps have been trying to improve their time-related abilities through selective breeding so that flipps with time manipulation can attempt a series of time jumps. to reach a period before the Social Wars. There they try to warn humans about the wars in an attempt to alter history, but apparently they are not being taken seriously since the future Gamma World still exists. Still, all the flipps with time manipula-tion will eventually try to go back and warn of the danger to come.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Floth-Ha 'Shutter'

Reported By: Daniel Movrich in MM2

Role: Unknown
Base Stock: Moth

MCC Stat Block: Floth-Ha 'Shutter' (1d2 (1)): Init +7; atk 2 x claws melee +10 (1d8+6) and cling x melee +10 (1d30+6); AC 17; HD 13D7 hp 52; MV 8' or Fly 30' ; 1d20+1d20; SV Fort +1, Ref +0, Will +1
Mutations: Sonar; Chameleon Power; Immunity (mental attacks)

Number Appearing: 1d2
Morale: 4
Hit Dice: HD 13D7
Armor: 7 (AC 17)
Size: Large (3 Meters)

Movement: MV 8' or Fly 30'

Attack: 2 x Claws melee +10 (1d8+6) 2 x Claws melee +10 (1d8+6)

MS: 13 PS: 31
IN: 2 DX: 10
CH: 1 CN: 13

Frequency: Very Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Herbivore
Habitat: Temperate Hills/Forest
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Floth-Ha are mutated "common house" moths. They are virtually identical to their predecessors except for their extra front two limbs from which they can manipulate objects and also for their great size. (wingspan is an impressive 3m) Their bodies are covered in a fine fur, and for those who have seen a Shutter in flight, the underside is a palette of light browns. Due to the chameleon powers their back and wings poses, the natural coloring of these surfaces are unknown. Floth-Ha do have antenna but rely primarily on sonar to guide them.Behavior:These creatures are herbivores and usually feed upon the bark of trees however the delicacy of cotton, wool, or even leather are too good to pass up. There have been numerous reports of unwary travelers who've been attacked only to have their clothes eaten from their bodies. The creatures methods are predictable, they will swoop from above and grab on with all 6 legs digging into the victim.(clinging) It's other 2 manipulative arms undo buckles, snaps, zippers etc. Survivors tell that once you get past the initial cling, the act of devouring the clothing is relatively painless. When the Floth-Ha is upon it's victim, it drapes it's wings over to completely engulf the victim. It's back and wings are it's primary defense, they are completely impervious to all forms of physical attacks, lasers and radiation type weapons, And since they have chameleon capabilities, it's extremely possible to not even see the actual attack on the ground. Shutters are solitary animals and will only be in numbers of 2 during mating. They are attracted to heat and bright lights. The name "Shutters" comes from the unconscious twitching they display while they sleep clinging to a tree. This motion temporally negates their chameleon bonuses and makes them more easily visible. Of course when they cling in this manner they only expose their wings and back , protecting their soft underbellies.(AC of only 5) When they cling in this manner, they cannot be forcefully removed, unless a well orchestrated combined PS of 40 is applied. Even in death, the creatures remain affixed. For obvious reasons, the Shutters' wings are very valuable in Gamma Terra, and will fetch the handsome price of 8,500 domars for just 1 of a set of wings.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: These creatures are herbivores and usually feed upon the bark of trees however the delicacy of cotton, wool, or even leather are too good to pass up. There have been numerous reports of unwary travelers who've been attacked only to have their clothes eaten from their bodies. The creatures methods are predictable, they will swoop from above and grab on with all 6 legs digging into the victim.(clinging) It's other 2 manipulative arms undo buckles, snaps, zippers etc. Survivors tell that once you get past the initial cling, the act of devouring the clothing is relatively painless. When the Floth-Ha is upon it's victim, it drapes it's wings over to completely engulf the victim. It's back and wings are it's primary defense, they are completely impervious to all forms of physical attacks, lasers and radiation type weapons, And since they have chameleon capabilities, it's extremely possible to not even see the actual attack on the ground. Shutters are solitary animals and will only be in numbers of 2 during mating. They are attracted to heat and bright lights. The name "Shutters" comes from the unconscious twitching they display while they sleep clinging to a tree. This motion temporally negates their chameleon bonuses and makes them more easily visible. Of course when they cling in this manner they only expose their wings and back , protecting their soft underbellies.(AC of only 5) When they cling in this manner, they cannot be forcefully removed, unless a well orchestrated combined PS of 40 is applied. Even in death, the creatures remain affixed. For obvious reasons, the Shutters' wings are very valuable in Gamma Terra, and will fetch the handsome price of 8,500 domars for just 1 of a set of wings.


Fragger

Reported By: BJ Johnson in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Frakenpet

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Frankenstein

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Free Car

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Freleng

Reported By: Kim Eastland in GW09 Module

Role: NPC
Base Stock: Human

MCC Stat Block: Freleng ( ()): Init -3; atk see description; AC 10; HD 1D12 hp 7; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D12
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Frid Esk 'Phoenix Hedge'

Reported By: Kim Eastland in GW06 Module

Role: Unknown
Base Stock: Hedge

MCC Stat Block: Frid Esk 'Phoenix Hedge' (1d4 (2)): Init +4; atk see description; AC 13; HD 7D5 hp 21 each; NO MOVEMENT; 1d20; SV Fort +0, Ref +0, Will -3
Mutations: (P) Increased Sense - Smell, Radar / Sonar.

Number Appearing: 1d4
Morale: 0
Hit Dice: HD 7D5
Armor: 3 (AC 13)
Size: Huge (6M long, 2m Tall)

Movement: NO MOVEMENT

Attack: See Description

MS: 2 PS: 5
IN: 3 DX: 11
CH: 3 CN: 9

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Any except underground
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Phoenix hedges are long low hedges that perfectly match other, normal hedges in the same geographic locale. They are called phonexis hedges because they can be hacked burned, radiated, checmically defoliated, etc, and they will still grow back within a week.Behavior:If the roots of the Frid Esk are exposed they will emit a radiation plaster of 1d6+6 intensity to everyone within 30 feet. The jaws amd spikes are hidden under large leaves and can not normally be seen.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: If the roots of the Frid Esk are exposed they will emit a radiation plaster of 1d6+6 intensity to everyone within 30 feet. The jaws amd spikes are hidden under large leaves and can not normally be seen.


Froghemoth

Reported By: unknown contributor in Famine at Fargo 7th Edition

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Frothgon 'Gliding Dragon'

Reported By: Kim Eastland in GW09 Module

Role: Dragon
Base Stock: Lizard

MCC Stat Block: Frothgon 'Gliding Dragon' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Funes' Symbiot

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Gallus Gallus 5/13

Reported By: Michael Price in GW2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Garbug Flying Lobster

Reported By: unknown contributor in Famine at Fargo 7th Edition

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Gardening Robot

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Garf

Reported By: BJ Johnson in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Garrel 'Sneakers'

Reported By: Douglas A. Lent in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Common Gray Squirrel

MCC Stat Block: Garrel 'Sneakers' (1d4 (2)): Init +2; atk bite melee -2 (1d4-3); AC 18; HD 2D7 hp 8 each; MV 90' or Climb 45' ; 1d20; SV Fort -1, Ref +1, Will -2
Mutations: Displacement, stunning force, teleport object

Number Appearing: 1d4
Morale: 3
Hit Dice: HD 2D7
Armor: 8 (AC 18)
Size: Small (.6 Meters Tall)

Movement: MV 90' or Climb 45'

Attack: Bite melee -2 (1d4-3)

MS: 5 PS: 3
IN: 6 DX: 14
CH: 3 CN: 7

Frequency: Uncommon
Organization: Tribal
Activity Cycle: Day
Diet: Various Nuts, Fruits, and Grains
Habitat: Temperate Forests
Tech Level: 0 - 0
Artifacts: (LOTS)

Description: Description: Garrels are agile mam- mals of reasonable intelligence that have developed several special skills to foil predators. They are intensely curious beings, and they love to collect small pieces of both metal and plastic, espe- cially if they are shiny, have strange shapes, or are in some other way attrac- tive to the garrel. Because of this, gar- rels often unwittingly have one or two small artifacts in their possession, mak- ing them targets for treasure hunters(especially for Archivists). However, it is unlikely that the garrels need fear extinction at the hands of such as these.When not gathering food, a garrel is always on the lookout for new items to add to its collection. Anyone who camps in or near a forest inhabited by garrels can expect at least one of these creatures to be lurking nearby, just out of sight. The garrel will wait until it sees something attractive thats also unguarded. It will then use its teleport object ability to gain possession of the item and will then return to its lair, most often a hollow tree trunk or a small burrow, where the garrel will put the item with the others it has accumulated.If a garrel is attacked, either by a predator or by angry beings whose equipment has been borrowed," its first reaction will be to flee, holding any treasures it has acquired for as long as it can, using its speed, agility, tree-climbing skills, and any available foliage to speed its escape. Garrels prefer forests with a thick blanket of undergrowth so that they can lose pursuit with a minimum of effort. During the chase, the garrel will trust its displacement ability to send it to safety if it is at any time in imminent danger of being killed.If displacement cannot be used, the garrel will then use its stunning force to buy time. Garrels are immune to the effects of another garrels stunning force attack. If both of the previous powers have been used and the garrel is still in danger, it will then attack its pursuer, biting with its sharp teeth and never relenting.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Gator 'Green Hissers'

Reported By: James Ward in 0 - Metamorphsis Alpha

Role: Monster - Domesticatible
Base Stock: Alligator

MCC Stat Block: Gator 'Green Hissers' (1d6 (3)): Init +1; atk bite melee +2 (1d6+1) and tail slap melee +2 (1d4+1); AC 16; HD 3D7 hp 12 each; MV 10' or Swim 30' ; 1d20; SV Fort +1, Ref -1, Will +1
Mutations: (P) Immune to Radiation

Number Appearing: 1d6
Morale: 12
Hit Dice: HD 3D7
Armor: 6 (AC 16)
Size: Small - Medium (1 - 2 Meter)

Movement: MV 10' or Swim 30'

Attack: Bite melee +2 (1d6+1) Bite melee +2 (1d6+1)

MS: 15 PS: 13
IN: 2 DX: 7
CH: 2 CN: 14

Frequency: Uncommon
Organization: Solitary
Activity Cycle: Day
Diet: Carnivore
Habitat: Temperate / Tropical rivers and Swamps
Tech Level: 0 - 0
Artifacts: None

Description: Description: One to Two Meter long mutated Alligators with a pair of one meter long tentacles attached to their foreheads.Behavior:Their tentacles will parale on contact (Treat as a Mental Attack Save vs. Will at DC 15). They are immune to radiation. They are solitary by nature, but will congregate in groups of 10d6 to spawn in the springtime.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Their tentacles will parale on contact (Treat as a Mental Attack Save vs. Will at DC 15). They are immune to radiation. They are solitary by nature, but will congregate in groups of 10d6 to spawn in the springtime.


Gazilla Monster

Reported By: BJ Johnson in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Gelgon 'Plated Dragon'

Reported By: Kim Eastland in GW08 Module

Role: Dragon
Base Stock: Lizard

MCC Stat Block: Gelgon 'Plated Dragon' (1): Init +7; atk bite melee +6 (1d6+3) and 2 x claws melee +6 (1d5+3); AC 17; HD 10D7 hp 40; MV 63' or Fly 63' ; 1d20+1d14; SV Fort +2, Ref +2, Will +1
Mutations: Immunity to physical damage (projectiles, hand held weapons, missle weapons) Magnetic Control, Mental Blast (1d12)

Number Appearing: 1
Morale: 15
Hit Dice: HD 10D7
Armor: 7 (AC 17)
Size: LArge (7 Meters)

Movement: MV 63' or Fly 63'

Attack: Bite melee +6 (1d6+3) Bite melee +6 (1d6+3)

MS: 13 PS: 19
IN: 13 DX: 16
CH: 8 CN: 17

Frequency: Extremely Rare
Organization: Solitary hunter
Activity Cycle: Any
Diet: Carnivore
Habitat: Underground Tunnels, caves, or installations
Tech Level: 4 - 7
Artifacts: Metalic Items, especially weapons

Description: Description: (Pet) Sho'day are nocturnal birds that avoid confrontation and are extremely curious. They will circle low over encampments and sometime 'buzz' them to get a better look at those sitting around the campground. They love hot food of any kind. If the campground has any, and the campers are friendly, they will attempt to land. The Sho'day nest in trees and tall rocks and soar to incredible heights when hunting, they usually hunt small mammals or fish. They have incredible sight, are completely black, and have a wingspan of over 6 feet. Combat: The Gelgon will attack with its mental blast, while using Magnetic Control to stip the party of their weapons. Once they are stripped of their weapons, the Gelgon will attempt to use the metal armor the attackers are carrying to hold them at range. As the Gelgon is immunce to physcial damage, this is effective against all but the most high tech attackers.Equiptment: Gelgon loves to hoard metallic items, expecially weapons.Society: Solitary until mating season. Then two Erdgon's will seek each other out and mate. A female will ensure the eggs are hidden well underground and protect the clutch until they are ready to hatch. The mother will then leave the clutch a day or two before the eggs hatch.

Combat: The Gelgon will attack with its mental blast, while using Magnetic Control to stip the party of their weapons. Once they are stripped of their weapons, the Gelgon will attempt to use the metal armor the attackers are carrying to hold them at range. As the Gelgon is immunce to physcial damage, this is effective against all but the most high tech attackers.

Society: Solitary until mating season. Then two Erdgon's will seek each other out and mate. A female will ensure the eggs are hidden well underground and protect the clutch until they are ready to hatch. The mother will then leave the clutch a day or two before the eggs hatch.

Behavior: Behavior modeling incomplete


General Household Robot 'Bot'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: General Household Robot 'Bot' (1d10 (5)): Init +1; atk 2 x tentacles melee +2 (1d5+1); AC 16; HD 2D12 hp 13 each; MV 30' ; 1d20; SV Fort +2, Ref +0, Will -1
Mutations: None

Number Appearing: 1d10
Morale: 3
Hit Dice: HD 2D12
Armor: 6 (AC 16)
Size: Unknown

Movement: MV 30'

Attack: 2 x Tentacles melee +2 (1d5+1)

MS: 6 PS: 13
IN: 3 DX: 9
CH: More observations needed CN: More observations needed

Frequency: Common
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Home
Tech Level: 5 - 7
Artifacts: Unknown

Description: Description: These 2-meter tall humanoid-shaped Robots have two short grippers and two 1-meter tentacles. Each has some or all of the following: cleaning and polishing attachments, maintenance tools, a trash compactor, a vacuum unit (with hose), an incinerator, a storage bin and a spray nozzle attached to small tanks of cleaning liquids, disinfectants and insecticides.Behavior:As a rule the household robot is very polite and will perform harmless tasks given it by people that don't even have an ID card. However such a request is ignored if the robot has a task or if it would cause harm to people or property, or if it would leave a stranger unattended in what the robot considers home territory.Mission: The top of this oval robot looks like a serving plate. A smooth mass of metal hangs down a full meter below this concave area. Two 2-meter-long retractable tentels are mounted along the edges. It floats on antigrav pods. It uses a calm, smooth female voice for victims, anda bold, authortative male voice for bystanders.Equiptment: 1 x Communicator1 x Fire Extinguisher1 x Flashlight1 x Voltmeter1 x External Thermoter1 x Hot Plate1 x Holo Replay Projector

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: As a rule the household robot is very polite and will perform harmless tasks given it by people that don't even have an ID card. However such a request is ignored if the robot has a task or if it would cause harm to people or property, or if it would leave a stranger unattended in what the robot considers home territory.


General Robotoid 'Waiter Bots'

Reported By: unknown contributor in The Albuquerque Starpor

Role: Robot
Base Stock: Unknown

MCC Stat Block: General Robotoid 'Waiter Bots' (1d6 (3)): Init +2; atk see description; AC 15; HD 4D5 hp 12 each; MV 15' ; 1d20; SV Fort +1, Ref +0, Will +0
Mutations: Unknown

Number Appearing: 1d6
Morale: More observations needed
Hit Dice: HD 4D5
Armor: 5 (AC 15)
Size: Unknown

Movement: MV 15'

Attack: See Description

MS: 11 PS: 11
IN: 11 DX: 11
CH: 11 CN: 11

Frequency: Common
Organization: Kitchen brigade
Activity Cycle: Anytime PSH are present
Diet: Unknown
Habitat: Ruins, Restaurants
Tech Level: 3 - 6
Artifacts: Serving and Cooking instruments

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Genetic Flagellant

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ger'tal 'Water Walker'

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Water Strider

MCC Stat Block: Ger'tal 'Water Walker' (2d4 (5)): Init +5; atk bite melee +3 (1d10+1); AC 14; HD 8D7 hp 32 each; MV Swim 15' ; 1d20; SV Fort +0, Ref +1, Will -2
Mutations: Energy Absorption; Gamma Eyes; Stunning Force

Number Appearing: 2d4
Morale: 7
Hit Dice: HD 8D7
Armor: 4 (AC 14)
Size: Small (.5 - 1 Meter)

Movement: MV Swim 15'

Attack: Bite melee +3 (1d10+1)

MS: 5 PS: 13
IN: 2 DX: 13
CH: 1 CN: 9

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Omnivore / Carrion
Habitat: Lakes and Ocean
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Ger'tal are mutant water striders. They have a slender, dark body, and the ability to "walk" on water. This is accomplished by large water resistant hairs on each foot. To move It extends one claw into the water (otherwise it would just sit there unable to move). They are important carrion eaters.Behavior:They lay flat on the water until possible prey or carrion is sighted. If the prey is live, the ger'tal moves within range of its stunning force and uses it. Anyone not stunned is bitten or irradiated to death.Ger'tal are found in clumps- that is in groups that have no interaction between members. They feed on anything living or dead on or near the water.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: They lay flat on the water until possible prey or carrion is sighted. If the prey is live, the ger'tal moves within range of its stunning force and uses it. Anyone not stunned is bitten or irradiated to death.Ger'tal are found in clumps- that is in groups that have no interaction between members. They feed on anything living or dead on or near the water.


Ghitgon 'Air Dragon'

Reported By: Kim Eastland in GW09 Module

Role: Dragon
Base Stock: Lizard

MCC Stat Block: Ghitgon 'Air Dragon' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ghol'm

Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Giant Ant 'Gi-Ant'

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Ant

MCC Stat Block: Giant Ant 'Gi-Ant' (5d10 (27)): Init +5; atk bite melee +3 (1d20) and sting melee +3 (1d6); AC 12; HD 10D7 hp 40 each; MV 15' ; 1d20+1d14; SV Fort -1, Ref +0, Will -3
Mutations: Full Carapace; Heightened Senses - smell and touch; Poison (into 18/destructive)

Number Appearing: 5d10
Morale: 7
Hit Dice: HD 10D7
Armor: 2 (AC 12)
Size: Large (3 Meters)

Movement: MV 15'

Attack: Bite melee +3 (1d20) Bite melee +3 (1d20)

MS: 2 PS: 9
IN: 2 DX: 10
CH: 2 CN: 7

Frequency: Uncommon
Organization: Hive
Activity Cycle: Day
Diet: Carnivore
Habitat: Any Dry Warm Land
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Large Ants the Size of Horses Behavior:Ants with 18-20 HD do 2d10 points of damage with their bite, those with 21-25 do 3d10. If a bite succeeds on an 18+ the ant has grabbed the target. Roll d6: 1-3- arms free, 4- one arm held, 5- two arms held, 6- all arms held. One subsequent rounds, the ant does bite damage. Only a tough PS check (or the death of the ant) will free the target. If the ant does not grab it will use its sting on the target.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Ants with 18-20 HD do 2d10 points of damage with their bite, those with 21-25 do 3d10. If a bite succeeds on an 18+ the ant has grabbed the target. Roll d6: 1-3- arms free, 4- one arm held, 5- two arms held, 6- all arms held. One subsequent rounds, the ant does bite damage. Only a tough PS check (or the death of the ant) will free the target. If the ant does not grab it will use its sting on the target.


Giant Potato Bug 'Taterbug'

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Potato bug

MCC Stat Block: Giant Potato Bug 'Taterbug' (2d10 (11)): Init +7; atk 2 x 'hands' melee +10 (1d4+6); AC 16; HD 13D7 hp 52 each; MV 15' ; 1d20+1d20; SV Fort +4, Ref +0, Will +0
Mutations: None

Number Appearing: 2d10
Morale: 8
Hit Dice: HD 13D7
Armor: 6 (AC 16)
Size: Large (8-10 Meters)

Movement: MV 15'

Attack: 2 x 'Hands' melee +10 (1d4+6)

MS: 11 PS: 31
IN: 2 DX: 9
CH: 1 CN: 21

Frequency: Common
Organization: Unknown
Activity Cycle: Unknown
Diet: Herbivore
Habitat: Temperate Plains
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: These giant, docile herbivores roam the vast overgrown grasslands of Gamma Terra, and are comparable to the large herds of buffalo that once roamed the plains of America. These animals typically have no mutations other than their large size.Behavior:So large and well armored that they have few natural enemies, these animals have been adapted into war-mounts by many societies. A odd saddle with rails that run parallel to the bottom of the beast , (wrapping under the segmented armor plates to prevent it from rolling into a ball) is fitted at the apex of the creatures back. A pair of barbed spikes is inserted under the first segment of armored plate, between the head and the torso of the animal. Reins are attached to these spikes to facilitate guiding the animal, just as with a more traditional steed. A set of stirrups dangle from the saddle and are connected by chains to the trailing edge of the rails. By pulling forward on these stirrups the creature is encouraged to move forward. These creatures are very fast, about half the speed of a centisteed, at full speed.If attacked, a herd will run in a random direction. If one runs over a creature (less than 3m tall and it must make a To- Hit roll), it inflicts 4d10 points of damage.Giant potato bugs (or sow bugs or pill bugs) are very important to the plains ecosystem. They are hunted by specialized carnivores (like the Ti'tal and the obb) that can break through the bugs' armor.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: So large and well armored that they have few natural enemies, these animals have been adapted into war-mounts by many societies. A odd saddle with rails that run parallel to the bottom of the beast , (wrapping under the segmented armor plates to prevent it from rolling into a ball) is fitted at the apex of the creatures back. A pair of barbed spikes is inserted under the first segment of armored plate, between the head and the torso of the animal. Reins are attached to these spikes to facilitate guiding the animal, just as with a more traditional steed. A set of stirrups dangle from the saddle and are connected by chains to the trailing edge of the rails. By pulling forward on these stirrups the creature is encouraged to move forward. These creatures are very fast, about half the speed of a centisteed, at full speed.If attacked, a herd will run in a random direction. If one runs over a creature (less than 3m tall and it must make a To- Hit roll), it inflicts 4d10 points of damage.Giant potato bugs (or sow bugs or pill bugs) are very important to the plains ecosystem. They are hunted by specialized carnivores (like the Ti'tal and the obb) that can break through the bugs' armor.


Giggle Bugs (Caterpillars)

Reported By: John M. Maxstadt in Dragon Magazine 126

Role: Monster
Base Stock: Puss moth

MCC Stat Block: Giggle Bugs (Caterpillars) (1): Init +2; atk see description; AC 20; HD 3D7 hp 12; MV 8' ; 1d20; SV Fort +0, Ref +0, Will -2
Mutations: (P) Beguiling, Poison Immunity, Taller

Number Appearing: 1
Morale: 10
Hit Dice: HD 3D7
Armor: 10 (AC 20)
Size: Medium (1 meter long with 5 meter wingspan)

Movement: MV 8'

Attack: See Description

MS: 4 PS: 10
IN: 9 DX: 9
CH: 2 CN: 11

Frequency: Rare
Organization: Unknown
Activity Cycle: Day
Diet: Grass Plants, Especially Poisonous Ones
Habitat: Temperate Forests and Scrublands
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Giggle bugs spend most of their lives as caterpillars (the statistics in parentheses above refer to the adult moths, which do not have the beguiling mutation). Unlike most caterpillars with protective coloration, giggle bugs are quite prominent and distinctive: spotted, striped, and checkered in green, yellow, pink, red, blue, and white, with a clownlike false face on each end and mobile projections that resemble pin- wheels and party noisemakers. The effect is magnified by its mutational powers to become highly comical so much so that most intelligent creatures that see a giggle bug must make a successful check vs. their MS x 2 or collapse in helpless laughter. A new MS check is rolled every 6 action turns after a failed one; if a crea- ture makes a subsequent roll, then it may stop laughing and crawl away. However, if a creature having made a successful MS check continues to look at the caterpillar, however, or even thinks about it clearly enough to make an attack, another MS check is required every action turn.If a creature laughs without rest for more minutes than it has points of CN, then exhaustion sets in, incapacitating the creature for 3 search turns. During this time, the creature may make no attacks, and must move at half speed. Creatures (including PCs) with IN less than 4 or greater than 16 are not affected by the giggle bugs comical appearance. Blind creatures and machines with purely artificial intelligence (like androids and robots) are also immune, but cyborgs, with their human brains, are not.Giggle bugs are immune to all kinds of poison, and they habitually feed on poisonous plants; consequently, their bodies are also poisonous (roll 3d6 for poison intensity for any giggle bug that a character tries to bite or eat). Giggle bugs remain in cater- pillar form from March through November. They pupate in the winter and emerge the following March as huge, gaudy moths that live only long enough to mate and lay eggs. The eggs take a full year to hatch. Eggs, pupae, and adult moths are all harlequin-colored; they cannot excite laughter as the caterpillars do, but they are equally poisonous.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Giggle Bugs (Moths)

Reported By: John M. Maxstadt in Dragon Magazine 126

Role: Monster
Base Stock: Puss moth

MCC Stat Block: Giggle Bugs (Moths) (1d4 (2)): Init +2; atk see description; AC 20; HD 3D7 hp 12 each; MV 8' or Fly 30' ; 1d20; SV Fort +0, Ref +0, Will -2
Mutations: (P) Poison Immunity, Taller

Number Appearing: 1d4
Morale: 20
Hit Dice: HD 3D7
Armor: 10 (AC 20)
Size: Medium (1 meter long)

Movement: MV 8' or Fly 30'

Attack: See Description

MS: 4 PS: 10
IN: 9 DX: 9
CH: 2 CN: 11

Frequency: Rare
Organization: Unknown
Activity Cycle: Day
Diet: Grass Plants, Especially Poisonous Ones
Habitat: Temperate Forests and Scrublands
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Ba'mutan are gentle herbivores that have evolved into extremely large, well-defended creatures. They resemble a copper colored armadillo with a dragon's head. They can grow up to 30 feet in length, and they are over 12 feet tall. They are primarily nocturnal and thus almost completely blind in the daylight. However their hearing is excellent and can get around with just that sense. Ba'mutan have large shells that can conceal the formation of a 'land pearl'. A little less than half of the Ba'mutan out there have these pearls. There is no way to determine if a given Ba'mutan has a pearl outside of killing it and spending four days extracting it from its shell. Because of this, over time the Ba'mutan who were solitary creatures have become extinct and the only surviving creatures are herd animals. This means that groups of these creatures will be found together and attacking one to extract its pearl will cause the whole herd to panic and attack.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Gliders 'Zap Lizards'

Reported By: Danny Moynihan in Dragon Magazine 108

Role: Monster
Base Stock: Komodo dragon

MCC Stat Block: Gliders 'Zap Lizards' (1d4 (2)): Init +4; atk bite melee +3 (1d6+2) and 2 x rear claws melee +3 (1d4+2); AC 14; HD 3D7 hp 12 each; MV 19' or Fly 75' ; 1d20; SV Fort -1, Ref +2, Will -3
Mutations: Chameleon powers, heightened dexterity, radiation eyes (variant), and wings (variant, limited)

Number Appearing: 1d4
Morale: 4
Hit Dice: HD 3D7
Armor: 4 (AC 14)
Size: Medium (2m Long)

Movement: MV 19' or Fly 75'

Attack: Bite melee +3 (1d6+2) Bite melee +3 (1d6+2)

MS: 2 PS: 16
IN: 2 DX: 17
CH: 2 CN: 6

Frequency: Uncommon
Organization: Individual or mated pairs
Activity Cycle: Day
Diet: Small animals of all types
Habitat: Southeast Asian jungles
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Gliders are large lizards which possess extraordinary powers of concealment. They are carnivorous in nature, and their forelegs have developed into broad wings, which they use to swoop down on their prey. Gliders cannot truly fly, but can descend upon a victim in a silent glide that adds a +2 bonus to oppo- nents chances of being surprised (even with heightened hearing). This glide can be extended for twice as far a distance as the gliders altitude at the time it takes off; e.g., a glider starting at a height of 20 m can glide down to prey on the ground 40 m away. Gliders climb extremely well using their back legs and winged forearms, each of which has a free claw useful only for hooking into tree bark to hold position. Gliders may be found at any altitude to which trees can grow. They avoid sailing out over bodies of water, as they cannot swim. Though of animal-like intelligence, gliders rarely bother creatures which possess considerable amounts of Tech II or Tech III equipment, perhaps because they dislike the smell produced by such items. Gliders often can be caught when young and raised as pets. Native jungle inhabit- ants have also lived in peace with gliders, feeding them on scraps and employing them as guards for villages. Gliders possess a low-grade form of radiation eyes (2d6 Intensity Level radia- tion per shot) that is emitted as beams of green laser light. They use this attack only against large creatures, and never against creatures they intend to eat.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Glower

Reported By: Michael Price in GW2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Glucust

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Green Hissers

Reported By: Paul Kenney in Mud Glat Walker

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Greep

Reported By: BJ Johnson in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Gremlin

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Gren 'Green Man'

Reported By: unknown contributor in 1st Edition

Role: Race
Base Stock: Human

MCC Stat Block: Gren 'Green Man' (1d8 (4)): Init +9; atk weapon melee +6 (1d10+2); AC 16; HD 15D5 hp 45 each; MV 30' ; 1d20+1d20; SV Fort +1, Ref +1, Will +2
Mutations: None

Number Appearing: 1d8
Morale: 13
Hit Dice: HD 15D5
Armor: 6 (AC 16)
Size: Medium (2 Meter)

Movement: MV 30'

Attack: Weapon melee +6 (1d10+2)

MS: 16 PS: 16
IN: 15 DX: 15
CH: 13 CN: 15

Frequency: Common
Organization: Tribal
Activity Cycle: Night
Diet: Omnivore
Habitat: Temperate / tropical forest
Tech Level: 1 - 2
Artifacts: None

Description (Initial Observation): Description: Grens look like Green skinned pure strain humans. However, Grens are mutant humans with entirely green skin, hair, and eye pigment due to their photosyntheic skin. They have no body hair except on their heads and tend to wear little clothing so that light can reach their skin.Behavior:Grens hate ancient technology and never keep artifacts. They carry Tech Level 1 gear. They don't use armor. They live at peace with nature, and shun outsiders desiring a peaceful existence. They will help PSH 30% of the time. A community consists of 1d6 * 20 occupants. They are guarded by 1d6 domesticated Blackuns, gators, Kai Lins, or Obbs for every 10 grens. Grens keep Ert Teldens as Catapult ammunition. When away from their community, they are not accompanied by their guardians.Combat: A gren's skin color allows him to blend in with natural surroundings. If a gren is outside his normal forest environment, his Stealth/Remain Unseen bonus does not apply. Though normally peaceful, grens will defend their homes with spears, staves, and other primitive weapons if necessary. They never wear armor or use equipment above Tech Level I, and hate and shun ancient technology. Gren communities are often guarded by domesticated animals or intelligent plants, usually blackuns, gators, kal lins, or obbs. A typical tribe has 1d4 + 2 of a single type of these creatures. Other community defenses include snares and pit traps, and a few settled tribes have primitive catapults.Grens are a reclusive people, living in deep forests away from others. They rarely make contact with outsiders, sometimes trading at outposts on the edges of the forest. They're only hostile to intruders in their territory. Because of their isolation, some Grens don't speak Anglish, but most do.Society: Grens are normally nomadic, living as simple hunter-gatherers in forests and jungles. Some tribes have settled and expanded, however. These communities consist of 20-80 (1d4 X 20) members. Communities form only in very isolated areas. Settled grens still hunt and gather food, but they also tend any food plants which grow within their communities. They are careful to not harm the local ecology, trying to hvc in harmony with nature. Grens are also remarkably adept with animals and can train even the most stubborn of creatures, such as gators. This training ability also applies to semi-intelligent plants and funguses Creatures are domesticated solely for the use of the community and are never kept as personal guardians or pets. Grens are very insular but sometimes help friendly pure strain humans.Gren villages are primitive and they disdain all but Gamma Age technology. Since they don't need to hunt or farm for their food, their day-to-day life is fairly idyllic, save for warding off predators and other hazards. They often build their homes among the treetops, away from the dangers on the forest floor.

Description (Observation 1): Grens look like pure strain humans except for their dark green skin. Hair color ranges from brown to green, though a few rare individuals have blond hair. Grens wear a minimum of clothing, usually something made from leaves and grass.

Combat: A gren's skin color allows him to blend in with natural surroundings. If a gren is outside his normal forest environment, his Stealth/Remain Unseen bonus does not apply. Though normally peaceful, grens will defend their homes with spears, staves, and other primitive weapons if necessary. They never wear armor or use equipment above Tech Level I, and hate and shun ancient technology. Gren communities are often guarded by domesticated animals or intelligent plants, usually blackuns, gators, kal lins, or obbs. A typical tribe has 1d4 + 2 of a single type of these creatures. Other community defenses include snares and pit traps, and a few settled tribes have primitive catapults.Grens are a reclusive people, living in deep forests away from others. They rarely make contact with outsiders, sometimes trading at outposts on the edges of the forest. They're only hostile to intruders in their territory. Because of their isolation, some Grens don't speak Anglish, but most do.

Society: Grens are normally nomadic, living as simple hunter-gatherers in forests and jungles. Some tribes have settled and expanded, however. These communities consist of 20-80 (1d4 X 20) members. Communities form only in very isolated areas. Settled grens still hunt and gather food, but they also tend any food plants which grow within their communities. They are careful to not harm the local ecology, trying to hvc in harmony with nature. Grens are also remarkably adept with animals and can train even the most stubborn of creatures, such as gators. This training ability also applies to semi-intelligent plants and funguses Creatures are domesticated solely for the use of the community and are never kept as personal guardians or pets. Grens are very insular but sometimes help friendly pure strain humans.Gren villages are primitive and they disdain all but Gamma Age technology. Since they don't need to hunt or farm for their food, their day-to-day life is fairly idyllic, save for warding off predators and other hazards. They often build their homes among the treetops, away from the dangers on the forest floor.

Behavior: Grens hate ancient technology and never keep artifacts. They carry Tech Level 1 gear. They don't use armor. They live at peace with nature, and shun outsiders desiring a peaceful existence. They will help PSH 30% of the time. A community consists of 1d6 * 20 occupants. They are guarded by 1d6 domesticated Blackuns, gators, Kai Lins, or Obbs for every 10 grens. Grens keep Ert Teldens as Catapult ammunition. When away from their community, they are not accompanied by their guardians.


Gri'xon 'Green Living Mold'

Reported By: Kim Eastland in GW09 Module

Role: Mold
Base Stock: Mold

MCC Stat Block: Gri'xon 'Green Living Mold' ( ()): Init -3; atk see description; AC 10; HD 1D5 hp 3; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D5
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Guman 'Flat Render'

Reported By: Kim Eastland in GW08 Module

Role: Unknown
Base Stock: Unknown

MCC Stat Block: Guman 'Flat Render' (1d4 (2)): Init +3; atk see description; AC 16; HD 3D7 hp 12 each; MV 20' ; 1d20; SV Fort +0, Ref +1, Will +2
Mutations: Heightened Hearing, Mental Blast, Mental Control, Mental Paralysis

Number Appearing: 1d4
Morale: 9
Hit Dice: HD 3D7
Armor: 6 (AC 16)
Size: Large (Up to 7 Meters in Diameter)

Movement: MV 20'

Attack: See Description

MS: 17 PS: 7
IN: 3 DX: 15
CH: 1 CN: 12

Frequency: Extremely Rare
Organization: Unknown
Activity Cycle: Any
Diet: Thoughts
Habitat: Underground Tunnels, caves, or installations
Tech Level: 0 - 0
Artifacts: None

Description: Description: Guman are only found underground as they cannot tolerate sunlight (solar energy(. These paper-thin creatureds are extremely mobile, covered with strong cila, and can climb any surface. They can stay perfectly still on any surface and alter their molecules to sink into the surface. In this manner they become part of the surface while retaining their idenity and mental capacity. This power is so effective that a character needs to be within a meter of them to automatically see them.Combat: A guman notices all creatures coming into its area through its heightened hearing. A guman may attack with its mental powers without losing its ability to remain within the surface, even when it has taken over another body and left the area. The gunman lives on thoughts and the brain's alpha waves, so they must mentally feed on other creatures. For every 12 hours that a guman occupies a character's body that character's natural MS and IN will drop by 1. Even if the guman leaves or is driven out, the MS and IN loss remain. Equiptment: Guman collect no treasure but often intelligent characters who have lived through guman mental control will suddenly find that they have a skill or talent they never had before. Apparently guman carry around residual memories from other victims and these are someitmes transferred to new victims.

Combat: A guman notices all creatures coming into its area through its heightened hearing. A guman may attack with its mental powers without losing its ability to remain within the surface, even when it has taken over another body and left the area. The gunman lives on thoughts and the brain's alpha waves, so they must mentally feed on other creatures. For every 12 hours that a guman occupies a character's body that character's natural MS and IN will drop by 1. Even if the guman leaves or is driven out, the MS and IN loss remain.

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Gwyll

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hargon 'Snow Dragon'

Reported By: Kim Eastland in GW10 Module

Role: Dragon
Base Stock: Dragon

MCC Stat Block: Hargon 'Snow Dragon' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Harlan Quade

Reported By: Kim Eastland in GW10 Module

Role: NPC
Base Stock: Human

MCC Stat Block: Harlan Quade ( ()): Init -3; atk see description; AC 10; HD 1D4 hp 3; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D4
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Harmony Tree 'Friendlies'

Reported By: John M. Maxstadt in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Jejebe tree

MCC Stat Block: Harmony Tree 'Friendlies' (1): Init +4; atk see description; AC 14; HD 11D5 hp 33; NO MOVEMENT; 1d20+1d16; SV Fort +1, Ref -2, Will +1
Mutations: Allurement (improved), new body parts (intelligent brain),poison fruit

Number Appearing: 1
Morale: 8
Hit Dice: HD 11D5
Armor: 4 (AC 14)
Size: Garganiun (10 Meter Tall)

Movement: NO MOVEMENT

Attack: See Description

MS: 14 PS: 3
IN: 10 DX: 4
CH: 13 CN: 13

Frequency: Rare
Organization: Tribal
Activity Cycle: Day
Diet: Nutrients from soil
Habitat: Open to semi-open tropical rainforest
Tech Level: 0 - 0
Artifacts: (LOTS)

Description: Description: There is a 20% chance that players have not encountered 1 tree, but 1d20 trees. The harmony tree is extremely handsome graceful and straight, with large yellow flowers, red plumlike fruit, and lush, glossy green leaves the year around. Any creature with intelligence between 2 and 16 (not including robots or androids, but includ- ing cyborgs) that comes within 20 m of a harmony tree must defend vs. a mental attack or become psychologically depen- dent on the tree. Victims are overcome with a feeling of great peace and har- mony, and will be totally unwilling to leave the euphoric atmosphere of the tree or see it harmed in any way. Vic-ims must be killed, stunned, or other- wise subdued if they are to be removed from the trees influence. Once out of range, the victim will recover his or her normal senses. However, victims of a harmony tree are immune to fear gener- ation, mental control, and empathy while under the trees control.Creatures under a harmony trees control feel no need to eat, and they would shudder at the mere idea of hurt- ing any living thing, especially the tree itself. They will not even fight to defend themselves if attacked (but see below). However, if a victim is attacked and hurt, the tree must try to regain control (a mental attack at + 2); if the victim is brought to 10% of his or her hit points, the tree may attack again at no bonus. If this attempt to control the victim fails, the victim is free to escape.If anyone tries to harm the tree, all its victims will attack the offender in a frenzy of blind hatred, using the most effective available attack form at + 4 to hit. In this frenzy, victims will ignore damage to themselves, and can be injured and killed without the tree have- ing to renew its control over them at all. Victims of a harmony tree that are not attacked and killed will slowly, happily starve to death.A harmony tree will keep an entou- rage of as many creatures as possible, since this is its only means of defense. These creatures are often quite varied and even naturally hostile to each other, but they will lie down lovingly together at the base of the harmony tree (this being one way to identify the latter). If a victim is killed or starves to death, the tree will cause the survivors to hide the corpse by burying it or throwing it as far as possible, according to their abili- ties. However, it will have them keep any weapons on the body, as well as any weapons they have themselves, as the guardians may be called upon to use these in defense of the tree. Victims will hide weapons among the branches of the tree or play with them peacefully until someone attacks the tree. In gen- eral, the tree uses the senses of its vic- tims, but they are guided entirely by its intelligence, which may be higher or lower than their own.In any harmony tree encounter, the GM should decide what sort of entou- rage the tree should have, based on the size, status, and overall power of the player character party. There may be nothing but a few dead bodies under the tree, or up to a dozen assorted creatures including a few humans or humanoids with artifacts. Something should almost always be under a harmony tree, since no one can bury the last victims if they all die.The fruit of the harmony tree is inten- sity 7 slow poison. If the tree captures a victim too small to use in its defense (5 HD or less), it may force the victim to eat a fruit and then walk or fly away at normal speed to die within 1-3 hours, starting a new tree. Even after it leaves the 20 m range of the tree, the victim will not regain its senses unless it sur- vives the poisoning, being overcome with misery at having been cast out. This is the way in which the harmony tree propogates itself. A free-willed character that eats a ripe harmony fruit (indistinguishable from an unripe one) will gain four points of mental strength for one hour. Eating unripe harmony fruit will not increase a characters men- tal strength. At any given time, 10% of the fruit on a harmony tree will be ripe. All of it will be poisonous, and of course a character must survive the poison to gain the mental strength. The poisonous effects of all harmony fruit eaten in one day are cumulative, so two harmony fruit will act as intensity 14 poison.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Harod 'Powdery Snow Rat'

Reported By: Kim Eastland in GW10 Module

Role: Unknown
Base Stock: Rat

MCC Stat Block: Harod 'Powdery Snow Rat' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hawk Wolf

Reported By: BK "death_machine_2416" in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hawkoid 'Sparrowhawks'

Reported By: James Ward in 0 - Metamorphsis Alpha

Role: Pet
Base Stock: sparrowhawks

MCC Stat Block: Hawkoid 'Sparrowhawks' (2d6 (7)): Init +3; atk weapon melee +1 (1d5) and bite melee +1 (1d3); AC 13; HD 4D7 hp 16 each; MV 20' or Fly 60' ; 1d20; SV Fort +0, Ref +1, Will +1
Mutations: (M) Fear Generation, Levitation, Repulsion Field

Number Appearing: 2d6
Morale: 12
Hit Dice: HD 4D7
Armor: 3 (AC 13)
Size: Medium (1.5 Meter)

Movement: MV 20' or Fly 60'

Attack: Weapon melee +1 (1d5) Weapon melee +1 (1d5)

MS: 14 PS: 10
IN: 10 DX: 15
CH: 5 CN: 10

Frequency: Uncommon
Organization: Pack
Activity Cycle: Day
Diet: Carnivore
Habitat: Temperate Forests and Hills
Tech Level: 1 - 2
Artifacts: None

Description (Initial Observation): Description: Mutated sparrowhawks that grow to a height of 1.5 meters with a 1 meter wingspan. Their legs do not end in talons, but end in hands.Behavior:These hawks will use Tech Level 1 gear and are highly intelligent. They are fearless and carnivorous.Combat: Hawkoids are aggressive hunters and will attack almost any reptilian or mammalian life form for food. They are nearly fearless. Hawkoids almost always attack first by swooping silently down upon their prey, attempting to get in one surprise attack. After that, they will usually stay in melee range of a chosen victim, fighting until one or the other is dead. If hard pressed, or if a group of prey seemingly has a powerful guardian, hawkoids will use their fear generation to drive the biggest threat away. Though largely fearless, they are not stupid, and will retreat if their lives are threatened. Hawkoids generally have their repulsion fields to protect them when they decide to retreat with any victims they have slain.Society: Hawkoids consider Hissers and hoops special delicacies. They will not eat carrion. They consider carrins disgusting and will not associate with them. Hawkoids seldom land, preferring to levitate even when fighting or talking. The ability to fly is so precious to them that if for some reason a Hawkoid loses it, it enters a self-induced coma and wills itself to death.

Description (Observation 1): Hawkoids are mutated forms of sparrowhawks. They grow to a height of 1.5 meters and their wingspan is equal to their height. They have many human elements, including human-like hands on their wings and legs. These creatures usually wear clothing of some sort, and all wear at least a harness for weapons and equipment. The feathers of a Hawkoid are predominantly brown, though they have white markings. Male hawkoids have beautiful white crescents on the undersides of their wings. They often wear light armor (such as leather, studded leather, and other non-bulky, non-metallic armor), and most use two weapons, wielding them in their hand-like talons.

Combat: Hawkoids are aggressive hunters and will attack almost any reptilian or mammalian life form for food. They are nearly fearless. Hawkoids almost always attack first by swooping silently down upon their prey, attempting to get in one surprise attack. After that, they will usually stay in melee range of a chosen victim, fighting until one or the other is dead. If hard pressed, or if a group of prey seemingly has a powerful guardian, hawkoids will use their fear generation to drive the biggest threat away. Though largely fearless, they are not stupid, and will retreat if their lives are threatened. Hawkoids generally have their repulsion fields to protect them when they decide to retreat with any victims they have slain.

Society: Hawkoids consider Hissers and hoops special delicacies. They will not eat carrion. They consider carrins disgusting and will not associate with them. Hawkoids seldom land, preferring to levitate even when fighting or talking. The ability to fly is so precious to them that if for some reason a Hawkoid loses it, it enters a self-induced coma and wills itself to death.

Behavior: These hawks will use Tech Level 1 gear and are highly intelligent. They are fearless and carnivorous.


Healers

Reported By: unknown contributor in data source corrupted.

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hell Fly

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Hellworm

MCC Stat Block: Hell Fly (1d2 (1)): Init +3; atk bite melee +4 (1d10+2) and 2 x claws melee +4 (1d12+2); AC 16; HD 6D7 hp 24; MV 8' or Fly 28' ; 1d20; SV Fort +2, Ref +0, Will -1
Mutations: Heightened Sense (smell); Poison (into 20/paralytic); Gas generation (into 22/paralytic); Immune to Fire/Heat; Mental Paralysis; Confusion

Number Appearing: 1d2
Morale: 10
Hit Dice: HD 6D7
Armor: 6 (AC 16)
Size: Medium (2 Meters)

Movement: MV 8' or Fly 28'

Attack: Bite melee +4 (1d10+2) Bite melee +4 (1d10+2)

MS: 6 PS: 16
IN: 2 DX: 12
CH: 1 CN: 16

Frequency: Very Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: None
Habitat: Volcanic Areas
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: giant butterflies with red and yellow markings.Behavior:The pair hunts for food for the next generation. They swoop down (and are easy to see) on and attempt to paralyse potential food. When the prey is paralysed, the female inject it with 100- 1000 eggs. The eggs release a paralytic compound to keep the food from moving until they hatch. If the eggs are elim- inated (inventive GMs will thing of how), the affected PC/animal/NPC can be restored to normal. Hellflies live only for 2 weeks and do not feed.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: The pair hunts for food for the next generation. They swoop down (and are easy to see) on and attempt to paralyse potential food. When the prey is paralysed, the female inject it with 100- 1000 eggs. The eggs release a paralytic compound to keep the food from moving until they hatch. If the eggs are elim- inated (inventive GMs will thing of how), the affected PC/animal/NPC can be restored to normal. Hellflies live only for 2 weeks and do not feed.


Hell Worm

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Caterpillar

MCC Stat Block: Hell Worm (3d6 (10)): Init +5; atk horn melee +7 (1d16+4) and bite melee +7 (1d24+4); AC 11; HD 9D7 hp 36 each; MV 8' ; 1d20+1d14; SV Fort +5, Ref +0, Will -2
Mutations: Diminished sense [D](sight), Heat Dependent [D](treat like photo-dependent: 95C light), Spines(back), Horns, Immune to Fire/Heat, Pyrokinesis - Breath Weapon: cone (3m wide X10m long) of fire, damage 4d10, useable once per 4 rounds, Susceptibility cold [D]

Number Appearing: 3d6
Morale: 10
Hit Dice: HD 9D7
Armor: 1 (AC 11)
Size: Large (4 Meters)

Movement: MV 8'

Attack: Horn melee +7 (1d16+4) Horn melee +7 (1d16+4)

MS: 4 PS: 21
IN: 2 DX: 9
CH: 1 CN: 22

Frequency: Very Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Omnivore
Habitat: Volcanic Areas
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: A hellworm is a giant caterpillar with orange and yellow stripes and spots. It has 4 horns and a ridge of spines along its back.Behavior:A 'worm is aggressive and will attack any living thing it detects. If the prey is distant, the hellworm will use pyrokinesis. If the prey is up to 10 meters away, the 'worm will rear up and spit fire upon it. If the flames do not kill the prey, the hellworm will attack with its horns and bite until the prey is dead or it can spit again.They have no real society, they just congregate. They feed on heat resistant lichens and fungus, some minerals, other heat loving animals (e.g. relanops), and adventurers. Hell Worms are found in volcanos, mostly in and around the natural cavern systems found deep inside and feed on blights, yexils, yfiefs, parns, and mantas. They ignore and are ignored by obbs; they are preyed upon by the Kraak (see Overlord of Bonparr).

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: A 'worm is aggressive and will attack any living thing it detects. If the prey is distant, the hellworm will use pyrokinesis. If the prey is up to 10 meters away, the 'worm will rear up and spit fire upon it. If the flames do not kill the prey, the hellworm will attack with its horns and bite until the prey is dead or it can spit again.They have no real society, they just congregate. They feed on heat resistant lichens and fungus, some minerals, other heat loving animals (e.g. relanops), and adventurers. Hell Worms are found in volcanos, mostly in and around the natural cavern systems found deep inside and feed on blights, yexils, yfiefs, parns, and mantas. They ignore and are ignored by obbs; they are preyed upon by the Kraak (see Overlord of Bonparr).


Helslith 'Demon Snake'

Reported By: Kim Eastland in GW09 Module

Role: Unknown
Base Stock: Snake

MCC Stat Block: Helslith 'Demon Snake' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Herkel 'Dead Fish'

Reported By: unknown contributor in 1st Edition

Role: Monster
Base Stock: Piranha

MCC Stat Block: Herkel 'Dead Fish' (5d6 (17)): Init -2; atk bite melee -2 (1d6-3); AC 11; HD 2D7 hp 8 each; MV Swim 30' ; 1d20; SV Fort -3, Ref -3, Will -2
Mutations: (P) Poison Scales I18

Number Appearing: 5d6
Morale: 15
Hit Dice: HD 2D7
Armor: 1 (AC 11)
Size: Small (0.5m)

Movement: MV Swim 30'

Attack: Bite melee -2 (1d6-3)

MS: 5 PS: 2
IN: 2 DX: 2
CH: 2 CN: 3

Frequency: Uncommon
Organization: School
Activity Cycle: Day
Diet: Carnivore
Habitat: River, Lakes
Tech Level: 0 - 0
Artifacts: None

Description: Description: The herkel is a small (half-meter long) fish similar to the piranha, but found in temperate and tropical climates throughout Gamma Terra. It has a relatively flat body and a large mouth full of sharp, tearing teeth. They hunt in schools and devour anything edible in the water with them. They are only 1/2 a meter in length, their bite is quite dangerous since over a third of their length is taken up by teeth and mouth. Behavior:Herkels secrete a contact Poison I18 that make them dangerous to touch. If a large amount of blood is present in the water, there is a 30% chance that the group will break into a feeding frenzy. They will attack the closest living creature, including other Herkels, and they pass all Morale checks.Combat: Herkel are nearly always encountered in small schools of 4-16 (4d4). They viciously attack anything that comes within their reach in the water, particularly larger mammals. Their scales are coated with a thin layer of waterproof neurotoxin that affects any creature that touches them. The scent of blood in the water drives herkel into a feeding frenzy, and they'll even attack each other in such cases.Society: Herkel are found in freshwater rivers and lakes throughout Gamma Terra. They migrate frequently so as not to deplete their food sources.

Combat: Herkel are nearly always encountered in small schools of 4-16 (4d4). They viciously attack anything that comes within their reach in the water, particularly larger mammals. Their scales are coated with a thin layer of waterproof neurotoxin that affects any creature that touches them. The scent of blood in the water drives herkel into a feeding frenzy, and they'll even attack each other in such cases.

Society: Herkel are found in freshwater rivers and lakes throughout Gamma Terra. They migrate frequently so as not to deplete their food sources.

Behavior: Herkels secrete a contact Poison I18 that make them dangerous to touch. If a large amount of blood is present in the water, there is a 30% chance that the group will break into a feeding frenzy. They will attack the closest living creature, including other Herkels, and they pass all Morale checks.


Herp 'Tiger Beetles'

Reported By: unknown contributor in 1st Edition

Role: Monster
Base Stock: Tiger beetles

MCC Stat Block: Herp 'Tiger Beetles' (2d6 (7)): Init +3; atk acid squirt +2 (1d20, 100') and bite melee +8 (1d5+6); AC 17; HD 6D7 hp 24 each; MV 20' ; 1d20; SV Fort +1, Ref +0, Will +1
Mutations: (P) Carapace - Reflect Sonic

Number Appearing: 2d6
Morale: 11
Hit Dice: HD 6D7
Armor: 7 (AC 17)
Size: Large (3.5 Meters Long)

Movement: MV 20'

Attack: Acid Squirt +2 (1d20, 100') Acid Squirt +2 (1d20, 100')

MS: 13 PS: 40
IN: 4 DX: 10
CH: 2 CN: 15

Frequency: Common
Organization: Family Unit
Activity Cycle: Day
Diet: Carnivore
Habitat: Mountains and Plains
Tech Level: 0 - 0
Artifacts: None

Description: Description: Herps are mutant beetles that grow up to 3.5 meters in length, about the size of a subcompact car, with a thick, hard carapace and powerful mandibles able to crush metal and bone just as easily. They have six spindly legs and they're surprisingly accomplished climbers for their size.Behavior:Their Carapace protects them from sonic attacks and they can squirt a stream of acid (I15) up to 30 meters which will dissolve 1 cm duralloy a minute. They are skilled hunters able to track prey in any weather.Combat: Herps tend to be solitary hunters. They attack first by spitting a stream of acid at their prey, then moving in for the kill. They're relentless, and can track wounded prey for hours over virtually any kind of terrain. They tend to avoid creatures larger than themselves, but otherwise they'll attack and eat almost anything.Society: Herps fight even each other to protect their hunting grounds. They only cooperate in order to mate, with the female herp laying several large, rubbery eggs that hatch out into smaller herps, which scuttle off on their own.

Combat: Herps tend to be solitary hunters. They attack first by spitting a stream of acid at their prey, then moving in for the kill. They're relentless, and can track wounded prey for hours over virtually any kind of terrain. They tend to avoid creatures larger than themselves, but otherwise they'll attack and eat almost anything.

Society: Herps fight even each other to protect their hunting grounds. They only cooperate in order to mate, with the female herp laying several large, rubbery eggs that hatch out into smaller herps, which scuttle off on their own.

Behavior: Their Carapace protects them from sonic attacks and they can squirt a stream of acid (I15) up to 30 meters which will dissolve 1 cm duralloy a minute. They are skilled hunters able to track prey in any weather.


Hi Snake

Reported By: Dirk T. Collins in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hisser 'Man Snakes'

Reported By: unknown contributor in 1st Edition

Role: Race
Base Stock: Snake

MCC Stat Block: Hisser 'Man Snakes' (1d10 (5)): Init +7; atk weapon melee +7 (1d12+4) and bite melee +7 (1d3+4); AC 17; HD 11D5 hp 33 each; MV 20' ; 1d20+1d16; SV Fort +1, Ref +1, Will +0
Mutations: (P) Immune to Lasers and Sonics(M) Mass mind, Sonic Blast, Telepathy, and One More Rolled at Random.

Number Appearing: 1d10
Morale: 10
Hit Dice: HD 11D5
Armor: 7 (AC 17)
Size: Large (3 Meters)

Movement: MV 20'

Attack: Weapon melee +7 (1d12+4) Weapon melee +7 (1d12+4)

MS: 12 PS: 20
IN: 10 DX: 13
CH: 7 CN: 15

Frequency: Uncommon
Organization: Tribal
Activity Cycle: Day
Diet: Carnivore
Habitat: Any non arctic swamp or desert
Tech Level: 3 - 6
Artifacts: V

Description (Initial Observation): Description: A hissers is a 3-meter long mutant snake with a humanoid torso and arms, and a snake-like head and lower body. They can rear upright on their powerful tails to stand about 1.5 meters off the ground. Hisser scales tend to be green or brown, lightening toward the belly and chest area, although some tribes of hissers have brightly colored markings.Behavior:They inhabit deserts and ruins and will almost always possess one or more artifacts per creature. Societies are matriarchal with each village having one queen and 20d6 male attendants. Hissers are immune to lasers and sonic blasts. They have no language and use telepathy instead. One or two individuals in a village will known the trade language. All Hissers will have one additional mental mutation in addition to the ones listed hereCombat: Most Hissers fight with clubs, sonic blast, and mental powers, although 20% of any group may have artifacts useful in combat and known how to use them (50% chance). They wear no armor, relying on their scales which are both hard and somewhat reflective of laser attacks. Half of all hisser patrols are accompanied by packs of trained Squeekers. When accompanied by Squeekers, a hisser's Stealth/R.U. drops to + 3. Hissers seldom attack alone and are never uncoordinated. They use their telepathy to execute precise maneuvers on the battlefield. Groups follow the orders of a leader who stays back from the battle, processing the thoughts of the others. If this commander is slain, there is a brief period ( 1d6 rounds) of disorganization before another hisser assumes control. Hissers appear singly and in small bands, usually hunting for food or ancient artifacts, which they prize (although they do not always understand them). They tend to be hostile toward other creatures, which they regard as food. They're willing to eat other humanoids, which doesn't make them many friends. They're intelligent and willing to converse if there is something they can gain from it.Society: Hissers are communal creatures. Each village (clutch) is ruled by a brood queen; nearly all the Hissers of the village are her children. A nest queen may rule several villages which are composed of the offspring of herself and her children. Some Hissers have formed nations, such as Huush, ruled by a single grand matriarch, known as the Great Mother of Us All. Hisser clutches are commonly located on high ground in the swamp. These are silent communities, except for the shrieks of their Squeekers (raised for food and defense) since the man-snakes communicate entirely by telepathy. Many cannot even speak the most rudimentary languages. They have little attachment to artifacts, and tor an appropriate offer, they may sell one that they have. However, they do not trust or welcome outsiders. Hissers are intelligent and telepathic, living in the arid regions of Gamma Terra. They have no spoken or written language and are incapable of sounds other than hissing. Hisser society is matriarchal. Each tribe is ruled by a powerful female and made up of a harem of males and young. When the tribe grows to sufficient size, the matriach chooses a young female to begin a new tribe, taking some of the males with her. Hiss matriarchs are powerful, utterly ruthless creatures, dedicated to the good of the tribe.

Description (Observation 1): With the tail and head of a snake but the torso of a man, Hissers often inspire fear in others. Although they only rise to man-height, this conceals their great strength and large size (3 meters). Most have heavily tanned skin with green to blue-black scales that flash in iridescent colors, although desert dwellersrun to rust, brown and tan.

Combat: Most Hissers fight with clubs, sonic blast, and mental powers, although 20% of any group may have artifacts useful in combat and known how to use them (50% chance). They wear no armor, relying on their scales which are both hard and somewhat reflective of laser attacks. Half of all hisser patrols are accompanied by packs of trained Squeekers. When accompanied by Squeekers, a hisser's Stealth/R.U. drops to + 3. Hissers seldom attack alone and are never uncoordinated. They use their telepathy to execute precise maneuvers on the battlefield. Groups follow the orders of a leader who stays back from the battle, processing the thoughts of the others. If this commander is slain, there is a brief period ( 1d6 rounds) of disorganization before another hisser assumes control. Hissers appear singly and in small bands, usually hunting for food or ancient artifacts, which they prize (although they do not always understand them). They tend to be hostile toward other creatures, which they regard as food. They're willing to eat other humanoids, which doesn't make them many friends. They're intelligent and willing to converse if there is something they can gain from it.

Society: Hissers are communal creatures. Each village (clutch) is ruled by a brood queen; nearly all the Hissers of the village are her children. A nest queen may rule several villages which are composed of the offspring of herself and her children. Some Hissers have formed nations, such as Huush, ruled by a single grand matriarch, known as the Great Mother of Us All. Hisser clutches are commonly located on high ground in the swamp. These are silent communities, except for the shrieks of their Squeekers (raised for food and defense) since the man-snakes communicate entirely by telepathy. Many cannot even speak the most rudimentary languages. They have little attachment to artifacts, and tor an appropriate offer, they may sell one that they have. However, they do not trust or welcome outsiders. Hissers are intelligent and telepathic, living in the arid regions of Gamma Terra. They have no spoken or written language and are incapable of sounds other than hissing. Hisser society is matriarchal. Each tribe is ruled by a powerful female and made up of a harem of males and young. When the tribe grows to sufficient size, the matriach chooses a young female to begin a new tribe, taking some of the males with her. Hiss matriarchs are powerful, utterly ruthless creatures, dedicated to the good of the tribe.

Behavior: They inhabit deserts and ruins and will almost always possess one or more artifacts per creature. Societies are matriarchal with each village having one queen and 20d6 male attendants. Hissers are immune to lasers and sonic blasts. They have no language and use telepathy instead. One or two individuals in a village will known the trade language. All Hissers will have one additional mental mutation in addition to the ones listed here


Hogart 'Thunderbirds'

Reported By: Randy Johns in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Garter Snake

MCC Stat Block: Hogart 'Thunderbirds' (1d4-2 (0)): Init +4; atk bite melee +9 (1d30+6); AC 15; HD 9D7 hp 36; MV 4' or Fly 45' ; 1d20+1d14; SV Fort +2, Ref -1, Will +2
Mutations: Heightened sense (vision), new body parts (feathered wings), sonic boom generation (see below), taller

Number Appearing: 1d4-2
Morale: 7
Hit Dice: HD 9D7
Armor: 5 (AC 15)
Size: Gargantuan (30 Meters Long)

Movement: MV 4' or Fly 45'

Attack: Bite melee +9 (1d30+6)

MS: 16 PS: 60
IN: 13 DX: 7
CH: 3 CN: 16

Frequency: Very Rare
Organization: Mated Pairs
Activity Cycle: Day
Diet: Carnivore
Habitat: arctic and Subarctic regions
Tech Level: 0 - 0
Artifacts: (LOTS)

Description: Description: This mutant snake has changed beyond recognition since the Social Wars, and it now lairs in mountainous regions and near the north and south polar areas. Being clumsy and slow on land, the hogart prefers to stay aloft and avoids contact with almost all other creatures.The hogart is capable of creating sonic his mutant snake has changed beyond recognition since the Social Wars, and it now lairs in mountainous regions and near the north and south polar areas. Being clumsy and slow on land, the hogart prefers to stay aloft and avoids contact with almost all other creatures.The hogart is capable of creating sonic booms from snapping its wings. Sonic boom generation is a conscious physical mutation, useable three times per day, and it will affect all those within a 20-m radius in front of the hogart. The sonic boom blast causes 6d6 points damage, and all those who fail a constitution check (CON x 5) will become deaf for 24 hours. A hogart will only attack out of hunger or if attacked first.The hogart has learned to use its heightened vision to scan intelligent parties carefully from high altitudes, thus avoiding the more dangerous oppo- nents. If necessary, a hogart will delay attacking an enemy until the opponent is engaged in combat with another crea- ture or until the opponent is asleep. The hogart will then drop out of the sky like a rock, coming to a sudden halt directly over the victim as it snaps its wings and generates the sonic boom. It can then hover and continue to generate thesonic boom every action turn thereafter. Hogarts can sometimes (if carefully approached) serve as guides, for theyknown the territory around their snowy lairs very well. Hogarts do not like yexils for some reason, and often attempt to blast them out of the sky.Hogarts have snow-white scaly skin and feathered wings, with a coarse blue mane running from the backs of their heads to their tails. Their wing feathers are highly prized for decorative pur- poses, and four sacks full of feathers (as much as can be taken from a hogart) would be worth about 150 gold pieces.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hogle

Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Holcut 'Ugly Friend'

Reported By: Kim Eastland in GW06 Module

Role: Pet
Base Stock: Dog / Mastiff

MCC Stat Block: Holcut 'Ugly Friend' (1d12 (6)): Init +3; atk bite melee +2 (1d6); AC 10; HD 5D7 hp 20 each; MV 20' ; 1d20; SV Fort +0, Ref +0, Will -1
Mutations: (P) Heightened Vision, Heightened Olfactory sense

Number Appearing: 1d12
Morale: 3
Hit Dice: HD 5D7
Armor: 0 (AC 10)
Size: Small (1m)

Movement: MV 20'

Attack: Bite melee +2 (1d6)

MS: 7 PS: 9
IN: 8 DX: 9
CH: 2 CN: 9

Frequency: Common
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Ruins, Forest, Plains
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The Holcut stand 4 feet tall at the shoulders and are mutant dogs with skin that looks like a rhino's. They have two rows of teeth in their mouths that they use to tear meat. They also have strange looking muzzles that house their elaborate olfactory system. They are immune to any sort of gas attack.Behavior:They love wallowing in the mud. They make excellent pets. If they are encountered in the wild, they are extremely dangerous and are fearsome predators.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: They love wallowing in the mud. They make excellent pets. If they are encountered in the wild, they are extremely dangerous and are fearsome predators.


Hoop 'Floppsies'

Reported By: unknown contributor in 1st Edition

Role: Race
Base Stock: Rabbit

MCC Stat Block: Hoop 'Floppsies' (1d20 (10)): Init +4; atk weapons melee +2 (1d8); AC 11; HD 8D7 hp 32 each; MV 30' ; 1d20; SV Fort +0, Ref +0, Will +1
Mutations: (P) Leap 2x MV, (P) Transform Metal to Rubber at will 1 Meter Radius(M) Mass Mind(M) Telepathy

Number Appearing: 1d20
Morale: 11
Hit Dice: HD 8D7
Armor: 1 (AC 11)
Size: Large (2.5 Meter)

Movement: MV 30'

Attack: Weapons melee +2 (1d8)

MS: 15 PS: 11
IN: 12 DX: 12
CH: 12 CN: 12

Frequency: Uncommon
Organization: Squad
Activity Cycle: Day
Diet: Omnivore
Habitat: Temperate Forest, Plains
Tech Level: 1 - 6
Artifacts: B, U

Description (Initial Observation): Description: Mutated Rabbitoid creatures averaging 2.6 meters in height who walk erect. Behavior:They can leap twice their movement distance. They can turn any metal item, at will, into rubber with an affected radius of 1 meter. Hoops love artifacts and there is a 30% chance that any hoop encountered has 1d4 artifacts on in their possession. There is a 20% chance that they known how to use each artifact they possess. Combat: Hoops patrol their home area in military units. When they spot an intruder, they attack first with ranged weapons, then leap to attack in an organized manner. Hoops are able to leap as far as 10 meters. Once hoops have moved into melee, they will first attempt to touch any metal items carried by their opponents. If they are successful in this attack, the molecular bonding of the metal item is altered, and it becomes like rubber-soft, stretchy, etc. Softened weapons and armor are all but useless; armor protection is negated and weapons do minimum damage. Artifacts affected by this power no longer work. Once the hoops' opponents are weakened in this manner, the hoops will proceed to enter melee. After 1d4 hours the softened metal returns to normal, and the item resumes its normal shape. Artifacts will function normally once again. During a combat, hoops use their mutations to stay in contact with and help one another.Society: Hoops Society is based on a military structure, and a community's leader is always called "general." Hoops try to gather as many artifacts as they can to "maintain combat superiority." They consider "floppsies" a derogatory term.

Description (Observation 1): These mutated rabbits average 2.5 meters in height (not counting their long ears, which add as much as another meter). They stand erect, though they often crouch, ready to use their powerful legs to jump at a moment's notice. Most hoops have white fur, though some have brown or yellow markings. Hoops do not look cute or cuddly in the slightest, at least not while they are awake. They usually bear cruel expressions, and their malicious grins show their sharp teeth. Hoops wear armor and carry Tech Level I and II melee weapons in addition to their artifacts. They favor swords, axes, and short bows.

Combat: Hoops patrol their home area in military units. When they spot an intruder, they attack first with ranged weapons, then leap to attack in an organized manner. Hoops are able to leap as far as 10 meters. Once hoops have moved into melee, they will first attempt to touch any metal items carried by their opponents. If they are successful in this attack, the molecular bonding of the metal item is altered, and it becomes like rubber-soft, stretchy, etc. Softened weapons and armor are all but useless; armor protection is negated and weapons do minimum damage. Artifacts affected by this power no longer work. Once the hoops' opponents are weakened in this manner, the hoops will proceed to enter melee. After 1d4 hours the softened metal returns to normal, and the item resumes its normal shape. Artifacts will function normally once again. During a combat, hoops use their mutations to stay in contact with and help one another.

Society: Hoops Society is based on a military structure, and a community's leader is always called "general." Hoops try to gather as many artifacts as they can to "maintain combat superiority." They consider "floppsies" a derogatory term.

Behavior: They can leap twice their movement distance. They can turn any metal item, at will, into rubber with an affected radius of 1 meter. Hoops love artifacts and there is a 30% chance that any hoop encountered has 1d4 artifacts on in their possession. There is a 20% chance that they known how to use each artifact they possess.


Hophar 'Snow Rabbit'

Reported By: Kim Eastland in GW10 Module

Role: Mount
Base Stock: Snow Rabbit

MCC Stat Block: Hophar 'Snow Rabbit' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hopper 'Jackalopes'

Reported By: unknown contributor in 1st Edition

Role: Mount
Base Stock: Rabbit

MCC Stat Block: Hopper 'Jackalopes' (1d20 (10)): Init +1; atk horns melee +7 (1d4+6); AC 11; HD 3D7 hp 12 each; MV 40' ; 1d20; SV Fort +1, Ref -1, Will -1
Mutations: (P) Chameleon Powers, Horns

Number Appearing: 1d20
Morale: 6
Hit Dice: HD 3D7
Armor: 1 (AC 11)
Size: Large (3 Meter)

Movement: MV 40'

Attack: Horns melee +7 (1d4+6)

MS: 7 PS: 40
IN: 2 DX: 7
CH: 3 CN: 15

Frequency: Uncommon
Organization: Herd
Activity Cycle: Day
Diet: Herbivore
Habitat: Temperate Plains
Tech Level: 0 - 0
Artifacts: None

Description (Initial Observation): Description: Hoppers are herd animals that are mutated from Jackrabbits. Each Hopper stands 3 meters tall at the shoulder, large enough to carry 1 man-sized creature. Hoppers look like giant hares, the size of small horses, usually with brown or tan fur (although their fur color changes to suit the environment when they use their Chameleon Flesh mutation).Behavior:These creatures have a rough gate and first time riders will have an 80% chance of falling off their hoppers and suffering 1d6 damage. An unencumbered Hopper can jump over 90 metersCombat: Jackalopes are easily spooked unless they have been trained. A wild jackalope will attack anything which startles it, leaping at the offensive being (or object) and attempting to skewer it. A hopper will attack until it is hurt or otherwise frightened, such as by a loud noise or bright light. Once it has been frightened, a jackalope will hop away, often pausing after only one or two leaps, hunkering down and using its chameleon powN m11rntion to blend in with its surroundings. After blending in, the hopper tries to remain still until it believes that the source of the danger has left. Wild hoppers are placid creatures that prefer to flee from danger as rapidly as they can. Domesticated hoppers can be trained not to flee from things like combat, but may require Animal Handling skills checks to keep under control. Hoppers are capable of delivering powerful kicks with their hind legs when threatened, although they only do so when cornered (or specially trained). Riding hoppers requires a special saddle and harness, since their normal gait consists of short hippity-hops and their full out run consists of great leaps interspersed between smaller hops. Failing an Animal Handling (riding) skill check while on a hopper usually means being thrown from the saddle.Society: Hoppers live in small family herds. A typical herd will consist of half adults and half young. If approached carefully, young jackalopes can be captured and trained. They will respond to only one master, and will still be easily spooked, though the presence of its master will raise a hopper's morale to 12. Jackalopes have very rough gaits, and a first-time rider is 80% likely to fall off and take 1d6 damage. A trained jackalope can carry one man-sized rider. A hopper with a rider can leap 10 meters, while an unencumbered hopper can leap as far as 15 meters.Hoppers are found in small herds on the plains and grasslands of Gamma Terra. Many cultures have domesticated hoppers as riding animals and (sometimes) beasts of burden, although they're not capable of carrying very heavy loads. Hopper meat is also a staple of many cultures' diets, and their fur makes soft clothes and blankets.

Description (Observation 1): These abysmally stupid animals look like giant rabbits and stand 3 meters at the shoulder. Hoppers have a large rack of antlers, though some have simple curved horns instead. A jackalope's natural coloring is usually brown with a white underbelly. Some pure white specimens have been seen, and green, blue, and pink individuals have been reported. Because of its chameleon power, a hopper can appear any color, and pastel-colored individuals are thought to be the results of the use of this ability.

Combat: Jackalopes are easily spooked unless they have been trained. A wild jackalope will attack anything which startles it, leaping at the offensive being (or object) and attempting to skewer it. A hopper will attack until it is hurt or otherwise frightened, such as by a loud noise or bright light. Once it has been frightened, a jackalope will hop away, often pausing after only one or two leaps, hunkering down and using its chameleon powN m11rntion to blend in with its surroundings. After blending in, the hopper tries to remain still until it believes that the source of the danger has left. Wild hoppers are placid creatures that prefer to flee from danger as rapidly as they can. Domesticated hoppers can be trained not to flee from things like combat, but may require Animal Handling skills checks to keep under control. Hoppers are capable of delivering powerful kicks with their hind legs when threatened, although they only do so when cornered (or specially trained). Riding hoppers requires a special saddle and harness, since their normal gait consists of short hippity-hops and their full out run consists of great leaps interspersed between smaller hops. Failing an Animal Handling (riding) skill check while on a hopper usually means being thrown from the saddle.

Society: Hoppers live in small family herds. A typical herd will consist of half adults and half young. If approached carefully, young jackalopes can be captured and trained. They will respond to only one master, and will still be easily spooked, though the presence of its master will raise a hopper's morale to 12. Jackalopes have very rough gaits, and a first-time rider is 80% likely to fall off and take 1d6 damage. A trained jackalope can carry one man-sized rider. A hopper with a rider can leap 10 meters, while an unencumbered hopper can leap as far as 15 meters.Hoppers are found in small herds on the plains and grasslands of Gamma Terra. Many cultures have domesticated hoppers as riding animals and (sometimes) beasts of burden, although they're not capable of carrying very heavy loads. Hopper meat is also a staple of many cultures' diets, and their fur makes soft clothes and blankets.

Behavior: These creatures have a rough gate and first time riders will have an 80% chance of falling off their hoppers and suffering 1d6 damage. An unencumbered Hopper can jump over 90 meters


Horl Choo 'Porcupine Plants'

Reported By: unknown contributor in 1st Edition

Role: Monster
Base Stock: Field Thistle

MCC Stat Block: Horl Choo 'Porcupine Plants' (1d6 (3)): Init +2; atk spines (1d4-2, 100') and acid melee +2 (1d3); AC 15; HD 8D5 hp 24 each; MV 10' ; 1d20; SV Fort +0, Ref -2, Will +0
Mutations: (P) Dissolving Juices, Mobility, Spines

Number Appearing: 1d6
Morale: 10
Hit Dice: HD 8D5
Armor: 5 (AC 15)
Size: Large (3 Meters)

Movement: MV 10'

Attack: Spines (1d4-2, 100') Spines (1d4-2, 100')

MS: 11 PS: 11
IN: 7 DX: 5
CH: 2 CN: 12

Frequency: Rare
Organization: Solitary
Activity Cycle: Day
Diet: Carnivore
Habitat: Temperate Forests
Tech Level: 0 - 0
Artifacts: None

Description: Description: The horl choo is an odd black plant that looks like a lumpy porcupine with long quills, about a meter in diameter with quills about a meter long, it's also known as the "spiny" or "spear-thrower" plant. It can move with a slow, shuffling motion and usually does so only at night, seeking better hunting grounds. Although it has no visible eyes or ears, a horl choo can sense heat (notably body heat) and has a rudimentary sense of touch (but no other senses).Behavior:This plant is covered in 1 meter line spear like quills that it can fling up to 30 meters. Each quill is tipped with I9 poison and is attached to the plant with a tough, thin vine that the plant uses to retrieve missed quills and impaled prey. Once the prey is pulled back in it will start to dissolve it with its acid attack. A Horl Choo will continue to attack creatures with its spines as it attempts to pull its prey in.Combat: Horl choo are capable of flinging their spines as weapons up to a distance of 40 meters (10/20/40 range). The spines are tipped with a hemotoxin and connected to the horl choo by thin, tough fibers, allowing it to reel in impaled prey to its root cluster, where digestive acids break it down into food for the creature. A horl choo bristles and flings its spines when threatened as well, and is capable of "dropping" spines (releasing the fiber connecting them to its body) in order to flee.Society: Horl choo aren't intelligent by most standards, they're just hunting machines. They spore once per year, using slain prey to host the spores where a young horl choo will grow over the course of a few weeks before shuffling off on its own to hunt.

Combat: Horl choo are capable of flinging their spines as weapons up to a distance of 40 meters (10/20/40 range). The spines are tipped with a hemotoxin and connected to the horl choo by thin, tough fibers, allowing it to reel in impaled prey to its root cluster, where digestive acids break it down into food for the creature. A horl choo bristles and flings its spines when threatened as well, and is capable of "dropping" spines (releasing the fiber connecting them to its body) in order to flee.

Society: Horl choo aren't intelligent by most standards, they're just hunting machines. They spore once per year, using slain prey to host the spores where a young horl choo will grow over the course of a few weeks before shuffling off on its own to hunt.

Behavior: This plant is covered in 1 meter line spear like quills that it can fling up to 30 meters. Each quill is tipped with I9 poison and is attached to the plant with a tough, thin vine that the plant uses to retrieve missed quills and impaled prey. Once the prey is pulled back in it will start to dissolve it with its acid attack. A Horl Choo will continue to attack creatures with its spines as it attempts to pull its prey in.


Horl Ep

Reported By: Bob Crichton in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Horsy

Reported By: Les Braun in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hot Desert

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Howler 'Wolf Folk'

Reported By: William Tracy in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Timber Wolf

MCC Stat Block: Howler 'Wolf Folk' (1d4-2 (0)): Init +5; atk 2 x claws melee +4 (1d6+2) and bite melee +4 (1d8+2); AC 16; HD 5D7 hp 20; MV 90' ; 1d20; SV Fort +2, Ref +2, Will +0
Mutations: Body structure change (allergy to silver), directional sense, heightened senses (hearing, smell, and vision), regeneration, shapechange (into a Pure Strain Human), speed increase

Number Appearing: 1d4-2
Morale: 7
Hit Dice: HD 5D7
Armor: 6 (AC 16)
Size: Medium (2 Meters Tall)

Movement: MV 90'

Attack: 2 x Claws melee +4 (1d6+2) 2 x Claws melee +4 (1d6+2)

MS: 11 PS: 16
IN: 7 DX: 16
CH: 7 CN: 16

Frequency: Very Rare
Organization: Mated Pairs
Activity Cycle: Night
Diet: Mammalian Flesh
Habitat: Plains, Grasslands, and low hill country
Tech Level: 2 - 6
Artifacts: Possessions

Description: Description: These bipedal, human- oid wolves are one of the more deadly species on the Gamma World. Luckily, they arent encountered often, for these clever and malicious creatures enjoy tricking parties of adventurers. They will meet adventurers in their Pure Strain Human form and try to join the adventurers. If they gain the partys trust, they will carefully work their way into positions in which they can success- fully slay as many Pure Strain Humans as possible, as they consider the meat a delicacy.For some unknown reason, howlers are highly allergic to silver metal. If they are merely touched by silver, it will cause 1 point of damage per action turn to them. A weapon made of silver will do double normal damage if it hits a howler. Any damage caused by silver or silver weapons cannot be regenerated or healed by these creatures. Howlers are actually able to smell silver.Both howlers and dracs (q.v.) are believed to have been purposefully bred by unknown agencies or beings for unknown reasons. Howlers resemble the Ancients concept of werewolves in many ways.Howlers will usually possess several items of Tech Level II. They will only associate with other mutant animals, and are quite rare at present.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hrierf 'Thing of the Mind'

Reported By: Kim Eastland in GW09 Module

Role: Mount
Base Stock: Unknown

MCC Stat Block: Hrierf 'Thing of the Mind' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Huge Giant Ant 'Gi-Ant'

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Ant

MCC Stat Block: Huge Giant Ant 'Gi-Ant' (5d10 (27)): Init +7; atk bite melee +4 (1d30) and sting melee +4 (1d6); AC 12; HD 13D7 hp 52 each; MV 15' ; 1d20+1d20; SV Fort -1, Ref +0, Will -3
Mutations: Full Carapace; Heightened Senses - smell and touch; Poison (into 18/destructive)

Number Appearing: 5d10
Morale: 7
Hit Dice: HD 13D7
Armor: 2 (AC 12)
Size: Huge (5 Meters)

Movement: MV 15'

Attack: Bite melee +4 (1d30) Bite melee +4 (1d30)

MS: 2 PS: 9
IN: 2 DX: 10
CH: 2 CN: 7

Frequency: Uncommon
Organization: Hive
Activity Cycle: Day
Diet: Carnivore
Habitat: Any Dry Warm Land
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Large Ants the Size of ElephantsBehavior:Ants with 18-20 HD do 2d10 points of damage with their bite, those with 21-25 do 3d10. If a bite succeeds on an 18+ the ant has grabbed the target. Roll d6: 1-3- arms free, 4- one arm held, 5- two arms held, 6- all arms held. One subsequent rounds, the ant does bite damage. Only a tough PS check (or the death of the ant) will free the target. If the ant does not grab it will use its sting on the target.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Ants with 18-20 HD do 2d10 points of damage with their bite, those with 21-25 do 3d10. If a bite succeeds on an 18+ the ant has grabbed the target. Roll d6: 1-3- arms free, 4- one arm held, 5- two arms held, 6- all arms held. One subsequent rounds, the ant does bite damage. Only a tough PS check (or the death of the ant) will free the target. If the ant does not grab it will use its sting on the target.


Hugoth 'Hungry Mountain'

Reported By: Bruce Nesmith in GW07 Module

Role: NPC
Base Stock: Unknown

MCC Stat Block: Hugoth 'Hungry Mountain' (1): Init +4; atk gore melee +8 (1d8+6) and trample melee +8 (1d5+6); AC 15; HD 8D7 hp 32; MV 25' ; 1d20; SV Fort +6, Ref +0, Will +1
Mutations: (P) Two Trunks, Head Generation (20), (M) Thought Imitation (8)

Number Appearing: 1
Morale: 15
Hit Dice: HD 8D7
Armor: 5 (AC 15)
Size: Unknown

Movement: MV 25'

Attack: Gore melee +8 (1d8+6) Gore melee +8 (1d8+6)

MS: 15 PS: 360
IN: 4 DX: 10
CH: 3 CN: 360

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hwan Hul

Reported By: Dirk T. Collins in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hybrid-Climate Animal

Reported By: unknown contributor in 6th Edition - Beyond the Horizon

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hydra

Reported By: Kerry Jordan in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Hyri'xon 'Living Ice Mold'

Reported By: Kim Eastland in GW10 Module

Role: Mold
Base Stock: Mold

MCC Stat Block: Hyri'xon 'Living Ice Mold' ( ()): Init -3; atk see description; AC 10; HD 1D5 hp 3; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D5
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Indie 'Black Block'

Reported By: Kim Eastland in GW08 Module

Role: Unknown
Base Stock: Unknown

MCC Stat Block: Indie 'Black Block' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ini'xon 'Black Living Mold'

Reported By: Kim Eastland in GW09 Module

Role: Mold
Base Stock: Lizard

MCC Stat Block: Ini'xon 'Black Living Mold' ( ()): Init -3; atk see description; AC 10; HD 1D5 hp 3; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D5
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Inslith 'Black Snake'

Reported By: Kim Eastland in GW08 Module

Role: Monster & Armor
Base Stock: Snake

MCC Stat Block: #VALUE!
Mutations: (P) Acid Venom (see below)

Number Appearing: 1d2
Morale: 8
Hit Dice: HD 4D7
Armor: 0 (AC 10)
Size: Large (2 Meters Long)

Movement: MV 23'

Attack: Bite melee -1 (1d3-2) Bite melee -1 (1d3-2)

MS: 4 PS: 5
IN: 5 DX: 17
CH: 3 CN: 11

Frequency: Unknown
Organization: Single or mated pair
Activity Cycle: Any
Diet: Plastic, Rubber, and Metal
Habitat: Ruins, installaions, buildings
Tech Level: 0 - 0
Artifacts: Found inside machinery or electrical conduits

Description (Initial Observation): Description: An Inslith is a long, thin, black snake with a plastic-line skin, strong teeth and an acidic bite. Inslith eat plastic, rubber, and metal and for that reason prefer to live inside machinery or electrical conduits. Though the damage of its bite is relatively weak, the inslith has daws and teeth that are well-adapted for gnawing through plastic and metal pipes as well as cables and wire. The inslith secretes a strong acid saliva that aids in the digesting the material it eats. The snake can also spit this acid at enemies. The snake stores a small amount of acid, and it can make this ranged attack every 5 actions.Combat: Due to the snakes natural camouflage when in its usual enviroment, when a character first looks into a conduit or machine the only way he can tell if a black cord is really a snake and not a normal electrical cord is by making a sucessful INT at -2 vs 17Equiptment: Inslith do not collect items and will have no treasure. However, when found here is a 15% chance that the nest contains two eggs. Inslith eggs resemble black, crystalline rocks. They will brack on contact with anything warm, sending shards flying witin a 1 meter radius (1d2-1) Damage. The baby snake inside is harmless at this stage, an unbroken egg is valuable to hunters. What is more valuable is the skins that the sinslith shed in their nest. Every month the inslith grows a new skin and discards his own in the nest. There are 1d12 skins in a nest for each inslith that lives there. A shed skin can be made into armor by any hunter with a roll against Agility DC 15. It requires 100 skins to make a set of armor for a human sized creature. The armor will be AC 4 and includes a helm, but not a shield. The armor is acid proof.

Description (Observation 1): These vaguely centaur-like creatures are two meters in height and live in mountainous regions, using natural or artifical-exacated caverns for shelter. Equinoids have an extremely strong sense of cultural identiy. Their young are kept isolated from all 'contamination' by non-Equinoid thought and ideas; any spies or inflitrators caught within their caverans are immediately executed. Except for this protectionists attitude regarding their young, Equinoids are generally friendly to other races.

Combat: Due to the snakes natural camouflage when in its usual enviroment, when a character first looks into a conduit or machine the only way he can tell if a black cord is really a snake and not a normal electrical cord is by making a sucessful INT at -2 vs 17

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Irnslith 'Ribbon Snake'

Reported By: Kim Eastland in GW10 Module

Role: Unknown
Base Stock: Snake

MCC Stat Block: Irnslith 'Ribbon Snake' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Itchy

Reported By: unknown contributor in data source corrupted.

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Itchy's Horse

Reported By: unknown contributor in data source corrupted.

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Itchy's Other Horse

Reported By: unknown contributor in data source corrupted.

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Jadea

Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Jaget 'Savannah Cats'

Reported By: James Ward in 0 - Metamorphsis Alpha

Role: Pet
Base Stock: Jaguar

MCC Stat Block: Jaget 'Savannah Cats' (1d8 (4)): Init +2; atk 2 x claws melee (1d3-1) and bite melee (1d3-1); AC 15; HD 4D7 hp 16 each; MV 90' ; 1d20; SV Fort -1, Ref +0, Will +1
Mutations: (P) Attraction Odor, Poison Weakness(M) Fear Generation, Fear of Plants, Levitation, Precognition, Telekinesis, Telepathy

Number Appearing: 1d8
Morale: 11
Hit Dice: HD 4D7
Armor: 5 (AC 15)
Size: Small (1.5 Meters)

Movement: MV 90'

Attack: 2 x Claws melee (1d3-1) 2 x Claws melee (1d3-1)

MS: 15 PS: 7
IN: 2 DX: 12
CH: 3 CN: 7

Frequency: Uncommon
Organization: Family
Activity Cycle: Any
Diet: Carnivore
Habitat: Temperate Plains
Tech Level: 1 - 6
Artifacts: A

Description (Initial Observation): Description: Mutated Jaguars prowl the vast grassland. Their front paws have been modified to give them thumbs. Behavior:Jagets have extensive mental mutations, however they are not very smart. You can find them following other more intelligent and powerful creatures as followers or hirelings. They can manipulate simple objects, but do not use or build technology.Combat: Jagets avoid combat with foes much larger than themselves, but occasionally cooperate to pull down a large animal. A single human-sized opponent may be attacked by a lone jaget, but the savannah cats generally pursue smaller and safer game. Jagets attack with two claws and a bite. If hunung together, the cats will often use their fear generation ability to drive prey towards the waiting pride. Jagets will attempt to use their intuition abilities in combat, gaining a + 2 THAC with a successful MP roll.Society: The savannah cats are a wide-ranging race of hunters. Their intelligence is barely above the animal, and their lives revolve about the hunt. On the open plain, they usually live in family groups, which cooperate in the taking of prey and the defense of the group. Families are composed of a mated pair and one or two young or subadults. Their telepathic and intuitive abilities make it nearly impossible to surprise a group of cats, and also make the jagets skilled stalkers. Rarely, savannah cats are found wandering alone far from their homelands as the compan10ns of other creatures. Usually this is because, due to their substantial mental powers, jagets are often desired as followers or hirelings of other species. Jagets love bright, shiny objects and often slip into human camps to pilfer small artifacts.

Description (Observation 1): Jagers are mutated jungle cats who have migrated into the open plains. Although they are not very intelligent, they have reached the level of basic tool use and ran manipulate objects with their forepaws. The typical jaget is about a meter and a half long and weighs about 50 kilograms. A jaget's coat is stippled with dark stripes or spots over a yellowish base. Jagers prefer to travel on all fours and rarely wear anything or carry any objects or tools with them.

Combat: Jagets avoid combat with foes much larger than themselves, but occasionally cooperate to pull down a large animal. A single human-sized opponent may be attacked by a lone jaget, but the savannah cats generally pursue smaller and safer game. Jagets attack with two claws and a bite. If hunung together, the cats will often use their fear generation ability to drive prey towards the waiting pride. Jagets will attempt to use their intuition abilities in combat, gaining a + 2 THAC with a successful MP roll.

Society: The savannah cats are a wide-ranging race of hunters. Their intelligence is barely above the animal, and their lives revolve about the hunt. On the open plain, they usually live in family groups, which cooperate in the taking of prey and the defense of the group. Families are composed of a mated pair and one or two young or subadults. Their telepathic and intuitive abilities make it nearly impossible to surprise a group of cats, and also make the jagets skilled stalkers. Rarely, savannah cats are found wandering alone far from their homelands as the compan10ns of other creatures. Usually this is because, due to their substantial mental powers, jagets are often desired as followers or hirelings of other species. Jagets love bright, shiny objects and often slip into human camps to pilfer small artifacts.

Behavior: Jagets have extensive mental mutations, however they are not very smart. You can find them following other more intelligent and powerful creatures as followers or hirelings. They can manipulate simple objects, but do not use or build technology.


Japin

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Jemagon 'Glass Dragon'

Reported By: Kim Eastland in GW08 Module

Role: Dragon
Base Stock: Lizard

MCC Stat Block: Jemagon 'Glass Dragon' (1): Init +8; atk bite melee +7 (1d7+4) and 2 x claws melee +7 (1d6+4); AC 18; HD 11D7 hp 44; MV 75' or Fly 75' ; 1d20+1d16; SV Fort +3, Ref +2, Will +1
Mutations: Immunity to all poison, acid, and microwaves. Telekinetic Arm, Thought Imitation, Poison Spit

Number Appearing: 1
Morale: 15
Hit Dice: HD 11D7
Armor: 8 (AC 18)
Size: Large (8 Meters)

Movement: MV 75' or Fly 75'

Attack: Bite melee +7 (1d7+4) Bite melee +7 (1d7+4)

MS: 15 PS: 21
IN: 15 DX: 17
CH: 9 CN: 18

Frequency: Extremely Rare
Organization: Solitary hunter
Activity Cycle: Any
Diet: Carnivore
Habitat: Underground Tunnels, caves, or installations
Tech Level: 5 - 7
Artifacts: Delicate, rare artifacts

Description: Description: This gon is eight meters long and easily identified by its transparent skin, internal organs, bones, etc.. A jemagon looks like it is made of glass and is conisdered by many to be the most beautiful animal in creatoon).Combat: Due to the transparency of this gon, anyone attacking it will be at a -4 to hit. A Jemagon can spit a clear contact poison at a range fo 13 meters (I14)Equiptment: These transparent creatuers hoard delicate items, usually very rare artifacts.

Combat: Due to the transparency of this gon, anyone attacking it will be at a -4 to hit. A Jemagon can spit a clear contact poison at a range fo 13 meters (I14)

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Jeremiah Coot

Reported By: Kim Eastland in GW06 Module

Role: NPC
Base Stock: Human

MCC Stat Block: Jeremiah Coot (1): Init +7; atk hawkins x 50 musket melee +3 (1d14+1); AC 12; HD 9D4 hp 23; MV 30' ; 1d20+1d14; SV Fort +4, Ref +2, Will +0
Mutations: (P) Immortality granting healing 1 hitpoint per hour

Number Appearing: 1
Morale: 2
Hit Dice: HD 9D4
Armor: 2 (AC 12)
Size: Medium (2 Meters)

Movement: MV 30'

Attack: Hawkins x 50 musket melee +3 (1d14+1)

MS: 12 PS: 15
IN: 8 DX: 16
CH: 8 CN: 20

Frequency: Unique
Organization: Unknown
Activity Cycle: Day
Diet: Omnivore
Habitat: Mindkeep
Tech Level: 3 - 7
Artifacts: Lots

Description: Description: Jeremiah is as nutty as a fruitcake. He lives in Mindkeep's upper levels and sometimes goes outside through the roof hatch when the

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Jeremiah's Holcut 'Ugly Friend'

Reported By: Kim Eastland in GW06 Module

Role: Pet
Base Stock: Dog / Mastiff

MCC Stat Block: Jeremiah's Holcut 'Ugly Friend' (2 (2)): Init +4; atk bite melee +3 (1d6+1); AC 10; HD 5D7 hp 20 each; MV 20' ; 1d20; SV Fort +1, Ref +1, Will +0
Mutations: (P) Heightened Vision, Heightened Olfactory sense

Number Appearing: 2
Morale: 3
Hit Dice: HD 5D7
Armor: 0 (AC 10)
Size: Small (1m)

Movement: MV 20'

Attack: Bite melee +3 (1d6+1)

MS: 11 PS: 13
IN: 10 DX: 13
CH: 6 CN: 13

Frequency: Common
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Ruins, Forest, Plains
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The Holcut stand 4 feet tall at the shoulders and are mutant dogs with skin that looks like a rhino's. They have two rows of teeth in their mouths that they use to tear meat. They also have strange looking muzzles that house their elaborate olfactory system. They are immune to any sort of gas attack.Behavior:They love wallowing in the mud. They make excellent pets. If they are encountered in the wild, they are extremely dangerous and are fearsome predators.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: They love wallowing in the mud. They make excellent pets. If they are encountered in the wild, they are extremely dangerous and are fearsome predators.


Jestes 'Tricksters'

Reported By: William Tracy in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Human

MCC Stat Block: Jestes 'Tricksters' (1d12 (6)): Init +4; atk see description; AC 17; HD 3D5 hp 9 each; MV 4' ; 1d20; SV Fort -1, Ref +2, Will +1
Mutations: Chameleon powers, con- fusion, density control (others), gamma eye, heightened sense (hearing), illusion generation, in tuition, shorter, speed increase

Number Appearing: 1d12
Morale: 5
Hit Dice: HD 3D5
Armor: 7 (AC 17)
Size: Small (50 cm Tall)

Movement: MV 4'

Attack: See Description

MS: 13 PS: 8
IN: 16 DX: 16
CH: 5 CN: 8

Frequency: Rare
Organization: Charm
Activity Cycle: Any
Diet: Vegetarian
Habitat: Dense Forest
Tech Level: 3 - 6
Artifacts: Possessions

Description: Description: These short, elfin- looking humans are well known for the practical jokes they play on unwary travelers. They live in dense forests, making their homes in hollowed-out tree trunks, and feed upon locally gathered fruits, nuts, berries, roots, leaves, and other edible plant matter. Jestes use their confusion, illusion generation, and density control mutations to cause wayfarers trouble. Of course, speed increase and chameleon powers prove useful when jestes need to hide. If a jeste is hurt by an angry victim of a joke, others will retaliate with their gamma eyes.If characters laugh along with the jestes practical jokes, they will reveal themselves and help the characters if they can, though they will still play tricks now and then. Jestes are curious by nature, and can often be coaxed into joining a party of adventurers. They will always be loyal companions, though they will still joke around when the party is not in a dangerous situation. Jestes encountered in the wild will have 1-4 items of Tech Level II. These will be items that they are able to handle with ease (for example, pistols instead of rifles).Jestes enjoy the company of friendly mutant animals, grens, and wardents. They dislike androids greatly and hate robots, reserving their more malicious tricks for these two groups of beings.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Jetder

Reported By: unknown contributor in 6th Edition

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Jo'Tal 'Lesser Bloodwing'

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Black Fly

MCC Stat Block: Jo'Tal 'Lesser Bloodwing' (4d10 (22)): Init +2; atk bite melee +1 (1d6); AC 12; HD 3D7 hp 12 each; MV 1' or Fly 18' ; 1d20; SV Fort +0, Ref +0, Will +1
Mutations: Silence Field; Poison (bite into 6 paralytic); Gas Generation (blinding); Fear Generation; Detect Life; Mental Drain

Number Appearing: 4d10
Morale: 8
Hit Dice: HD 3D7
Armor: 2 (AC 12)
Size: Small (.5 Meters)

Movement: MV 1' or Fly 18'

Attack: Bite melee +1 (1d6)

MS: 13 PS: 9
IN: 2 DX: 11
CH: 1 CN: 9

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Hemovore (Blood)
Habitat: Near Shallow Water
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Giant black flies, jo'tal have mutated to consume blood and intelligence. Other than size, they appear no different.Behavior:When prey is detected, the swarm attacks within a silence field. They use gas and bites to immobilize the prey for feeding. If the swarms moral fails it generates fear and flees.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: When prey is detected, the swarm attacks within a silence field. They use gas and bites to immobilize the prey for feeding. If the swarms moral fails it generates fear and flees.


Jocko

Reported By: Paul Kenney in Mud Glat Walker

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Jonn Dukas

Reported By: Kim Eastland in GW08 Module

Role: NPC
Base Stock: Human

MCC Stat Block: Jonn Dukas ( ()): Init -3; atk see description; AC 10; HD 1D12 hp 7; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D12
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Juggernaut 'Rampants'

Reported By: John M. Maxstadt in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Black Rhinoceros

MCC Stat Block: Juggernaut 'Rampants' (1d4 (2)): Init +4; atk 2 x gore melee +9 (1d12+6) and charge and gore melee +9 (1d30+6); AC 12; HD 11D7 hp 44 each; MV 38' ; 1d20+1d16; SV Fort +2, Ref -2, Will -1
Mutations: Heightened constitution (special), increased speed, radiation eyes, vision defect

Number Appearing: 1d4
Morale: 8
Hit Dice: HD 11D7
Armor: 2 (AC 12)
Size: Large (3 Meters Long)

Movement: MV 38'

Attack: 2 x Gore melee +9 (1d12+6) 2 x Gore melee +9 (1d12+6)

MS: 8 PS: 103
IN: 2 DX: 5
CH: 2 CN: 16

Frequency: Rare
Organization: Family Unit
Activity Cycle: Day
Diet: Grasses and Leaves
Habitat: Warm-climate scrub, plain, and veldt
Tech Level: 0 - 0
Artifacts: None

Description: Description: The juggernaut is a large rhinoceros with bright red eyes and armor-like skin of a metallic, blue-black color. The juggernaut is not a carnivore, but is still dangerous as it may charge if irritated by some move- ment within 100 m of its eyes (its effec- tive visual range). A juggernaut will attack first by charging, and then by standing and goring one or two oppo- nents. A charging juggernaut can cover an amazing distance in one action turn (60 m), and a standing juggernaut can gore twice in a round. However, its weak eyesight makes it -4 to hit at all times, although it has good senses of hearing and smell. An attacking jugger- naut will use its radiation eyes (intensity3d4) while goring if it is really angry (GMs option, based on the situation). One charge will often satisfy a jugger- naut, especially if its target falls down and plays dead. However, a wounded juggernaut will attack anything in range at random (including trees). Juggernauts are totally immune to poison and radia- tion.Though juggernauts are found only in North America, they were not originally native to this land. They are descended from zoo specimens that escaped confinement during the Social Wars.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Juggernaut 'Big Daddy'

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Harvester Spider

MCC Stat Block: Juggernaut 'Big Daddy' (1): Init +12; atk 2 x feeler whips melee +11 (1d14+6) and 2 x fore leg stabs melee +11 (1d20+6); AC 15; HD 75D7 hp 300; MV 28' ; 1d20+1d20; SV Fort +2, Ref +2, Will +0
Mutations: Poison (into 15/destructive); Chameleon Power; Re-generation (legs only- one leg restored per week)

Number Appearing: 1
Morale: 8
Hit Dice: HD 75D7
Armor: 5 (AC 15)
Size: Gigantic

Movement: MV 28'

Attack: 2 x Feeler Whips melee +11 (1d14+6) 2 x Feeler Whips melee +11 (1d14+6)

MS: 11 PS: 31
IN: 2 DX: 16
CH: 1 CN: 17

Frequency: Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore (Insects)
Habitat: Light Forests and Plains
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: This is a giant daddy - long - legs (or harvester spider). Its legs go up to 10 meters in the air, so the body is held 8 meters aloft. It is brown with black fangs. Behavior:Juggernauts hunt by sight, using all 8 eyes. When prey is sighted, the juggernaut runs to the attack. It will retreat only when it fails morale or losses 3+ legs.They are a very important organism, as they keep mutant insect populations down, where they live. When intelligent beings see them, they tend to run away- which is good for both parties.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Juggernauts hunt by sight, using all 8 eyes. When prey is sighted, the juggernaut runs to the attack. It will retreat only when it fails morale or losses 3+ legs.They are a very important organism, as they keep mutant insect populations down, where they live. When intelligent beings see them, they tend to run away- which is good for both parties.


Juog 'Grey Ape'

Reported By: Kim Eastland in GW09 Module

Role: Unknown
Base Stock: Ape

MCC Stat Block: Juog 'Grey Ape' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Jut

Reported By: Bruce Nesmith in GW07 Module

Role: NPC
Base Stock: Alligator

MCC Stat Block: Jut (1): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Ka'tal 'Flying Death'

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Dragon Fly

MCC Stat Block: Ka'tal 'Flying Death' (1d10 (5)): Init +6; atk bite melee +8 (1d30+4); AC 15; HD 13D7 hp 52 each; MV 13' or Fly 30' ; 1d20+1d20; SV Fort +0, Ref -1, Will +0
Mutations: Nocturnal [D]; Full Carapace; Immunity to Light Attacks; Hands (eyes) of Power; Night Vision; Atmokinesis; Kinetic Force Field (1/2 damage from melee and missile weapons) useable 3X per day for 1 hour

Number Appearing: 1d10
Morale: 7
Hit Dice: HD 13D7
Armor: 5 (AC 15)
Size: Large (2-3 Meters Long)

Movement: MV 13' or Fly 30'

Attack: Bite melee +8 (1d30+4)

MS: 11 PS: 21
IN: 2 DX: 7
CH: 2 CN: 10

Frequency: Rare
Organization: Unknown
Activity Cycle: Night
Diet: Carnivore (Insects)
Habitat: Near Large Rivers and Lakes
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: Ka'tal are mutant darners (the largest of the dragonflies), where Arns are skimmers. They are green with a blue abdomen.Behavior:If attacking flying prey, a ka'tal will come from behind , forming a "net" with their legs to snatch up the prey. If it is to fast, the ka'tal will use atmokinesis to speed up (to 52). Ground targets are attacked with eye rays. If attacked with missiles, the 'death will raise a force field and attack the creature who threw the missile. If ground prey is weak, the ka'tal will land and bite it to death.Ka'tal may be found in groups, but they ignore each other (so a group may last only a day, a week or more).

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: If attacking flying prey, a ka'tal will come from behind , forming a "net" with their legs to snatch up the prey. If it is to fast, the ka'tal will use atmokinesis to speed up (to 52). Ground targets are attacked with eye rays. If attacked with missiles, the 'death will raise a force field and attack the creature who threw the missile. If ground prey is weak, the ka'tal will land and bite it to death.Ka'tal may be found in groups, but they ignore each other (so a group may last only a day, a week or more).


Kafka

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Kai Lin 'Lizard Bushes'

Reported By: unknown contributor in 1st Edition

Role: Monster - Domesticatable
Base Stock: Ivy

MCC Stat Block: Kai Lin 'Lizard Bushes' (1d6 (3)): Init +4; atk 2 x thorny feet melee +3 (1d3); AC 14; HD 9D5 hp 27 each; MV 20' ; 1d20+1d14; SV Fort +1, Ref -1, Will -1
Mutations: (P) Attraction Odor, Electrical Generation, Immune to Radiation, Radiation Eyes

Number Appearing: 1d6
Morale: 8
Hit Dice: HD 9D5
Armor: 4 (AC 14)
Size: Large (3 Meters)

Movement: MV 20'

Attack: 2 x Thorny Feet melee +3 (1d3)

MS: 7 PS: 12
IN: 5 DX: 7
CH: 1 CN: 15

Frequency: Common
Organization: Pack
Activity Cycle: Day
Diet: Scavenger
Habitat: Any non arctic
Tech Level: 0 - 0
Artifacts: None

Description: Description: At first glance, a kai lin looks like an odd sort of reptile: a 3-meter long, sinuous body with a single pair of short, claws limbs that allow it to move, dragging its long tail behind it, a blunt, triangular head like a snake and rough, green scales. But in fact the kai lin is not an animal, but a mutant breed of plant. Its "scales" are rough bark and its "claws" a thorny pads and its "tail" is a trailing root cluster.Behavior:This creatures bark gives complete protection from radiation. Its roots look much like a tail when in motion, when it finds carrion, it intertwines these roots in the victim and absorbs sustenance. Although it will only eat dead creatures, it is more than capable of killing prey when in need.Combat: A Mught can emit an electrical charge on contact with a creature (I16) but it prefers not to use a stored charge / food in that manner. Nothing cna hurt a mught except sonics; strong wind, or rain can drive a Mught away, but not destroy it.n A Mught will 'attack' a party of characters to get at any energy cells they have. A Mught can drain a full energy cell (any type) merely by wrapping around it for a full action. It will be full after draining four cells in this way and drify off leaving the party alone. This meal will last it for 48 hours.Society: Kai lin aren't intelligent and have a pack-structure, cooperating for mutual survival. They reproduce by producing shoots that root into the ground and mature over the course of 6-8 weeks before uprooting and becoming adult kai lin.

Combat: A Mught can emit an electrical charge on contact with a creature (I16) but it prefers not to use a stored charge / food in that manner. Nothing cna hurt a mught except sonics; strong wind, or rain can drive a Mught away, but not destroy it.n A Mught will 'attack' a party of characters to get at any energy cells they have. A Mught can drain a full energy cell (any type) merely by wrapping around it for a full action. It will be full after draining four cells in this way and drify off leaving the party alone. This meal will last it for 48 hours.

Society: Kai lin aren't intelligent and have a pack-structure, cooperating for mutual survival. They reproduce by producing shoots that root into the ground and mature over the course of 6-8 weeks before uprooting and becoming adult kai lin.

Behavior: This creatures bark gives complete protection from radiation. Its roots look much like a tail when in motion, when it finds carrion, it intertwines these roots in the victim and absorbs sustenance. Although it will only eat dead creatures, it is more than capable of killing prey when in need.


Kaiute

Reported By: BJ Johnson in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Kamodo 'Thunder Lizard'

Reported By: unknown contributor in 2nd Edition

Role: Dragon
Base Stock: Forest Iquana

MCC Stat Block: Kamodo 'Thunder Lizard' (1): Init +6; atk bite melee +10 (1d14+6) and tail slap melee +10 (1d12+6); AC 19; HD 13D7 hp 52; MV 90' ; 1d20+1d20; SV Fort +1, Ref -1, Will +1
Mutations: (P) Sonic Blast x3(M) Absorption (Heat), Intuition, Mental Shield, Molecular Disruption, Reflection, Will Force

Number Appearing: 1
Morale: 12
Hit Dice: HD 13D7
Armor: 9 (AC 19)
Size: Gargantuan (18 Meter Tall)

Movement: MV 90'

Attack: Bite melee +10 (1d14+6) Bite melee +10 (1d14+6)

MS: 14 PS: 125
IN: 2 DX: 7
CH: 2 CN: 15

Frequency: Very Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Plains, swamps, and woods
Tech Level: 0 - 0
Artifacts: None

Description: Description: This 18 meter tall mutated forest iguana is one of the most fearsome omnivores in Gamma World. It will shake the ground as it passes.Behavior:The Kamodos will eat meat as well as plants. It is very fond of insects and birds. It will take naps lasting several days after a particularly fulfilling meal, though they are light sleepers. They prefer open country such as plains and swamps, but can also be found in wooded regions

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: The Kamodos will eat meat as well as plants. It is very fond of insects and birds. It will take naps lasting several days after a particularly fulfilling meal, though they are light sleepers. They prefer open country such as plains and swamps, but can also be found in wooded regions


Katkin 'Cat Folk'

Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW1

Role: Race
Base Stock: Common House Cat

MCC Stat Block: Katkin 'Cat Folk' (1d6 (3)): Init +3; atk 2 x claws melee +1 (1d6-1) and bite melee +1 (1d6-1); AC 14; HD 5D7 hp 20 each; MV 50' ; 1d20; SV Fort -1, Ref +0, Will +2
Mutations: (P) Heightened balance, Heightened speed (10), sound imitation(M) Thought Imitation

Number Appearing: 1d6
Morale: 12
Hit Dice: HD 5D7
Armor: 4 (AC 14)
Size: Small (1 Meter)

Movement: MV 50'

Attack: 2 x Claws melee +1 (1d6-1) 2 x Claws melee +1 (1d6-1)

MS: 16 PS: 7
IN: 16 DX: 9
CH: 12 CN: 7

Frequency: Rare
Organization: Solitary
Activity Cycle: Siurnal
Diet: Carnivore
Habitat: Any Forest
Tech Level: 2 - 6
Artifacts: W

Description (Initial Observation): Description: Katkins are similar in appearance to common house cats. They are somewhat larger standing a meter tall while walking bipedally. They have manipulative forepaws, allowing them to use weapons and tools, although they still possess sharp retractable claws capable of considerable harm. Their fur can be either long or short with a range of coloration - White, Orange Striped, Calico, Black, Grey or Brown. Katkins live in small family groups among the tree-tops. The adults typically hunt as a team and kittens when old enough assist by driving the prey closer to the pair. Katkins are reclusive and keep treetop summer homes, small camauflauged huts of branches and bark high in the threes. In the winter they move to warmer quarters, usually a dwelling made from a hollowed out tree, although some have been known to build cabins. contact with the outside world is normally limited to a select few trraders. Katkins are the mortal foes of Squeekers. They will attack these vermin whenever encountered, although not by foolhardy means.Behavior:Katkins typically rely on their own natural weapons and small Tech level 2 ranged weapons such as darts, javelines, and msall bows and arrows. If they possess usable artifact weapons as part of their treasure, they will use these as well. However because of their small, light frames, katkins do not carry rifles or other large weapons when on the hunt. Such gear is typically mounted for defense of the lair. Their most common defense tactic is to use sound imitation to lure their prey away from the herd or nest and then attack from the trees. By custom, they prefer to make skills with their own claws, often weakening a victim with missile weapons before closing in for melee. Combat: Katkins typically rely on their own natural weapons and small Tech II ranged weapons-darts, javelins, and small bows and arrows. If they possess usable artifact weapons as part of their treasure, they will use these too. However, because of their small, light frames, katkins do not carry rifles or other large weapons when on the hunt. Such gear is typically mounted for defense of the lair. Their most common defense tactic is to use sound imitation to lure their prey away from the herd or nest and then attack from the trees. By custom. they prefer to make kills with their own claws, often weakrnmg a victim with missile weapons before closing in for melee.Society: Katkins live in small family groups among the treetops. The adults typically hunt as a team and kittens, when old enough, assist by driving the prey closer to the pair. Katkins are reclusive and keep treetop summer homes-small, camouflaged huts of branches and bark high in the trees. In winter, they move to warmer quarters, usually a dwelling made from a hollowed-out tree, although some have been known to build cabins. Contact with the outside world is normally limited to a few select traders. Katkins are the mortal foes of Squeekers. They will attack these vermin whenever encountered, although not by foolhardy means.

Description (Observation 1): Katkins are similar in appearance to common house cats, from which they sprang. They are somewhat larger, standing about a meter tall when walking bipedally. They have manipulative forepaws, allowing them to use weapons and tools, although they still possess sharp retractable claws capable of considerable harm. Their fur can be either long or short with a broad range of coloration-white, orange-striped, calico, black, grey, or brown.

Combat: Katkins typically rely on their own natural weapons and small Tech II ranged weapons-darts, javelins, and small bows and arrows. If they possess usable artifact weapons as part of their treasure, they will use these too. However, because of their small, light frames, katkins do not carry rifles or other large weapons when on the hunt. Such gear is typically mounted for defense of the lair. Their most common defense tactic is to use sound imitation to lure their prey away from the herd or nest and then attack from the trees. By custom. they prefer to make kills with their own claws, often weakrnmg a victim with missile weapons before closing in for melee.

Society: Katkins live in small family groups among the treetops. The adults typically hunt as a team and kittens, when old enough, assist by driving the prey closer to the pair. Katkins are reclusive and keep treetop summer homes-small, camouflaged huts of branches and bark high in the trees. In winter, they move to warmer quarters, usually a dwelling made from a hollowed-out tree, although some have been known to build cabins. Contact with the outside world is normally limited to a few select traders. Katkins are the mortal foes of Squeekers. They will attack these vermin whenever encountered, although not by foolhardy means.

Behavior: Katkins typically rely on their own natural weapons and small Tech level 2 ranged weapons such as darts, javelines, and msall bows and arrows. If they possess usable artifact weapons as part of their treasure, they will use these as well. However because of their small, light frames, katkins do not carry rifles or other large weapons when on the hunt. Such gear is typically mounted for defense of the lair. Their most common defense tactic is to use sound imitation to lure their prey away from the herd or nest and then attack from the trees. By custom, they prefer to make skills with their own claws, often weakening a victim with missile weapons before closing in for melee.


Keeshin 'Water Weirds'

Reported By: unknown contributor in 1st Edition

Role: Monster
Base Stock: Frog

MCC Stat Block: Keeshin 'Water Weirds' (1d3 (2)): Init +2; atk bite melee +1 (1d3); AC 17; HD 4D7 hp 16 each; MV 20' or Fly 30' or Swim 45' ; 1d20; SV Fort +0, Ref +0, Will +2
Mutations: (M) Cryokinesis (15), forcefield generation(15), life leech (15), Mental Reflection (12), Mental Blast (11), Telekinetic hand (17), Telekinesis(16) Telekinetic Flight (13)

Number Appearing: 1d3
Morale: 11
Hit Dice: HD 4D7
Armor: 7 (AC 17)
Size: Small (1 Meter)

Movement: MV 20' or Fly 30' or Swim 45'

Attack: Bite melee +1 (1d3)

MS: 16 PS: 12
IN: 15 DX: 12
CH: 2 CN: 12

Frequency: Uncommon
Organization: Solitary
Activity Cycle: Day
Diet: Omnivore
Habitat: Small bodies of water
Tech Level: 0 - 0
Artifacts: A,G

Description: Description: Keeshin are albino mutant frogs, standing 1 meter tall with a humanoid posture and functional hands. Their skin is completely white, almost translucent, and coated with a thin layer of slime. Their eyes are wide-set and their mouth is filled with sharp teeth. They rarely wear clothing or adornment.Behavior:It is greedy and solitary. Its lair is a partially-submerged stone caern that it lines with shiny objects of varying worth. They can submerge for over an hour, but if they are out of the water for more than 24 hours they will die.Combat: Keeshin are intelligent creatures, but not friendly to other species. They covet ancient artifacts and anything else they consider valuable, and they're more than willing to kill or intimidate to get what they want. They've been known to set up "tolls" across rivers and lakes where they live. They dislike physical conflict, prefering to use their mutations in combat.Society: Fortunately for the world, Keeshin dislike each other and tend to be solitary. They mate briefly and the female lays eggs in the water that hatch into dozens of keeshin tadpoles, few of which survive to maturity. Mature keeshin telekinetically build stone dwellings under water, partially filled with air, to store their goods and hide from danger.

Combat: Keeshin are intelligent creatures, but not friendly to other species. They covet ancient artifacts and anything else they consider valuable, and they're more than willing to kill or intimidate to get what they want. They've been known to set up "tolls" across rivers and lakes where they live. They dislike physical conflict, prefering to use their mutations in combat.

Society: Fortunately for the world, Keeshin dislike each other and tend to be solitary. They mate briefly and the female lays eggs in the water that hatch into dozens of keeshin tadpoles, few of which survive to maturity. Mature keeshin telekinetically build stone dwellings under water, partially filled with air, to store their goods and hide from danger.

Behavior: It is greedy and solitary. Its lair is a partially-submerged stone caern that it lines with shiny objects of varying worth. They can submerge for over an hour, but if they are out of the water for more than 24 hours they will die.


Keiber

Reported By: unknown contributor in Space Gamer 88

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Kep 'Sand Devils'

Reported By: unknown contributor in 1st Edition

Role: Monster
Base Stock: Bermuda grass

MCC Stat Block: Kep 'Sand Devils' (1d4 (2)): Init +8; atk 6 x roots melee +11 (1d8+6) and acid melee +11 (1d3+6); AC 18; HD 15D5 hp 45 each; NO MOVEMENT; 1d20+1d20; SV Fort +1, Ref +0, Will -3
Mutations: (P) Dissolving Juices, Seed Mobility, Modified Roots

Number Appearing: 1d4
Morale: 10
Hit Dice: HD 15D5
Armor: 8 (AC 18)
Size: Unknown

Movement: NO MOVEMENT

Attack: 6 x Roots melee +11 (1d8+6) 6 x Roots melee +11 (1d8+6)

MS: 2 PS: 36
IN: 2 DX: 12
CH: 2 CN: 15

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Plains, Woods
Tech Level: 0 - 0
Artifacts: None

Description: Description: The kep is a plant consisting of a deeply buried root cluster and a network of strong, tough root-like tendrils that grow just below the surface of sandy soil. A mature kep can cover an area up to 30 meters in diameter.Behavior:Its roots will snap out of the ground and entangle and constrict prey who walk over the plant. The plant will continue to constrict around the prey until it is immobile and then it will grow its roots into the prey and start to digest it. Once all the creatures hit points are consumed, the plant will release a mobile seed that will burrow through the ground to 60 meters away, where it will then start to send out its own roots. If the plant fails any sort of morale check, it will pull its roots into itself and retreat deep underground.Combat: Keps are sensitive to vibration, feeling when any creature massing more than a kilogram moves across the surface above them. It bursts from the soil with its tendrils, entraping the creature and crushing it to death. When the prey's struggles cease, the tendrils drag it into the earth where the kep's root cluster and begin breaking it down into fertilizer for the plant. A kep is capable of attacking one creature for every five meters radius it occupies (thus a fully mature kep can attack up to six creatures at once, provided they're all standing above it).Society: Kep plants do not tolerate any other plants growing above them, so the areas where they grow tend to be barren soil, sometimes clearings amdist other vegetation. A mature kep produces a single mobile seed once per season, which burrows out of the ground scurries off in search of a place to root.

Combat: Keps are sensitive to vibration, feeling when any creature massing more than a kilogram moves across the surface above them. It bursts from the soil with its tendrils, entraping the creature and crushing it to death. When the prey's struggles cease, the tendrils drag it into the earth where the kep's root cluster and begin breaking it down into fertilizer for the plant. A kep is capable of attacking one creature for every five meters radius it occupies (thus a fully mature kep can attack up to six creatures at once, provided they're all standing above it).

Society: Kep plants do not tolerate any other plants growing above them, so the areas where they grow tend to be barren soil, sometimes clearings amdist other vegetation. A mature kep produces a single mobile seed once per season, which burrows out of the ground scurries off in search of a place to root.

Behavior: Its roots will snap out of the ground and entangle and constrict prey who walk over the plant. The plant will continue to constrict around the prey until it is immobile and then it will grow its roots into the prey and start to digest it. Once all the creatures hit points are consumed, the plant will release a mobile seed that will burrow through the ground to 60 meters away, where it will then start to send out its own roots. If the plant fails any sort of morale check, it will pull its roots into itself and retreat deep underground.


Kiikce 'Feathered Love'

Reported By: Kim Eastland in GW09 Module

Role: Mount
Base Stock: Unknown

MCC Stat Block: Kiikce 'Feathered Love' ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


KillerRobot

Reported By: unknown contributor in Famine at Fargo 7th Edition

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Killing Cloud

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Klicky

Reported By: unknown contributor in Famine at Fargo 7th Edition

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Kooda

Reported By: Zirra Scrohunter in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Kraw 'Demon'

Reported By: Kim Eastland in GW08 Module

Role: Unknown
Base Stock: Unknown possibly Alien

MCC Stat Block: Kraw 'Demon' (1d3 (2)): Init +4; atk bite melee -1 (1d3-3); AC 10; HD 8D5 hp 24 each; MV Fly 30' ; 1d20; SV Fort -1, Ref +0, Will +1
Mutations: Summoning, Two Gamma Eyes, Mass Blast (see Below), Fear Impulse - Android (D), Special Teleportation.

Number Appearing: 1d3
Morale: 15
Hit Dice: HD 8D5
Armor: 0 (AC 10)
Size: Small (.75 Meters tall)

Movement: MV Fly 30'

Attack: Bite melee -1 (1d3-3)

MS: 15 PS: 2
IN: 12 DX: 10
CH: 0 CN: 8

Frequency: Extremely Rare
Organization: Pack
Activity Cycle: Any
Diet: Carnivore
Habitat: Any except arctic
Tech Level: 0 - 0
Artifacts: None

Description: Description: Kraw are repulsive looking creatures that resemble a floating, human brain with two large red eyes and a suker like mouth full of needle sharp teeth. No one knows how they float but they seem to have no duration or height limitations.Behavior:Kraw are extremely evil creatures that seem to enjoy harming others. It has been suggested that they do not orignate on this planet, but that theory has never been proven. Kraw have an unreasoning fear of androids and will run at the very sight of them. When they desire, Kraw can teleport to any distance, within line-of-sight (max 1km). Kraw will not usually perform this action, as teleportation is their sole action. Otherwise they have two actions.Combat: Mass blast is a mental power similar to mental blast, except that it covers all opponents in a 10 meter radius (1d7). Kraw can use this power only twice a day. They usually employ other creatures through summoning to fight for them.Equiptment: Kraw do not collect or use any equiptment.

Combat: Mass blast is a mental power similar to mental blast, except that it covers all opponents in a 10 meter radius (1d7). Kraw can use this power only twice a day. They usually employ other creatures through summoning to fight for them.

Society: Anthropological studies incomplete

Behavior: Kraw are extremely evil creatures that seem to enjoy harming others. It has been suggested that they do not orignate on this planet, but that theory has never been proven. Kraw have an unreasoning fear of androids and will run at the very sight of them. When they desire, Kraw can teleport to any distance, within line-of-sight (max 1km). Kraw will not usually perform this action, as teleportation is their sole action. Otherwise they have two actions.


Krea 'Hateful'

Reported By: Kim Eastland in GW06 Module

Role: Unknown
Base Stock: Snail

MCC Stat Block: Krea 'Hateful' (1d2 (1)): Init +4; atk bite melee +3 (1d3); AC 14; HD 9D7 hp 36; MV 10' ; 1d20+1d14; SV Fort +0, Ref -1, Will +0
Mutations: (P) Electrical Generation, Sonic Blast(M) Quick Teleportation, Pyrokinesis.

Number Appearing: 1d2
Morale: 2
Hit Dice: HD 9D7
Armor: 4 (AC 14)
Size: Medium (1.75m)

Movement: MV 10'

Attack: Bite melee +3 (1d3)

MS: 11 PS: 10
IN: 7 DX: 8
CH: 2 CN: 12

Frequency: Very Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore
Habitat: Forests, Underground
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The Krea looks like a nightmare. It is a snail that stands just over 5' in neight. The head of a Krea is a lime green frog like head. Four 15 foot tentacles splay out from beneath the head. It has a great gaping mouth that is lined with bony ridges as sharp as meat cleavers. Behavior:Krea are incredibly destructive just for the sheer cruelty of it. In addition to their fearsome attacks, they can teleport every third turn up to 100' away as long as the distance is in line of sight.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Krea are incredibly destructive just for the sheer cruelty of it. In addition to their fearsome attacks, they can teleport every third turn up to 100' away as long as the distance is in line of sight.


Kreel Torrn 'Leapers'

Reported By: unknown contributor in Dragon Magazine 108

Role: Race
Base Stock: Common Meadow Grasshopper

MCC Stat Block: Kreel Torrn 'Leapers' (1d6 (3)): Init +3; atk weapon melee +1 (1d4); AC 16; HD 3D7 hp 12 each; MV 23' ; 1d20; SV Fort +0, Ref +1, Will +0
Mutations: Chameleon powers, empathy, taller, modified body parts (forelimbs), and ultra vision

Number Appearing: 1d6
Morale: 6
Hit Dice: HD 3D7
Armor: 6 (AC 16)
Size: Normal (1.2 m tall)

Movement: MV 23'

Attack: Weapon melee +1 (1d4)

MS: 12 PS: 9
IN: 12 DX: 14
CH: 4 CN: 11

Frequency: Common
Organization: Swarm
Activity Cycle: Day
Diet: Grasses and leaves
Habitat: Grasslands and Forests
Tech Level: 1 - 2
Artifacts: Unknown

Description: Description: Kreel torrn are large, bipedal grasshopper-folk with manipula- tive forelimbs. Though they have lost the flight capability of their ancestors, they still retain their leaping ability. Kreel torrn may leap up to 30 m in any direction every other Action Turn, for as many leaps as they have CN points. Afterwards, they must rest 10 minutes for each leap made before they can leap again. A kreel torrn in mid-leap is -3 to hit and be hit.Kreel torrn are semi-nomadic beings and employ Tech Level I weapons and equipment. They often supplement their wealth by ambushing unwary travelers. When lying in ambush, kreel torrn use chame- leon powers to conceal themselves until their quarry passes by. They then leap out of cover, attempting to surround their prey and overwhelm any opposition, attacking to kill only if resistance proves to be too great.A favorite tactic of the kreel torrn is to hide completely out of sightand use their empathy to follow the progress of their target(s). A similar ploy is for the kreel torrn to wait in complete darkness, using ultravision to find their marks. Kreel torrn are opportunists and flee if their position becomes untenable. They can sometimes be hired so long as the work is not too hard and the pay is good.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Krone

Reported By: Bruce Nesmith in GW07 Module

Role: NPC
Base Stock: Unknown

MCC Stat Block: Krone (1): Init -3; atk see description; AC 10; HD 1D5 hp 3; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: HD 1D5
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Society: Sarbis form large communities called 'camps.' There is always one dominate male who rules the camp. As previously mentioned, Sarbis are usually miners and provide much of the raw minerals for Gamma World societies. There value in this capacity, plus their dangerous nature when crossed, have made them better allies than slaves or subjects.

Combat: Unobserved in Combat

Society: Sarbis form large communities called 'camps.' There is always one dominate male who rules the camp. As previously mentioned, Sarbis are usually miners and provide much of the raw minerals for Gamma World societies. There value in this capacity, plus their dangerous nature when crossed, have made them better allies than slaves or subjects.

Behavior: Behavior modeling incomplete


Krull

Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Kud'zu Hert'l'cul

Reported By: BK "death_machine_2416" in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Lajjin 'Blue Wing'

Reported By: Kim Eastland in GW10 Module

Role: Unknown
Base Stock: Unknown

MCC Stat Block: Lajjin 'Blue Wing' ( ()): Init -3; atk see description; AC 10; HD 1D5 hp 3; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D5
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


LanternBug

Reported By: unknown contributor in Famine at Fargo 7th Edition

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Larry

Reported By: Paul Kenney in Mud Glat Walker

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Laser Gun Battery

Reported By: unknown contributor in Trouble in Freesboro

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Lemmink

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Letharp

Reported By: Gary Gygax, Paul Reiche III (GW1 Legion of Gold) in GW1

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Lil 'Wee Ones'

Reported By: James Ward in Paths of the Lil in White Dwarf

Role: Race
Base Stock: Human

MCC Stat Block: Lil 'Wee Ones' (1d20 (10)): Init +4; atk weapons melee +1 (1d3-1); AC 14; HD 5D5 hp 15 each; MV 5' or Fly 30' ; 1d20; SV Fort -1, Ref +1, Will +1
Mutations: (P) Light Generation, Physical Reflection, Wings(M) Anti-Life Leech, Dual Brain, Empathy, Force Field Generation, Illusion Generation, Mass Mind, Telepathy, Total Healing

Number Appearing: 1d20
Morale: 8
Hit Dice: HD 5D5
Armor: 4 (AC 14)
Size: Tiny (20cm)

Movement: MV 5' or Fly 30'

Attack: Weapons melee +1 (1d3-1)

MS: 14 PS: 7
IN: 15 DX: 15
CH: 15 CN: 8

Frequency: Rare
Organization: Village
Activity Cycle: Night
Diet: Omnivore
Habitat: Temperate / tropical forest and jungle
Tech Level: 1 - 6
Artifacts: L

Description (Initial Observation): Description: These small winged humanoids are only 20 cm tall. They are nocturnal and their bodies give off enough life to illuminate 1 meter around them. Behavior:Lil build their homes in mazes and brambles. They are sophisticated enough to possess artifacts, but are limited by their size in how they use them. They control their light in the event they need to remain hidden. In addition to all their species specific mutations, Lil will also possess a unique mutation. Their colorization is normal human pigmentations and colors.Combat: The grace and beauty of these tiny beings hides their incredible roughness They will avoid combat as much as possible, preferring to use their vast array of mutations to protect themselves and drive opponents away. If forced into close melee combat they are essentially helpless. Lils often use tiny bows and arrows which do 1 point of damage if they hit successfully, but are dipped in intensity 15 sleep poison. This poison functions like paralytic poison, but never goes above Stage III. Stage III is "asleep." It lasts an hour.Society: Lils live in village built of mazes of brambles, building small nest-like family dwellings. They are very playful and mischievous, playing pranks on one another and on outsiders. They prefer to avoid contacts with other intelligent life, though they have been known to aid travelers who have not caused them any problems. Lil often have artifacts of great sophistication, but their ability to use such items is limited by their size. Nonartifact items are always Tech Level I or II.

Description (Observation 1): These graceful creatures appear to be diminutive humans with antennae and beautiful, fragile wings. They have the same proportions as normal humans, as well as the same range of hair and eye color. Their wings are usually like those of dragonflies, long and transparent, though some groups have wings like those of butterflies of various types. Much like fireflies, lils have a limited ability to generate light. When in the dark or in deep shadow, lils periodically and involuntarily give off enough light to illuminate everything within one meter. This is not the mutation photogeneration, and lils cannot concentrate this light into bursts.

Combat: The grace and beauty of these tiny beings hides their incredible roughness They will avoid combat as much as possible, preferring to use their vast array of mutations to protect themselves and drive opponents away. If forced into close melee combat they are essentially helpless. Lils often use tiny bows and arrows which do 1 point of damage if they hit successfully, but are dipped in intensity 15 sleep poison. This poison functions like paralytic poison, but never goes above Stage III. Stage III is "asleep." It lasts an hour.

Society: Lils live in village built of mazes of brambles, building small nest-like family dwellings. They are very playful and mischievous, playing pranks on one another and on outsiders. They prefer to avoid contacts with other intelligent life, though they have been known to aid travelers who have not caused them any problems. Lil often have artifacts of great sophistication, but their ability to use such items is limited by their size. Nonartifact items are always Tech Level I or II.

Behavior: Lil build their homes in mazes and brambles. They are sophisticated enough to possess artifacts, but are limited by their size in how they use them. They control their light in the event they need to remain hidden. In addition to all their species specific mutations, Lil will also possess a unique mutation. Their colorization is normal human pigmentations and colors.


Lion Men

Reported By: Paul Kenney in Mud Glat Walker

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Lizard Steeds

Reported By: unknown contributor in 6th Edition - Beyond the Horizon

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Locus 'Giant Locus'

Reported By: Dirk T. Collins in MM2

Role: Unknown
Base Stock: Locust

MCC Stat Block: #VALUE!
Mutations: Heightened Intelligence; Regeneration; Quills/Spines

Number Appearing: 2d20+8
Morale: 7
Hit Dice: HD 2D7
Armor: 2 (AC 12)
Size: Small (.5 Meters)

Movement: MV 15' or Fly 15'

Attack: Bite melee (1d3-1) Bite melee (1d3-1)

MS: 7 PS: 6
IN: 3 DX: 6
CH: 5 CN: 8

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Omnivore
Habitat: Forest, Plains
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: These domestic cat sized giant flying locusts travel in swarms of 20-50 prefering to eat crops and plantsBehavior:in extreme circumstances they have been known to attack humans and mutants alike strip-ping the poor victims to the bone of flesh. They do two attacks, a bite for 1-2 (1d6/3) points of damage, and can throw 2-5 dagger sized spines 1x per week up to a distance of 6 meters. The normally use the spines attacking en masse to cut down vegetation and mutated plants. Once a year, in the springtime the Locus will swarm to form new hives. During this Hiveswarm time they will be encountered in numbers of 80-400 and they will attack anything in their path (To use as food, for the new hive).

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: in extreme circumstances they have been known to attack humans and mutants alike strip-ping the poor victims to the bone of flesh. They do two attacks, a bite for 1-2 (1d6/3) points of damage, and can throw 2-5 dagger sized spines 1x per week up to a distance of 6 meters. The normally use the spines attacking en masse to cut down vegetation and mutated plants. Once a year, in the springtime the Locus will swarm to form new hives. During this Hiveswarm time they will be encountered in numbers of 80-400 and they will attack anything in their path (To use as food, for the new hive).


Lohan

Reported By: Paul S. Williams in Master's of the Earth Campaign: Scenario Pack 1

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Longhorn

Reported By: unknown contributor in Midnight in the Mystery Garden

Role: NPC
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Loo Pur

Reported By: Michael Price & Garry Spiegle in GW3

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Lordia Orp 'Scorpion Folk'

Reported By: John Traglio (Apocalyptic Post #3) in MM2

Role: Race
Base Stock: Florida Bark Scorpion

MCC Stat Block: Lordia Orp 'Scorpion Folk' (1d20+5 (15)): Init +3; atk 4 x claws melee +4 (1d10+2) and 2 x stingers melee +4 (1d6+2); AC 17; HD 6D7 hp 24 each; MV 30' ; 1d20; SV Fort +0, Ref +0, Will +1
Mutations: Taller; New Body Parts; Modified Body Parts; Total Carapace; Heightened Intelligence; Heightened Sense (sight), Poison (Intensity 10+1d7)

Number Appearing: 1d20+5
Morale: 6
Hit Dice: HD 6D7
Armor: 7 (AC 17)
Size: Large (2.5 Meters at the shoulders)

Movement: MV 30'

Attack: 4 x Claws melee +4 (1d10+2) 4 x Claws melee +4 (1d10+2)

MS: 15 PS: 17
IN: 15 DX: 12
CH: 5 CN: 11

Frequency: Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore (Large Animals)
Habitat: Forest, Jungle, Ruins
Tech Level: 2 - 6
Artifacts: Unknown

Description: Description: The Lorida Orp has the brownish color of its ancestor. It has two sets of claws that it uses very well. The first pair of legs have mutated to large arms and the second pair of legs have also mutated to arms, though smaller than the first. The Lorida Orp has two tails.Behavior:The Lorida Orp has two tails, one has enom causing paralysis for 1d20 rounds and the venom of the other tail causes death.The Lorida orps are very fond of guns, knives, swords, and axes of all Tech levels. They will go to great lengths to obtain ancient weapons. The Lorida Orp, if able, will attack a foe from afar with any firearm it may have; and then it will engage its prey in hand to hand combat using any weapon it may on hand and it will also use its natural weaponry.As a whole, Lorida orps are xenophobic as several races consider their young to be a delicacy. However, there are two races that the Lorida orps get along with; the spider lill and the drax (see next issue). Also, there is the rare Lorida Orp that seeks to venture from its familiar surroundings and lead the life of an adventurer.Lorida Orp encounters are usually with a male patrol, any one unfortunate enough to find a base camp will have to deal with very irate and protective females and even the young will fight. If any children are killed the Lorida Orp tribe will track the wrong doers back to their village and kill any adult they find as well as burn everything.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: The Lorida Orp has two tails, one has enom causing paralysis for 1d20 rounds and the venom of the other tail causes death.The Lorida orps are very fond of guns, knives, swords, and axes of all Tech levels. They will go to great lengths to obtain ancient weapons. The Lorida Orp, if able, will attack a foe from afar with any firearm it may have; and then it will engage its prey in hand to hand combat using any weapon it may on hand and it will also use its natural weaponry.As a whole, Lorida orps are xenophobic as several races consider their young to be a delicacy. However, there are two races that the Lorida orps get along with; the spider lill and the drax (see next issue). Also, there is the rare Lorida Orp that seeks to venture from its familiar surroundings and lead the life of an adventurer.Lorida Orp encounters are usually with a male patrol, any one unfortunate enough to find a base camp will have to deal with very irate and protective females and even the young will fight. If any children are killed the Lorida Orp tribe will track the wrong doers back to their village and kill any adult they find as well as burn everything.


Luk

Reported By: unknown contributor in data source corrupted.

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Lukalukas 'Gobblers'

Reported By: unknown contributor in Dragon Magazine 108

Role: Monster
Base Stock: Domesticated turkey

MCC Stat Block: Lukalukas 'Gobblers' (1d20 (10)): Init +0; atk peck melee -1 (1d3-2); AC 20; HD 2D7 hp 8 each; MV 34' or Fly 15' ; 1d20; SV Fort -1, Ref -1, Will -3
Mutations: Gas generation (Intensity Level 12; blindness for 1d4 hours), and a unique mutation (disease immunity)

Number Appearing: 1d20
Morale: 2
Hit Dice: HD 2D7
Armor: 10 (AC 20)
Size: Small (1 meter tall)

Movement: MV 34' or Fly 15'

Attack: Peck melee -1 (1d3-2)

MS: 2 PS: 4
IN: 2 DX: 6
CH: 2 CN: 6

Frequency: Common
Organization: flock
Activity Cycle: Day
Diet: Grains and plants, particularly those with the bacterial symbiosis mutation
Habitat: Temperate forests and scrublands
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: These terrestrial birds are heavy and stupid, but fairly fast on their feet and able to fly clumsily for short distances. They have acute hearing and are only surprised on a 1. When encoun- tered by a known predator, they scatter, each leaving behind a cloud of opaque gas 9 m across which blind any character or creature that comes in contact with it. Each bird can do this only once every 4 hours, and it is indicative of their stupidity that they all release their gas at once whenever they are encountered.If a creature or character is not a known predator and approaches lukalukas in a peaceable, reassuring manner, roll a reac- tion check they scatter on any result of 9 or less, and must check morale on any roll between 10 and 17.Once their gas is used, lukalukas are virtually defenseless when caught. How- ever, due to their habit of eating plants with bacterial symbiosis (which does not harm or leave any symptomatic marks on the bird), they should be thoroughly cooked before eating. If not, there is a 60% chance that any lukaluka is carrying a random plant-carried disease.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Lunatic Eater

Reported By: unknown contributor in 6th Edition - Machines & Mutants

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Lurker

Reported By: John Traglio (Apocalyptic Post #3) in MM2

Role: Unknown
Base Stock: Green Lynx Spider

MCC Stat Block: Lurker (1d4-2 (0)): Init +4; atk bite melee +4 (1d16+2) and 2 x claws melee +4 (1d10+2); AC 16; HD 5D7 hp 20; MV 4' ; 1d20; SV Fort +0, Ref +1, Will +1
Mutations: Taller; New Body Parts; Modified Body Parts; Total Carapace

Number Appearing: 1d4-2
Morale: 6
Hit Dice: HD 5D7
Armor: 6 (AC 16)
Size: Large (2 Meters at Shoulder)

Movement: MV 4'

Attack: Bite melee +4 (1d16+2) Bite melee +4 (1d16+2)

MS: 15 PS: 16
IN: 3 DX: 13
CH: 2 CN: 11

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Carnivore (Large Animals)
Habitat: Forest or Jungle
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: The lurker barely resembles its ancestors. The body is heavily plated and the first pair of legs end in long, barbed hooks. All of the legs are covered in green fur, matching the coloration of the body. Behavior:the cephalothorax has two long growths on it that fire darts. When the darts are fired, spinnerets on the edge of the "harpoon" guns attach webbing to them enabling the lurker to reel in prey. Each harpoon gun can fire 8 darts a day.The poison of the darts is of a paralytic origin with a "D" resulting in paralyzation for 1d8+12 rounds, while that of the fangs is a neurotoxin with a "D" resulting in death.A lurker will usually cover the ground of a large area and cover the web with debris. When a victim gets entang-led in the web, the lurker will start firing its darts at the prey. If the victim falls to paralyzation, the lurker will emerge from his ambush spot and web up the victim and drag him off to be consumed at a later date. If the victim is still standing after all darts are fired, the lurker will emerge and attack with fangs and hooks. If the lurker is losing badly in a battle, it will attempt to run off.If more than one lurker is encountered, it will be either a mating pair or a female and her young. These young lurkers have only half the hit dice of their parents and their poison intensity level is 8-12.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: the cephalothorax has two long growths on it that fire darts. When the darts are fired, spinnerets on the edge of the "harpoon" guns attach webbing to them enabling the lurker to reel in prey. Each harpoon gun can fire 8 darts a day.The poison of the darts is of a paralytic origin with a "D" resulting in paralyzation for 1d8+12 rounds, while that of the fangs is a neurotoxin with a "D" resulting in death.A lurker will usually cover the ground of a large area and cover the web with debris. When a victim gets entang-led in the web, the lurker will start firing its darts at the prey. If the victim falls to paralyzation, the lurker will emerge from his ambush spot and web up the victim and drag him off to be consumed at a later date. If the victim is still standing after all darts are fired, the lurker will emerge and attack with fangs and hooks. If the lurker is losing badly in a battle, it will attempt to run off.If more than one lurker is encountered, it will be either a mating pair or a female and her young. These young lurkers have only half the hit dice of their parents and their poison intensity level is 8-12.


Lytid 'Giant Beetle'

Reported By: Derek M. Holland in MM2

Role: Unknown
Base Stock: Beetle

MCC Stat Block: Lytid 'Giant Beetle' (1d4+1 (3)): Init +4; atk bite melee +3 (1d16+2); AC 15; HD 4D7 hp 16 each; MV 11' or Fly 19' ; 1d20; SV Fort +0, Ref +2, Will +0
Mutations: None

Number Appearing: 1d4+1
Morale: 7
Hit Dice: HD 4D7
Armor: 5 (AC 15)
Size: Medium (2 Meters)

Movement: MV 11' or Fly 19'

Attack: Bite melee +3 (1d16+2)

MS: 9 PS: 16
IN: 2 DX: 16
CH: 1 CN: 12

Frequency: Uncommon
Organization: Unknown
Activity Cycle: Unknown
Diet: Herbivore
Habitat: Temperate Forests
Tech Level: 0 - 0
Artifacts: Unknown

Description: Description: hese giant beetles are feared all over Gamma Terra for their extreme destructiveness to forests. They are cylindrical and are black or brown. Their mandibles are large but are meant to cut through wood,Behavior:its bite does 4d8 to trees and shrubs.Adult lytids feed on leaves and branches of trees and shrubs (intelligent or not) and have preferences depending on the subspecies.They breed in the fall; laying each egg in the base of a tree. The young slowly kill the tree, finally breaking out in April. Whole groves are destroyed this way.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: its bite does 4d8 to trees and shrubs.Adult lytids feed on leaves and branches of trees and shrubs (intelligent or not) and have preferences depending on the subspecies.They breed in the fall; laying each egg in the base of a tree. The young slowly kill the tree, finally breaking out in April. Whole groves are destroyed this way.


M-NG0 Mongo

Reported By: unknown contributor in Midnight in the Mystery Garden

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Maali

Reported By: Michael Price in GW2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Maali - alone 'Tall Slasher'

Reported By: Kim Eastland in GW10 Module

Role: Race
Base Stock: North American Moose

MCC Stat Block: Maali - alone 'Tall Slasher' (1d2 (1)): Init +5; atk antler melee +5 (1d10+2) and claw melee +5 (1d3+2); AC 13; HD 10D7 hp 40; MV 45' ; 1d20+1d14; SV Fort +1, Ref +0, Will +2
Mutations: (P) Displacement, Dual Brain, Physical Reflection -Laser, Sonic Bellow (like Sonic Blast but non-organic targets are affected as are organic targets) (M) Force Field Generation , Genius Capability-Military, Magnetic Control, Weather Control(D) Allergy to Mushrooms, Phobia/Fear Underground (claustrophobic when they realize they are underground)

Number Appearing: 1d2
Morale: 15
Hit Dice: HD 10D7
Armor: 3 (AC 13)
Size: Large (4 Meters Tall)

Movement: MV 45'

Attack: Antler melee +5 (1d10+2) Antler melee +5 (1d10+2)

MS: 16 PS: 17
IN: 13 DX: 10
CH: 7 CN: 13

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: 3 - 6
Artifacts: Unknown

Description: Description: The maali are bipedal descendents of the ancient North American moose. They stand upright on two huge, wide claws chat ace as snow shoes. Their anders are unusually wide and extremely sharp. The maali keep them this way because they use them as melee weapons. Their front hooves have evolved into leathery, four digit , manipulative hands.Behavior:Maali live in the forested areas of the Frozen Lands, but have been known to venture forth over the snowy wastes. They are rarely seen out of their natural habitats, except for mercantile ventures into the Highlands to the north for provisions. They are omnivorous, but prefer small mammals, bark, and leaves. Their teeth have developed into formidable crushing machines, and they can eat frozen plants as well as fresh ones. There are only a few Maali villages left in the Frozen Lands, but there are hundreds of smaller, nomadic tribes in the foothills of the Highlands. The Maali have an intense hatred for Harlan Quade's robots. Before Quade's reign of metallic terror began, the Maali were the lords and masters of these plains and wooded lands. They were well liked and respected by the ocher animals and peoples here. But over the centuries they have seen the various peoples killed and the land raped . The Maali have had co resort to severe weather control to strand Harlan's mad attempts at world conquering . They are all that prevents him from moving his Epsilon Cyborgs into the unsuspecting world. However, the Maali's size and fear of underground areas have prevented them from going in and rooting Quade out of his stronghold. Maali are fascinated by non-robotic high technology and will always cry co acquire devices created by the Ancients. They are very skilled in the handling of such items. Most Maali have knowledge of up to Tech Level III, and some can even be found that known Tech Level IV items. They are wary of outsiders , especially human s, but are seeking aid in their fight against Quade. They have been promised aid by Scar, the mutant animal king of the mountains to the north. But Quade's forces have temporarily halted that aid by trying to assassinate the king ( all of this latter plot is the core of the Revised GAMMA WORLD game module, GWll) . The Maali usually are armed with at lease one Tech Level III weapon, a huge two-handed sword (12/24, otherwise created as a normal two-handed sword), and three javelins. They have escaped destruction by Quade's constructs because of their various mutations, their raw physical power, and their knowledge of the land.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Maali live in the forested areas of the Frozen Lands, but have been known to venture forth over the snowy wastes. They are rarely seen out of their natural habitats, except for mercantile ventures into the Highlands to the north for provisions. They are omnivorous, but prefer small mammals, bark, and leaves. Their teeth have developed into formidable crushing machines, and they can eat frozen plants as well as fresh ones. There are only a few Maali villages left in the Frozen Lands, but there are hundreds of smaller, nomadic tribes in the foothills of the Highlands. The Maali have an intense hatred for Harlan Quade's robots. Before Quade's reign of metallic terror began, the Maali were the lords and masters of these plains and wooded lands. They were well liked and respected by the ocher animals and peoples here. But over the centuries they have seen the various peoples killed and the land raped . The Maali have had co resort to severe weather control to strand Harlan's mad attempts at world conquering . They are all that prevents him from moving his Epsilon Cyborgs into the unsuspecting world. However, the Maali's size and fear of underground areas have prevented them from going in and rooting Quade out of his stronghold. Maali are fascinated by non-robotic high technology and will always cry co acquire devices created by the Ancients. They are very skilled in the handling of such items. Most Maali have knowledge of up to Tech Level III, and some can even be found that known Tech Level IV items. They are wary of outsiders , especially human s, but are seeking aid in their fight against Quade. They have been promised aid by Scar, the mutant animal king of the mountains to the north. But Quade's forces have temporarily halted that aid by trying to assassinate the king ( all of this latter plot is the core of the Revised GAMMA WORLD game module, GWll) . The Maali usually are armed with at lease one Tech Level III weapon, a huge two-handed sword (12/24, otherwise created as a normal two-handed sword), and three javelins. They have escaped destruction by Quade's constructs because of their various mutations, their raw physical power, and their knowledge of the land.


Maali-Village 'Tall Slasher'

Reported By: Kim Eastland in GW10 Module

Role: Race
Base Stock: North American Moose

MCC Stat Block: Maali-Village 'Tall Slasher' (1d100 (50)): Init +5; atk antler melee +5 (1d10+2) and claw melee +5 (1d3+2); AC 13; HD 10D7 hp 40 each; MV 45' ; 1d20+1d14; SV Fort +1, Ref +0, Will +2
Mutations: (P) Displacement, Dual Brain, Physical Reflection -Laser, Sonic Bellow (like Sonic Blast but non-organic targets are affected as are organic targets) (M) Force Field Generation , Genius Capability-Military, Magnetic Control, Weather Control(D) Allergy to Mushrooms, Phobia/Fear Underground (claustrophobic when they realize they are underground)

Number Appearing: 1d100
Morale: 15
Hit Dice: HD 10D7
Armor: 3 (AC 13)
Size: Large (4 Meters Tall)

Movement: MV 45'

Attack: Antler melee +5 (1d10+2) Antler melee +5 (1d10+2)

MS: 16 PS: 17
IN: 13 DX: 10
CH: 7 CN: 13

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: 3 - 6
Artifacts: Unknown

Description: Description: The maali are bipedal descendents of the ancient North American moose. They stand upright on two huge, wide claws chat ace as snow shoes. Their anders are unusually wide and extremely sharp. The maali keep them this way because they use them as melee weapons. Their front hooves have evolved into leathery, four digit , manipulative hands.Behavior:Maali live in the forested areas of the Frozen Lands, but have been known to venture forth over the snowy wastes. They are rarely seen out of their natural habitats, except for mercantile ventures into the Highlands to the north for provisions. They are omnivorous, but prefer small mammals, bark, and leaves. Their teeth have developed into formidable crushing machines, and they can eat frozen plants as well as fresh ones. There are only a few Maali villages left in the Frozen Lands, but there are hundreds of smaller, nomadic tribes in the foothills of the Highlands. The Maali have an intense hatred for Harlan Quade's robots. Before Quade's reign of metallic terror began, the Maali were the lords and masters of these plains and wooded lands. They were well liked and respected by the ocher animals and peoples here. But over the centuries they have seen the various peoples killed and the land raped . The Maali have had co resort to severe weather control to strand Harlan's mad attempts at world conquering . They are all that prevents him from moving his Epsilon Cyborgs into the unsuspecting world. However, the Maali's size and fear of underground areas have prevented them from going in and rooting Quade out of his stronghold. Maali are fascinated by non-robotic high technology and will always cry co acquire devices created by the Ancients. They are very skilled in the handling of such items. Most Maali have knowledge of up to Tech Level III, and some can even be found that known Tech Level IV items. They are wary of outsiders , especially human s, but are seeking aid in their fight against Quade. They have been promised aid by Scar, the mutant animal king of the mountains to the north. But Quade's forces have temporarily halted that aid by trying to assassinate the king ( all of this latter plot is the core of the Revised GAMMA WORLD game module, GWll) . The Maali usually are armed with at lease one Tech Level III weapon, a huge two-handed sword (12/24, otherwise created as a normal two-handed sword), and three javelins. They have escaped destruction by Quade's constructs because of their various mutations, their raw physical power, and their knowledge of the land.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Maali live in the forested areas of the Frozen Lands, but have been known to venture forth over the snowy wastes. They are rarely seen out of their natural habitats, except for mercantile ventures into the Highlands to the north for provisions. They are omnivorous, but prefer small mammals, bark, and leaves. Their teeth have developed into formidable crushing machines, and they can eat frozen plants as well as fresh ones. There are only a few Maali villages left in the Frozen Lands, but there are hundreds of smaller, nomadic tribes in the foothills of the Highlands. The Maali have an intense hatred for Harlan Quade's robots. Before Quade's reign of metallic terror began, the Maali were the lords and masters of these plains and wooded lands. They were well liked and respected by the ocher animals and peoples here. But over the centuries they have seen the various peoples killed and the land raped . The Maali have had co resort to severe weather control to strand Harlan's mad attempts at world conquering . They are all that prevents him from moving his Epsilon Cyborgs into the unsuspecting world. However, the Maali's size and fear of underground areas have prevented them from going in and rooting Quade out of his stronghold. Maali are fascinated by non-robotic high technology and will always cry co acquire devices created by the Ancients. They are very skilled in the handling of such items. Most Maali have knowledge of up to Tech Level III, and some can even be found that known Tech Level IV items. They are wary of outsiders , especially human s, but are seeking aid in their fight against Quade. They have been promised aid by Scar, the mutant animal king of the mountains to the north. But Quade's forces have temporarily halted that aid by trying to assassinate the king ( all of this latter plot is the core of the Revised GAMMA WORLD game module, GWll) . The Maali usually are armed with at lease one Tech Level III weapon, a huge two-handed sword (12/24, otherwise created as a normal two-handed sword), and three javelins. They have escaped destruction by Quade's constructs because of their various mutations, their raw physical power, and their knowledge of the land.


Makeen

Reported By: Robert G. Flack in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mal Tonas

Reported By: Robert G. Flack in MM2

Role: Unknown
Base Stock: Unknown

MCC Stat Block: #N/A
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: #N/A
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Manhunter 'Robotic Hunter'

Reported By: Scott A. Hutcheon in Dragon Magazine 113

Role: Robot
Base Stock: Unknown

MCC Stat Block: Manhunter 'Robotic Hunter' (1): Init +13; atk see description; AC 11; HD 25D12 hp 163; MV GravPods 450' ; 1d20+1d20; SV Fort +0, Ref +3, Will +2
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: HD 25D12
Armor: 1 (AC 11)
Size: Unknown

Movement: MV GravPods 450'

Attack: See Description

MS: 17 PS: 90
IN: 17 DX: 19
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Description: This incredibly fast tracking and killing machine was designed for unknown purposes about which Gamma World sages can only speculate. Its abilities and functions make it a perfect construct for following and killing oppo- nents, but the original need for the heavy armor and weaponry of the Manhunter is unknown. The unit may possibly have been used to defeat rogue Defense Borgs and Warbots, in conjunction with several others of its kind. Other uses may have included assaults on advanced-tech gue- rilla squads, but this is not known for sure.The Manhunter is an exceptionally pow- erful robot, but is extremely rare and found only in the surrounding areas of the Cybernetic Installations they were com- manded to guard. Others can possibly be found patrolling vast regions, still follow- ing ancient, outdated programs. They ignore all beings that are not directly affected by their missions, unless foolish characters attack them. As with other units of the Hunter class, the Manhunter continues to follow its mission until com- pleted, ignoring all other commands from any source.This 16-meter-long, 8-meter-wide, 2- meter-high hunting and tracking machine is covered in weapons and sensors. On each side of the unit are 2-meter-long, 1-meter-wide, and 1-meter-high ovoids stored in depressions (these are the cyber robots detailed below). Near the back of the Manhunter are four smaller ovoids (only .5 meters long) stacked in a row, their front ends aimed forward. On the bottom of the robot is a faint outline of a hatch (leading to the stasis chamber) and many projections surrounding it (the pres- sor/tractor beam). On the upper side are the main batteries of weapons and most of the tracking equipment. The sides of the unit are fitted with all of its close-range weaponry.The Manhunter is capable of using all weapons and defenses (including screens and fields) simultaneously. For long-range and immediate killing purposes, the Manhunter has several effective weapons. The unit has a battery of two lasers at- tached to each of twelve optical scanners; each has a range of 500 meters and does 10d6 hp damage per battery. A photonrifle that delivers 18-intensity radiation has a range of 300 meters and a weapon class of 5. Four automatic rifles that have a range of 200 meters and do 10d10 hp damage per burst are included, each equipped with enough ammunition forfive bursts. Two micro-missile launchers with 2d10 missiles are on the sides, each with a range of 1000 meters. One top- mounted mini-missile launcher with 1d10 missiles has a range of 3000 meters and can be fired individually or simultaneously with the micro-missile launcher.Two black ray guns (front- and rear- mounted) have a range of 200 meters, and a laser cannon (front-mounted) does 20d6 hp damage and has a range of 1000 me- ters. A fusion cannon that does the same damage as a fusion bomb but only has a range of 50 meters is centered on the top. A molecular disruptor that has the same effects as the mutation molecular disrup- tion, but has a range of 150 meters and twice the normal chances of disruption, is also top-mounted (on the robots front). A fission gun occupies an upper-rear plat- form, having a ray with the same effect as a dirty fission bomb, with a range of 4000 meters and a weapon class of 16. A top- mounted bomb launcher that has a range of 750 meters is able to fire the following bombs: matter bombs (up to four Alpha, two Beta, or one Delta), fusion bombs(only two), clean fission bombs (only two), mutation bombs (up to four), and negation bombs (up to four). Only one type of bomb load may be carried.The Manhunter also has a grenade launcher (with capacity for up to 100 grenades of any type) that has a range of 150 meters and is used to ferret out hid-den individuals and destroy buildings. The unit has a stun-missile launcher equipped with six stun missiles; each missile has a range of 500 meters and has the effect of stunning everyone within a 30-meter range of the impact for 2d4 search turns. Both weapons are side-mounted on oppo- site sides of the robot left for the gre- nade launcher and right for the stun-missile rack.Two forward-mounted Mark VI rifles and a battery of four stun-ray rifles (two front, two rear, all bottom-mounted) round out most of the long-range offensive weap- onry. The unit is fitted with a forward- underside taser rifle that has a range of 1000 meters and does 4d8 hp damage, wrapping a cable around the character; only a combined or individual strength of 21 or greater can free a trapped victim (see the Robohunter for details on this weapon). Fifty spare cables are included.A battery of four razor rifles is mounted on the forward underside of the robot. They have a range of 90 meters and each do 8d6 hp damage per hit (causing an additional 1d4 hp damage of bleeding per action turn until blades are removed and wounds are healed). For close-range com- bat, there is a needler rifle with needles coated in a sleep-inducing serum. This serum causes characters to fall asleep for 4d10 action turns. The needler is another front-underside weapon.The Manhunter has several weapon devices not described elsewhere. The unit can spray a heavy nerve-affecting gas. This heavy gas flows down to the lowest level possible (draining into holes) and causes creatures caught in the cloud to save against the effects by rolling under their constitution on d20. Characters who fail this roll are totally unable to perform any movement voluntarily (involuntary muscles such as the heart and lungs still function normally) for 4d20 action turns. Twelve vents (six per side) spread the gas in a 20-meter radius around the robot. Enough gas for six uses is provided.Another gas that can be sprayed up to 20 meters away affects only metallic ob- jects. This gas coats such objects with a chemical that, in two action turns, turns the metal into a frail glasslike substance. Any object coated with this gas is de- stroyed if struck against any hard surface and melts if it is a heat-using device (such as a laser pistol). The chemical must be washed off as soon as it comes into con- tact with metal to counter the damage. The Manhunter is coated with a substance that makes it immune to the gas itself, unless the covering of the robot is cracked to admit the gas into its interior.The Manhunter can also drop a canister that explodes on impact, sending special particles raining down on the ground below. These particles cover a 50-meter- radius area and only affect organic mate- rial (characters totally covered in metallic or plastic armor are unaffected). The robot has only four of these cannisters. Attacked creatures suffer 1d6 damage per action turn for 1d4 turns (while particles are still in the air). Unless affected victims made a CON 2 check on percentile dice, they lose 1d10 points of strength, dexter- ity, and constitution as well for 2d8 hours (no score can drop below 1).The Manhunter also has a force-field destroyer that inflicts 100 hp of damage to all force fields within a 100-meter range, but it wont affect unprotected characters. A force field that can sustain up to 200 hp of damage per action turn is part of the Manhunters protection. The hull of the robot is covered in a thick duralloy shield- ing that allows the unit to operate under- sea or in near vacuum conditions. A reflective hull causes laser attacks to do up to half damage on hits (the robot can take 200 hp of damage from lasers until the reflective ability is destroyed and laser attacks are then made at normal damage).The robot is surrounded by a paralysis field that has a range of 20 meters. This field stuns characters as the paralysis rod can, and it allows the Manhunter to make attacks that automatically hit the para- lyzed victims. This field has enough power for 30 action turns of use.The Manhunter itself is equipped with a holographic projector, which it can use to make itself appear invisible or camou- flaged in the surrounding vegetation.There is a 1% chance per action turn that the projection will flicker, allowing onlook- ers to realize the deception and make attacks as normal until the Manhunter leaves the area. While hunting or tracking, the robot is totally soundless and surprises characters on a roll of 1-5 on d6.A robotic deactivation/activation field can be used up to 200 meters away. The robots can also be controlled by special circuits as if the Manhunter had Stage IV I.D.Herbicides and fungicides can besprayed over an area of 100-meters radius per use (10 such uses possible) to destroy ground cover for hiding fugitives. The unit can immerse its entire self in water, but is incapable of combat while in this environ- ment. It has special remote-controlled drone units which are described below.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Manhunter - Communications Drone

Reported By: Scott A. Hutcheon in Dragon Magazine 113

Role: Robot
Base Stock: Unknown

MCC Stat Block: Manhunter - Communications Drone (1d4 (2)): Init -3; atk see description; AC 13; HD 1D12 hp 7 each; MV GravPods 450' ; 1d20; SV Fort +1, Ref -3, Will -3
Mutations: Unknown

Number Appearing: 1d4
Morale: More observations needed
Hit Dice: HD 1D12
Armor: 3 (AC 13)
Size: Unknown

Movement: MV GravPods 450'

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Description: These data-probes are used to send televised pictures of areas that the robot is investigating, for general tracking and surveying missions. They are used to scout areas before alerting the Manhunter to send out the cybers or have the Manhunter come itself. The probes are equipped and fitted for underwater use. The armor given combines the probes speed and size, and the number given in parentheses indicates the armor class while the probes are stationary (hovering). The probes can be controlled by the Manhunter up to a distance of 10 kilome- ters, and they automatically return if a distance greater than this is indicated. The probes have radar- and infravision-jam- ming screens (which even affect muta- tions) that allow them to pass by unnoticed.The probes are also equipped with an electrical defense shield that does 1d10 hp damage to characters touching them. The probes themselves cannot attack, and flee as soon as they have registered the posi- tion of the desired hiding group.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Manhunter - Underground Drone

Reported By: Scott A. Hutcheon in Dragon Magazine 113

Role: Robot
Base Stock: Unknown

MCC Stat Block: Manhunter - Underground Drone (1): Init -2; atk see description; AC 14; HD 3D12 hp 20; MV Treads 75' or GravPods 225' ; 1d20; SV Fort +1, Ref -3, Will -3
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: HD 3D12
Armor: 4 (AC 14)
Size: Unknown

Movement: MV Treads 75' or GravPods 225'

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Description: This cyber is also cov- ered in plastic armor, but has tracked rollers that can be lowered for ground movement. It is equipped with radar capa- bilities (up to 200 meters) and armed with two Mark V pistols as well as two stun rifles on a top mount. A flamegun that has four charges and does 8d10 damage out to 10 meters (weapon class 16) is attached to one end of the robot. The cyber is also capable of spraying a kinetic nullifier fluid (effects are detailed in the GAMMA WORLD game rules) over a 10-meter- square area (six uses possible).Like the underwater model, this under- ground model is equipped with a tractor/ pressor beam capable of lifting up to 200 kilograms for the purpose of transporting the character or object it was assigned to ind back to the Manhunter.The cyber units are used for retrievingor killing characters that flee into areas the Manhunter is not suited for traversing. Once a character is caught by a cyber tracker, he brought back and captured by the Manhunters own tractor/pressor beam (which can lift 500 kilograms). Once in this field, the individual is taken up into the unit and stored in a very special facil- ity on its underside.The Manhunter contains one entire stasis chamber that works as the one described in the GAMMA WORLD game. The character is kept in the state of slee- plike suspended animation until brought back to the commanding Cybernetic Instal- lation for whatever purpose the CI has in mind. Individuals in this chamber can be healed by a robotic medi-kit if necessary, but the stasis chamber can also work as a rejuv chamber for characters who are nearly dead. Up to four man-sized beings (500 kilograms) may be kept in the chamber.The upper surface of the Manhunter also carries a number of special probes, described below.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Manhunter - Underwater Drone 'Underwater tracking drone (cyber)'

Reported By: Scott A. Hutcheon in Dragon Magazine 113

Role: Robot
Base Stock: Unknown

MCC Stat Block: Manhunter - Underwater Drone 'Underwater tracking drone (cyber)' (1): Init -2; atk see description; AC 14; HD 3D12 hp 20; MV Swim 75' or GravPods 225' ; 1d20; SV Fort +1, Ref -3, Will -3
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: HD 3D12
Armor: 4 (AC 14)
Size: Unknown

Movement: MV Swim 75' or GravPods 225'

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Description: This ovoid is sent by the Manhunter to track and hunt down crea- tures that attempt to escape by fleeing into a watery environment. Some versions of this cyber have camouflage detectors that cause fish and creatures using camouflag- ing mutations to appear normally for attack purposes.This cyber is covered in a plastic water- proof covering. It is also equipped with two spear rifles that have a range of 50 meters and have two spears each, coated with a substance that causes sleep for 4d10 action turns (characters drown in 2d4 action turns unless rescued or taken by the cyber). The underwater drone is also capable of leaving a thick black fog of chemical for 10 meters around itself in the water. This allows escape and obscures the vision of creatures in the area for 2d8 action turns. The cyber has sonar sensors that detect creatures up to 200 meters away.Four small, high-explosive, heat-seeking torpedoes (weapon class 16) can be launched, each having a range of 200 meters and do 4d6 hp damage each. The cyber is also equipped with an ultra-pow- erful light that blinds characters looking directly at it for 1d6 action turns out to 30 meters. The cyber has a tractor/pressor beam capable of lifting and carrying up to 200 kilograms.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Mantis 'Green Renders'

Reported By: unknown contributor in 2nd Edition

Role: Monster
Base Stock: Praying Mantis

MCC Stat Block: Mantis 'Green Renders' (1d6 (3)): Init +4; atk bite melee +8 (1d8+6) and 2 x claws melee +8 (1d5+6); AC 17; HD 7D7 hp 28 each; MV 20' ; 1d20; SV Fort +1, Ref +0, Will -1
Mutations: (P) Speed increase

Number Appearing: 1d6
Morale: 11
Hit Dice: HD 7D7
Armor: 7 (AC 17)
Size: Large (3 Meters)

Movement: MV 20'

Attack: Bite melee +8 (1d8+6) Bite melee +8 (1d8+6)

MS: 7 PS: 30
IN: 4 DX: 12
CH: 2 CN: 15

Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Habitat: Temperate Hills and Forest
Tech Level: 0 - 0
Artifacts: None

Description: Description: Giant Praying Mantises that stand 3 meters tall at the shoulder.Behavior:They are coracious carnivores. They are smart enough to avoid and stop attacking prey that is clearly stronger. They can be recruited to help others when food is offered. They are however not intelligent enough to be considered a hireling.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: They are coracious carnivores. They are smart enough to avoid and stop attacking prey that is clearly stronger. They can be recruited to help others when food is offered. They are however not intelligent enough to be considered a hireling.


Mantrap

Reported By: unknown contributor in Famine at Fargo 7th Edition

Role: Unknown
Base Stock: Unknown

Conversion Not Complete
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: More observations needed
Armor: More observations needed
Size: Unknown

Movement: More observations needed

Attack: More observations needed

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Markus Dema

Reported By: Bruce Nesmith in GW07 Module

Role: NPC
Base Stock: Human

MCC Stat Block: Markus Dema (1): Init -3; atk see description; AC 10; HD 1D12 hp 7; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: 1
Morale: More observations needed
Hit Dice: HD 1D12
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Society: A verbat usually stakes out an area and keeps it clear of roaming monster or annoyances (rats, snakes, etc...) It usually stakes out passages or trails that are frequently used by many races and expects to be paid for its efforts. To a Verbat, keeping an area safe is its job. An adventurer usually encounters a Verbat rounding a corner or passing through a doorway into the Verbat's area. Upon seeing the adventurer, the verbat will immediately announce a telepatic requiest, 'Toll, Please!' Toll-taking is standard with Verbat and can take the form of payments of loot, work in exchange for passage (like hauling the carcass of a dead opponent out of the area), or fighting for the Verbat (in the case of extremely tough advesaros it cannot fight alone). Paymenst always must be made both upon entering or leaving a Verbat's area. The exact toll is determined by the GM and depends on how much trouble it is for the Verbat to keep the area clear and how wealty the party appears to be. Once a party becomes friendly with a Verbat (passing though his area and paying toll more than 4 times), imformation may be gained, by payment or otherwise, from the Verbat. This information always concerns the area the Verbat patrolls.

Combat: Unobserved in Combat

Society: A verbat usually stakes out an area and keeps it clear of roaming monster or annoyances (rats, snakes, etc...) It usually stakes out passages or trails that are frequently used by many races and expects to be paid for its efforts. To a Verbat, keeping an area safe is its job. An adventurer usually encounters a Verbat rounding a corner or passing through a doorway into the Verbat's area. Upon seeing the adventurer, the verbat will immediately announce a telepatic requiest, 'Toll, Please!' Toll-taking is standard with Verbat and can take the form of payments of loot, work in exchange for passage (like hauling the carcass of a dead opponent out of the area), or fighting for the Verbat (in the case of extremely tough advesaros it cannot fight alone). Paymenst always must be made both upon entering or leaving a Verbat's area. The exact toll is determined by the GM and depends on how much trouble it is for the Verbat to keep the area clear and how wealty the party appears to be. Once a party becomes friendly with a Verbat (passing though his area and paying toll more than 4 times), imformation may be gained, by payment or otherwise, from the Verbat. This information always concerns the area the Verbat patrolls.

Behavior: Behavior modeling incomplete


Marlok 'Deep Dwellers'

Reported By: Douglas A. Lent in Ares Section June 1985 - GW2

Role: Unknown
Base Stock: Human

MCC Stat Block: Marlok 'Deep Dwellers' (1d4+2 (4)): Init +4; atk see description; AC 18; HD 5D5 hp 15 each; MV 23' ; 1d20; SV Fort +1, Ref +1, Will +2
Mutations: Dark dependency, directional sense, heightened precision, heightened sense (hearing), mass mind, (improved), molecular disruption, telekinesis

Number Appearing: 1d4+2
Morale: 8
Hit Dice: HD 5D5
Armor: 8 (AC 18)
Size: Medium (1.5 Meters Tall)

Movement: MV 23'

Attack: See Description

MS: 16 PS: 13
IN: 16 DX: 14
CH: 13 CN: 13

Frequency: Very Rare
Organization: Nomadic Clan/Family
Activity Cycle: Night
Diet: Special
Habitat: Underground, most often beneath hills and ruins
Tech Level: 1 - 6
Artifacts: Possessions

Description: Description: Marloks look like Pure Strain Humans, except for their extremely pale skin and their large, light-sensitive eyes, both of which are the result of their subterranean exist- ence. Why those humans who were the marloks ancestors went underground in the first place is not clear, though it is thought they might have been refugees from the devastation during the Social Wars, or even command personnel con- trolling the war from deep below the earth. No matter what their origins, marloks are one of the most successful of the various subterranean races and are widespread, often migrating from one underground complex to another by traveling at night on the surface.Marloks lead a nomadic life while underground, traveling various tunnels, caverns, and other passageways in small, close-knit groups. Because of the large number of subterranean preda- tors, they seldom stay in any one place for more than a few days. Marloks often use tunnels to the surface to send out nighttime foraging parties to collect whatever edible plants and animals they can get. These are used to supplement the usual marlok diet of roots and fungi. However, since marloks do not recog- nize the rights of surface people, they often are not above raiding a nearby village for foodstuffs, though some groups have been able to establish mutual trade arrangements in which the marloks receive food for metals and an occasional artifact or two.Marloks have developed several powers to aid in underground survival. Their directional sense helps individuals to find their way back to their clan if separated, and this ability also helps in navigating the maze of underground passageways. Heightened precision lets them test the stability of tunnels and caves before entering them. Their heightened hearing, besides detecting the approach of enemies, can also detect the sounds of settling and potential collapse in tunnel systems. Telekinesis is often used to move obstructions from their path; if objects do not prove easily movable, molecular disruption can usually reduce them to more manageable size. Should the exercise of the former two abilities be beyond the range of any one individual, then their mass mind can increase their power output. The marlok racial ability of mass mind is better than the type usually encoun- tered, in that the base chance of any of the participants dying is only 1% ( + 1% for each minute of contact). All involved in the mass mind share a weak tele- pathic link while in contact, between those in the link who are touching.

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


May'Jir

Reported By: Kim Eastland in GW08 Module

Role: NPC
Base Stock: Boar

MCC Stat Block: May'Jir ( ()): Init -3; atk see description; AC 10; HD 1D7 hp 4; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Unknown

Number Appearing: More observations needed
Morale: More observations needed
Hit Dice: HD 1D7
Armor: More observations needed
Size: Unknown

Movement: NO MOVEMENT

Attack: See Description

MS: More observations needed PS: More observations needed
IN: More observations needed DX: More observations needed
CH: More observations needed CN: More observations needed

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Unknown
Tech Level: -
Artifacts: Unknown

Description: Unknown

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Medical Robot 'Medbot'

Reported By: unknown contributor in 3rd Edition

Role: Robot
Base Stock: Robot

MCC Stat Block: Medical Robot 'Medbot' (1d2 (1)): Init +3; atk 2 x tentacles melee +8 (1d7+6); AC 17; HD 3D12 hp 20; MV 30' or Treads 200' ; 1d20; SV Fort +2, Ref +1, Will -1
Mutations: None

Number Appearing: 1d2
Morale: 18
Hit Dice: HD 3D12
Armor: 7 (AC 17)
Size: Unknown

Movement: MV 30' or Treads 200'

Attack: 2 x Tentacles melee +8 (1d7+6)

MS: 8 PS: 65
IN: 18 DX: 13
CH: More observations needed CN: More observations needed

Frequency: Rare
Organization: Programmed
Activity Cycle: Any
Diet: None
Habitat: Unknown
Tech Level: 6 - 7
Artifacts: Unknown

Description: Description: This upright-walking, 2 meter tall unit is humanoid in shape. It has two arms and two 1 meter tentacles, each of which is equipped for handling precision instruments. Special equipment includes all normal Medi-kit tools and materials (in 5 times the quantity found in a Medi-kit) plus more extensive medical labs than are in the Medi-kit. A Medical Robot can perform complex surgery, if necessary. It heals characters at the same rate as a Medi-kit (1d10+20 hit points of damage to Pure Strain Humans and 1d10+10 hit points of damage to Humanoids and Mutated Animals).

Combat: Unobserved in Combat

Society: Anthropological studies incomplete

Behavior: Behavior modeling incomplete


Medicant